gaming machines
The gaming machine uses a win type lottery and reel control system to enhance player engagement by varying winning types and states, addressing the challenge of maintaining motivation and preventing boredom in slot machines.
Patent Information
- Application Number
- JP2020137231
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-08-17
- Publication Date
- 2026-01-21
- Estimated Expiration
- 2040-08-17
AI Technical Summary
Slot machines face a challenge in maintaining player motivation while balancing the expected number of coins won per unit of play, as setting high expectations in the AT presentation state increases player investment but reduces frequency, leading to boredom if the transition to AT state is low.
A gaming machine that incorporates a win type lottery system determining various winning types, including a 'batting order chance role' where a first role overlaps with a second role with a larger payout, and a reel control system to manage reel rotations and stops based on lottery results, transitioning to different presentation states with varying advantages.
Enhances gameplay enjoyment by maintaining player motivation through varied winning probabilities and states, preventing boredom and ensuring consistent engagement.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine that determines by lottery whether or not to award a gaming advantage to a player. [Background technology]
[0002] In a slot machine as a gaming machine, a winning combination is drawn in accordance with the player's bet of medals (gaming media) and the operation of a start switch, and multiple reels bearing various symbols are rotated. The reels are stopped sequentially in accordance with the result of the drawing and the player's operation of a stop switch, and when a symbol combination corresponding to a winning combination is displayed on an active line, which is the line eligible for payout, a predetermined number of medals is paid out, and a gaming profit (hereinafter simply referred to as gaming profit) is awarded to the player.
[0003] In addition, slot machines offer multiple game modes that offer different degrees of advantage (gaming profits) to the player during gameplay. For example, when a winning combination (hereinafter referred to as a "correct combination") with a high gaming profit is achieved, a stop switch operation mode (hereinafter referred to as a "correct operation mode") that is a winning condition for the correct combination is notified (hereinafter referred to as an "assist operation mode"), allowing the player to easily display the symbol combination corresponding to the correct combination on the pay line. Some slot machines also offer an AT (assist time) game mode, in which the probability of winning a replay combination is set high, or an ART game mode, in which the AT and RT game modes are simultaneously implemented (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-010751 Summary of the Invention [Problem to be solved by the invention]
[0005] In slot machines, the expected number of coins to be won per unit of play during the AT presentation can be set as desired. For example, by increasing the expected number of coins to be won per unit of play during the AT presentation, the player can earn a large gaming profit in a short period of time, which increases the player's motivation to play.
[0006] However, if the expected number of coins to be won per unit of play in the normal performance state is set relatively low in order to increase the expected number of coins to be won per unit of play in the AT performance state, the amount of investment by the player will become unnecessarily large.
[0007] On the other hand, if one tries to prevent a decrease in the expected number of coins to be won per unit game in the normal presentation state, one has no choice but to set a low probability of transitioning to the AT presentation state or to provide a period during which no lottery is held.
[0008] This may result in a decrease in the frequency of transition to the AT presentation state, which may cause the player to feel bored.
[0009] In view of the above problems, the present invention aims to provide a gaming machine that can improve playability while maintaining the player's motivation to play. [Means for solving the problem]
[0010] In order to solve the above-mentioned problems, the gaming machine of the present invention comprises a win type lottery means for determining one of a plurality of win types by lottery, including a selected win type (for example, a win type "batting order chance role B1") in which a first role (for example, a winning role "small role 33" or "small role 34") overlaps with a second role (for example, a winning role "small role 1") that has a larger payout number than the first role, and in which the first role can be won by a first operation and the second role can be won by a second operation; a reel control means for controlling the rotation of a plurality of reels on which a plurality of types of symbols are respectively arranged based on an operation of a start switch, and for controlling the stop of each reel corresponding to the operated stop switch based on the lottery result of the win type lottery means in response to an operation of a stop switch corresponding to the rotating reel; and a non-internal game state, a bonus internal game state (for example, and a presentation state control means for transitioning to one of a plurality of presentation states including a first presentation state (for example, a normal presentation state or a CZ presentation state), a second presentation state (for example, a normal AT presentation state) that is more advantageous than the first presentation state, and a third presentation state (for example, a specialized zone presentation state that is a non-AT presentation state) that is transitioned to before the second presentation state when transition to the second presentation state is determined in the first presentation state, wherein the winning types include a tie winning type (for example, a winning type "batting order chance role B1") in which the winning probability is equal between the non-internal game state and the bonus internal game state, and a variance winning type (for example, a winning type "normal replay 1") in which the winning probability is different, and the selected winning type is the tie winning type, and in the third presentation state, when the selected winning type is determined, the first winning type is transitioned to one of a plurality of presentation states including a first presentation state (for example, a normal presentation state or a CZ presentation state), a second presentation state (for example, a normal AT presentation state) that is more advantageous than the first presentation state, and a third presentation state (for example, a specialized zone presentation state that is a non-AT presentation state) that is transitioned to before the second presentation state when transition to the second presentation state is determined in the first presentation state. The role is winnable operation Aspects The type of the selected winning may be determined, and the first winning may be displayed according to the auxiliary effect. In operation mode where the role can be won Based on the operation performed, gaming profits (for example, lottery for AT presentation state, lottery for CZ presentation state) can be awarded. [Effects of the Invention]
[0011] According to the present invention, it is possible to improve the gameplay while maintaining the player's motivation to play. [Brief explanation of the drawings]
[0012] [Figure 1] FIG. 1 is an external view for explaining the general mechanical configuration of a slot machine. [Figure 2] FIG. 1 is an external view of the slot machine with the front door open, illustrating the general mechanical configuration of the slot machine. [Figure 3] 1 is a diagram illustrating the arrangement of symbols on the reels and the pay lines. [Figure 4] FIG. 2 is a block diagram showing a schematic electrical configuration of the slot machine. [Figure 5] FIG. 10 is an explanatory diagram for explaining a winning combination. [Figure 6] FIG. 10 is a diagram showing a winning type lottery table. [Figure 7] FIG. 10 is a diagram showing the number of places on the winning type lottery table. [Figure 8] FIG. 10 is an explanatory diagram for explaining the transition of the game state. [Figure 9] FIG. 10 is an explanatory diagram for explaining the transition of the presentation state. [Figure 10] 10 is a flowchart illustrating a CPU initialization process on the main control board. [Figure 11] 10 is a flowchart illustrating a cold start process in the main control board. [Figure 12] 10 is a flowchart illustrating an error stop process in the main control board. [Figure 13] 10 is a flowchart illustrating a setting value switching process in the main control board. [Figure 14] 10 is a flowchart illustrating an initialization start process in the main control board. [Figure 15] 10 is a flowchart illustrating a state restoration process in the main control board. [Figure 16] 10 is a flowchart illustrating game start processing on the main control board. [Figure 17] 10 is a flowchart illustrating the processing for inserting a gaming medal on the main control board. [Figure 18] 10 is a flowchart illustrating an internal lottery process in the main control board. [Figure 19] 10 is a flowchart illustrating a pattern code setting process on the main control board. [Figure 20] 10 is a flowchart illustrating an execution flag setting process in the main control board. [Figure 21] This is a flowchart explaining the non-advantageous section processing executed in the state-specific module execution processing. [Figure 22] 10 is a flowchart illustrating the normal presentation state processing executed in the state-specific module execution processing. [Figure 23] This is a flowchart explaining the CZ performance state processing executed in the state-specific module execution processing. [Figure 24] This is a flowchart explaining the non-advantageous waiting presentation state processing and the advantageous waiting presentation state processing executed in the state-specific module execution processing. [Figure 25] 10 is a flowchart explaining the processing performed during reel rotation on the main control board. [Figure 26] 10 is a flowchart explaining the reel stop processing in the main control board. [Figure 27] 10 is a flowchart illustrating a display determination process in the main control board. [Figure 28] 10 is a flowchart illustrating a payout process in the main control board. [Figure 29] 10 is a flowchart illustrating the game transition processing on the main control board. [Figure 30] This is a flowchart explaining the normal AT presentation state processing executed in the state-specific module execution processing. [Figure 31] 10 is a flowchart illustrating a power-off evacuation process in the main control board. [Figure 32] 10 is a flowchart illustrating a timer interrupt process in the main control board. [Figure 33] This is an explanatory diagram for explaining the winning mode of the winning type ``Strawberry Batting Order.'' [Figure 34] This is an explanatory diagram for explaining the winning mode of the winning type "Batting Order Chance Role B". [Figure 35] This is an explanatory diagram for explaining the winning mode of the winning type "Batting Order Chance Role A". [Figure 36] FIG. 10 is a diagram showing the number of places on the winning type lottery table. [Figure 37] FIG. 10 is a diagram showing the number of places on the winning type lottery table. [Figure 38] This is an explanatory diagram for explaining the winning mode of the winning type "Batting Order Chance Role C". [Figure 39] FIG. 10 is an explanatory diagram for explaining the transition of the presentation state. [Figure 40] FIG. 10 is an explanatory diagram for explaining the transition of the presentation state. [Figure 41] FIG. 10 is an explanatory diagram for explaining the transition of the presentation state. [Figure 42] FIG. 10 is an explanatory diagram for explaining the transition of the presentation state. [Figure 43] FIG. 10 is an explanatory diagram for explaining the transition of the presentation state. [Figure 44] FIG. 10 is an explanatory diagram for explaining the transition of the presentation state. DETAILED DESCRIPTION OF THE INVENTION
[0013] Preferred embodiments of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values shown in the embodiments are merely examples for facilitating understanding of the invention and, unless otherwise specified, do not limit the present invention. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0014] (Mechanical configuration of slot machine 100) 1 and 2, a slot machine 100 serving as a gaming machine is provided with a housing 102 having an open front, and an upper front door 104 and a lower front door 106 which are rotatably arranged one above the other at one end of the front of the housing 102. A colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate or the like is provided in the approximate center of the lower part of the upper front door 104, and four reels 110 (left reel 110a, center reel 110b, right reel 110c, and fourth reel 110d) are provided in the housing 102 at positions corresponding to the symbol display window 108 so as to be independently rotatable. As shown in the symbol arrangement in Figure 3(a), the outer periphery of the left reel 110a, center reel 110b, right reel 110c, and fourth reel 110d is divided into 20 equal areas, each of which has a plurality of types of symbols arranged in each area, and the player can see a total of 12 symbols, three consecutive symbols each, located in the upper, middle, and lower rows of the left reel 110a, center reel 110b, right reel 110c, and fourth reel 110d, through the symbol display window 108. Here, the four reels 110 will be described as the left reel 110a, center reel 110b, right reel 110c, and fourth reel 110d, respectively, but they may also be read as the first reel 110a, second reel 110b, third reel 110c, and fourth reel 110d.
[0015] An operation unit installation base 112 is formed above the front lower door 106, and the operation unit installation base 112 is provided with a medal insertion unit 114, a bet switch 116, a start switch 118, a stop switch 120, a performance switch 122, an adjustment switch 123, etc. The medal insertion unit 114 accepts medals inserted as game value through a medal insertion port 114a. The bet switch 116 inserts (bet) a specified number of medals required for one game from medals electrically stored inside the slot machine 100 (hereinafter simply referred to as credits).
[0016] The start switch 118 is configured, for example, with a lever that can detect tilting operation and detects a player's operation to start a game. The stop switches 120 (stop switch 120a, stop switch 120b, stop switch 120c, stop switch 120d) are provided corresponding to the left reel 110a, center reel 110b, right reel 110c, and fourth reel 110d, respectively, and detect the player's stop operation. Note that when the stop switches 120 are in a state where they can be operated to stop, the player first operating one of the stop switches 120a, 120b, 120c, or 120d to stop the game is referred to as the first stop. After the first stop, operating one of the three stop switches 120 that have not been operated is referred to as the second stop. After the second stop, operating one of the two stop switches 120 that have not been operated is referred to as the third stop. After the third stop, operating the last remaining stop switch 120 is referred to as the fourth stop. The effect switch 122 is composed of, for example, a push switch and a jog dial switch rotatably arranged around it, and detects push operations and rotation operations by the player to set various settings related to the effect, such as the volume of music. The settlement switch 123 is used to settle (pay out) the credited medals.
[0017] A liquid crystal display unit 124 that displays various images associated with performances is provided approximately in the center of the top of the upper front door 104. Performance lamps 126, for example, formed of high-brightness light-emitting diodes (LEDs), are provided at the top and on the left and right of the upper front door 104. Speakers 128 that perform auditory performances using sound effects, musical tones, etc. are provided at the left and right positions of the liquid crystal display unit 124 on the rear surface of the upper front door 104 and on the left and right positions on the rear surface of the lower front door 106.
[0018] The operation unit installation base 112 is provided with a main credit display unit 130 and a main payout display unit 132. In addition, a sub-credit display unit 134 and a sub-payout display unit 136 are provided between the symbol display window 108 and the operation unit installation base 112. The main credit display unit 130 and the sub-credit display unit 134 display the number of credited medals (number of credits), and the main payout display unit 132 and the sub-payout display unit 136 display the number of medals to be paid out.
[0019] A medal payout device (medal hopper) 142 for paying out medals from a medal discharge port 140a is provided below the reels 110 inside the cabinet 102. A tray 140 for storing medals paid out from the medal discharge port 140a is provided at the bottom of the front of the lower front door 106. A power switch 144 is also provided inside the cabinet 102. The power switch 144 is operated by an administrator who manages the slot machine 100, and is used to switch between two states: a power-off state and a power-on state.
[0020] Additionally, within the cabinet 102, a main control board 200 (described later) is provided with a setting key and a setting change switch (not shown) (collectively referred to as a setting value setting means). When a predetermined key (operation key) is inserted into the setting key and turned from the OFF position to the ON position, the slot machine 100 transitions to a setting change mode, allowing the setting value to be changed (also simply referred to as a setting change) via the power switch 144. The setting value indicates the player's degree of advantage (machine payout ratio) in stages, expressed on six levels, for example, from 1 to 6. Generally, the higher the setting value, the higher the overall advantage in the game (the higher the expected number of coins to be won). When the setting change switch is pressed in a setting changeable state, the setting value is incremented by one. For example, the setting value is changed to one of the six setting values. Operating the start switch 118 fixes the setting value, and returning the setting key to its original position (OFF position) ends the setting change mode, allowing play. The setting can be changed only for a certain period of time after the power switch 144 is operated to turn on the power.
[0021] In the slot machine 100, once a game can be started and a predetermined number of medals are bet, the active line A is activated and operation of the start switch 118 is validated. Here, betting includes inserting credited medals through operation of the bet switch 116, inserting medals through the medal insertion unit 114, and automatically inserting medals based on the display of a replay combination on the active line A, which will be described in detail later. The active line A is a line used to determine whether a winning combination has been achieved, and in this embodiment, there is only one active line. As shown in FIG. 3(b), the active line A is set as a line connecting the positions corresponding to the symbols that stop on the middle row of the left reel 110a, the middle row of the center reel 110b, the middle row of the right reel 110c, and the middle row of the fourth reel 110d among the 12 symbols (four reels × three rows: top, middle, and bottom) that appear in the symbol display window 108.
[0022] When the player operates the start switch 118, the game begins, the left reel 110a, the center reel 110b, the right reel 110c, and the fourth reel 110d are spun, and a lottery for determining a winning type is executed. After that, the left reel 110a, the center reel 110b, the right reel 110c, and the fourth reel 110d are stopped in response to the operation of the stop switches 120a, 120b, 120c, and 120d. If a winning combination that is eligible for a medal payout is achieved based on the results of the lottery for determining a winning type and the combination of symbols displayed on the pay line A, the medals are paid out. If a winning combination that is eligible for a medal payout is not achieved or if a winning combination that is eligible for a medal payout is achieved but not won, the game ends when the left reel 110a, the center reel 110b, the right reel 110c, and the fourth reel 110d all come to a stop.
[0023] In this embodiment, the above-mentioned one game refers to the game from when a medal is inserted through the medal insertion section 114, when a credited medal is inserted through the operation of the bet switch 116, or when a medal is automatically inserted based on the display of a replay role on the activated line A, until the left reel 110a, center reel 110b, right reel 110c, and fourth reel 110d are controlled to rotate and a winning type lottery is executed in response to the player's operation of the start switch 118, and depending on the result of the winning type lottery and the player's operation of the multiple stop switches 120a, 120b, 120c, and 120d, the left reel 110a, center reel 110b, right reel 110c, and fourth reel 110d corresponding to the operated stop switch 120a, 120b, 120c, and 120d are controlled to stop, and if a winning role that can be awarded with a medal is won, the medal is paid out. In addition, if a player does not win a prize type that can receive a medal payout, or if a player wins but does not win a prize, one game ends when the left reel 110a, center reel 110b, right reel 110c, and 4th reel 110d all stop. However, the start of one game may be interpreted as the player operating the start switch 118 instead of the insertion of a medal or winning a replay role. In addition, the number of times one game is repeated is defined as the number of games.
[0024] Fig. 4 is a block diagram showing a schematic electrical configuration of the slot machine 100. As shown in Fig. 4, the slot machine 100 is provided with a control board including a main control board 200 (main control unit) that controls the progress of the game, and a sub-control board 202 (sub-control unit) that controls the presentation according to the progress of the game. Furthermore, transmission of electrical signals between the main control board 200 and the sub-control board 202 is limited to one direction only, from the main control board 200 to the sub-control board 202, from the viewpoint of preventing fraud, etc.
[0025] (Main control board 200) The main control board 200 has semiconductor integrated circuits including a main CPU 200a, which is a central processing unit, a main ROM 200b in which programs and the like are stored, and a main RAM 200c, which functions as a work area, and controls the entire slot machine 100. Even if the power is turned off, the main RAM 200c retains data without erasing it unless a setting change is made and the RAM is cleared.
[0026] The main control board 200 also has functional units such as an initialization means 300, a betting means 302, a winning type lottery means 304, a reel control means 306, a determination means 308, a payout control means 310, a game status control means 312, a presentation status control means 314, and a command sending means 316, which function when the main CPU 200a cooperates with the main RAM 200c based on a program stored in the main ROM 200b.
[0027] The main control board 200 receives various detection signals from the inserted medal detection unit 414b, which detects the insertion of medals into the medal insertion slot 114a, the bet switch 116, the start switch 118, and the stop switches 120a, 120b, 120c, and 120d, and the main CPU 200a performs various processes based on the received detection signals.
[0028] The initialization means 300 executes initialization processing on the main control board 200. The betting means 302 bets medals to be used in games. The win type lottery means 304, based on the operation of the start switch 118, performs a win type lottery to determine whether a winning combination has been achieved, more specifically, whether a winning type including the winning combination has been achieved, as will be described in detail later.
[0029] The reel control means 306 controls the rotation of the left reel 110a, center reel 110b, right reel 110c, and fourth reel 110d in response to operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, center reel 110b, right reel 110c, and fourth reel 110d in response to operation of the stop switches 120a, 120b, 120c, and 120d corresponding to the rotating left reel 110a, center reel 110b, right reel 110c, and fourth reel 110d, respectively. Furthermore, in response to the operation of the start switch 118, the reel control means 306 may extend the time from when the operation of the stop switches 120a, 120b, 120c, and 120d was enabled in the previous game until the operation of the stop switches 120a, 120b, 120c, and 120d by the player is enabled to display the lottery results for the winning type lottery (which was disabled upon completion of the operation of the stop switches 120a, 120b, 120c, and 120d in the previous game) beyond a specified time, and during that time, perform a reel effect (freeze effect) in which the reels 110a, 110b, 110c, and the 4th reel 110d spin in various ways. The reel effect can be realized by not enabling any switch that should normally be enabled for a predetermined time, suspending processing that should normally be executed for a predetermined time, or not transmitting or receiving any switch signal that should normally be transmitted or received for a predetermined time.
[0030] A reel drive control unit 150 is also connected to the main control board 200. This reel drive control unit 150 drives a stepping motor 152 based on rotation start signals for the left reel 110a, center reel 110b, right reel 110c, and fourth reel 110d sent from the reel control means 306 in response to an operation signal from the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on stop signals for the left reel 110a, center reel 110b, right reel 110c, and fourth reel 110d sent from the reel control means 306 in response to an operation signal from the stop switch 120 and a detection signal from the rotation position detection circuit 154.
[0031] The determination means 308 determines whether or not a symbol combination corresponding to a winning role has been displayed on the pay line A. Here, the display of a symbol combination corresponding to a winning role on the pay line A may simply be referred to as a win. The payout control means 310 pays out medals in the number (value amount) corresponding to the winning role, based on the fact that a symbol combination corresponding to a winning role has been displayed on the pay line A (a win has been achieved). In addition, the main control board 200 is connected to a medal payout device 142, and the payout control means 310 dispenses medals while counting the number of medals to be paid out.
[0032] The game state control means 312 refers to the result of the lottery for determining the winning type and the determination result of the determination means 308, and transitions the game state to one of a plurality of game states. In addition, the presentation state control means 314 refers to the result of the lottery for determining the winning type, the determination result of the determination means 308, and transition information of the game state, and transitions the presentation state to one of a plurality of presentation states.
[0033] The command sending means 316 sequentially determines game-related commands in accordance with the operation of the betting means 302, the winning type lottery means 304, the reel control means 306, the judgment means 308, the payout control means 310, the game status control means 312, the presentation status control means 314, etc., and sequentially sends the determined commands to the sub-control board 202.
[0034] The main control board 200 is also provided with a random number generator 200d. The random number generator 200d sequentially increments a count value, loops it within a predetermined numerical range, and extracts the count value at a predetermined point in time to obtain a random number. The random number generated by the random number generator 200d of the main control board 200 (hereinafter referred to as a win type lottery random number) is used to determine the gaming benefit to be awarded to the player, for example, the win type determined by the win type lottery means 304.
[0035] (Sub-control board 202) Similarly to the main control board 200, the sub-control board 202 has various semiconductor integrated circuits including a sub-CPU 202a which is a central processing unit, a sub-ROM 202b which stores programs and the like, and a sub-RAM 202c which functions as a work area, and controls, in particular, performances based on commands from the main control board 200. Similarly to the main RAM 200c, the sub-RAM 202c is also connected to a backup power supply (not shown), so that data is not erased and is retained even if the power is cut off. Similarly to the main control board 200, the sub-control board 202 is also provided with a random number generator 202d, and the random numbers generated by the random number generator 202d (hereinafter referred to as performance lottery random numbers) are mainly used to determine the type of performance.
[0036] In addition, the sub-control board 202 has functional units such as an initialization determination means 330, a command receiving means 332, and a performance control means 334, which function in cooperation with the sub-RAM 202c based on the program stored in the sub-ROM 202b.
[0037] The initialization determination means 330 executes initialization processing on the sub-control board 202. The command receiving means 332 receives commands from other control boards, such as the main control board 200, and processes the commands. The effect control means 334 receives a detection signal from the effect switch 122 and determines the effects of the game to be performed by each device, such as the LCD display unit 124, the speaker 128, and the effect lamp 126, based on the received command. Specifically, the effect control means 334 determines image data to be displayed on the LCD display unit 124 and illumination data for effects using illumination devices such as the effect lamp 126, the sub-credit display unit 134, and the sub-payout display unit 136, and also determines audio data constituting the sound to be output from the speaker 128. The effect control means 334 then executes the determined game effects. The effects also include auxiliary effects. The auxiliary effect is an effect that notifies the player of the correct operation of the stop switches 120a, 120b, 120c, and 120d, which is the winning condition for the correct combination, when a selected winning type in which a correct combination and an incorrect combination overlap is won in the winning type lottery. This auxiliary effect allows the player to easily display the symbol combination corresponding to the correct combination on the pay line A. The effect state in which this auxiliary effect is executed is called the AT (assist time) effect state. Also, a so-called ART game state may be used in which the AT effect state and the RT (replay time) game state, which has a high probability of winning a replay role, proceed in parallel.
[0038] In the following, notification means managed by boards other than the main control board 200, including the sub-control board 202, such as the LCD display unit 124, performance lamp 126, speaker 128, sub-credit display unit 134, and sub-payout display unit 136, may be referred to as other notification means. In contrast, notification means managed by the main control board 200, such as the main credit display unit 130 and main payout display unit 132, may be referred to as main notification means (instruction monitor). Furthermore, the main notification means and other notification means capable of executing auxiliary effects may be collectively referred to as auxiliary effect execution means. The effect state control means 314 causes the auxiliary effect execution means to execute an auxiliary effect in the AT effect state.
[0039] (Table used in main control board 200) FIG. 5 is an explanatory diagram for explaining winning roles, FIG. 6 is an explanatory diagram for explaining the winning type lottery table, and FIG. 7 is a diagram showing the number of places on the winning type lottery table.
[0040] As will be described in detail later, the slot machine 100 is provided with a plurality of game states and presentation states, and the game states and presentation states are shifted as the game progresses. The main control board 200 stores a plurality of win type lottery tables and the like in the main ROM 200b, which correspond to the game states managed and controlled by the game state control means 312. The win type lottery means 304 extracts a corresponding win type lottery table from the main ROM 200b according to the current setting value (which indicates the easiness of obtaining a game profit in stages) stored in the main RAM 200c and the current game state, and determines, based on the extracted win type lottery table, which win type in the win type lottery table corresponds to the win type random number obtained in response to the operation signal of the start switch 118.
[0041] Here, the winning combinations constituting the winning types extracted in the winning type lottery table include a replay combination, a small combination, and a bonus combination. A replay combination is a combination that allows a player to play again without placing a new medal bet when a symbol combination corresponding to the replay combination is displayed on the active line A. A small combination is a combination that allows a player to receive a payout of a predetermined number of medals according to the symbol combination when a symbol combination corresponding to the small combination is displayed on the active line A. Furthermore, a bonus combination is a combination that allows a game state managed by the game state control means 312 to transition to a bonus game state (a game state during RBB operation, which will be described later) when a symbol combination corresponding to the bonus combination is displayed on the active line A.
[0042] As shown in FIG. 5, the winning combination in this embodiment is a bonus combination of "RBB." In addition, the winning combinations "small combination 1" to "small combination 37" are provided as small combinations. In addition, the winning combinations "replay 1" to "replay 8" are provided as replay combinations. In FIG. 5, one or more symbols constituting each winning combination are associated with the left reel 110a, the center reel 110b, the right reel 110c, and the 4th reel 110d. In the following, the winning combinations "small combination 1" to "small combination 13" may be abbreviated as "15-piece combination," and the winning combinations "small combination 14" to "small combination 35" may be abbreviated as "1-piece combination."
[0043] In this embodiment, when the stop switch 120 is operated by the player, if the symbols constituting the symbol combination corresponding to a possible winning combination are on the activated line A, the reel control means 306 performs stop control so that the symbols stop on the activated line A. Also, when the stop switch 120 is operated, if the symbols constituting the symbol combination corresponding to a possible winning combination are not on the activated line A but are within a range equivalent to four symbols in the direction opposite to the rotation direction of the reel 110 (pull-in range), the reel control means 306 performs stop control so that the number of separated symbols becomes the number of sliding frames, and the symbols constituting the symbol combination corresponding to the winning combination are pulled onto the activated line A and then stopped after maintaining rotation for the number of sliding frames. Furthermore, when there are multiple symbols on the reels 110 corresponding to a winning combination that can be won and all of them are within the reel-in range of the reels 110, a predetermined priority is set to determine which symbol to reel onto the pay line A, and stop control is performed so that the prioritized symbol is rotated for a number of sliding frames so as to be reeled onto the pay line A and then stopped. Note that when the stop switch 120 is pressed, if symbols constituting a symbol combination corresponding to a winning combination other than a winning combination that can be won are on the pay line A, the reel control means 306 also executes a so-called kick-off process in parallel to prevent the symbols from stopping on the pay line A. Furthermore, as will be described later, when an operation mode (operation order or operation timing) is set as a winning condition for a winning combination included in a win type, the reel control means 306 controls the symbols to stop so that the symbol combination corresponding to the winning combination can be displayed on the pay line A according to the player's operation mode.
[0044] For example, the symbols constituting the symbol combination corresponding to the winning role "Replay 1" and the winning role "Small Role 1" are arranged on each reel 110 by the above-mentioned stop control so as to be displayed on the activated line A. Such a winning role may be expressed as PB=1. On the other hand, for example, the symbols constituting the symbol combination corresponding to the winning role "Replay 3", the winning role "Small Role 16", and the winning role "RBB" are not necessarily arranged on each reel 110 by the above-mentioned stop control so as to be displayed on the activated line A, so that a so-called missed win may occur. Such a winning role may be expressed as PB≠1.
[0045] As shown in Fig. 6, the win type lottery table is partitioned into multiple win areas, and the win types to be selected vary depending on the gaming state, and the presence or absence of non-wins (misses) also varies. Fig. 6 shows the win areas (win types) assigned to each gaming state (non-internal gaming state (non-internal), RBB internal gaming state (RBB internal), RBB operating gaming state (RBB operating)) and an overview of the winning combination (e.g., the number of payouts) that can be displayed depending on the player's operation mode when that win type is won. Note that hatched areas in the win type lottery table indicate that that win type cannot be won in that gaming state. Such win type lottery tables are stored in the main ROM 200b in association with each of multiple gaming states. In addition, winning types surrounded by thin-lined boxes indicate winning types that allow for a lottery to be held to move to an advantageous zone, and winning types surrounded by thick lines indicate winning types that do not allow for a lottery to be held to move to an advantageous zone, and therefore do not allow for a lottery to be held to move to an advantageous zone.
[0046] In the win type lottery table, each partitioned win area is associated with a predetermined number of winning positions (win range value), which is a numerical value indicating the win range, and a win type. Adding up the numbers of positions in all win areas assigned to each game state equals the total number of win type lottery random numbers (65,536). Therefore, the probability of each win type being determined is calculated by dividing the number of positions associated with the win area by the total number of win type lottery random numbers. Based on the game state at that time, the win type lottery means 304 sequentially obtains the number of positions from the multiple win areas in the win type lottery table, starting with the highest number. It subtracts the number of positions from the win type lottery random number. If the value after subtraction is less than 0, the win type associated with the current win area is determined as the lottery result for the win type lottery. Furthermore, if the number of positions in all win areas from win area 1 onward is subtracted from the win type lottery random number and the value after subtraction is equal to or greater than 0, the win type "losing" for win area 0 is determined as the lottery result for the win type lottery.
[0047] Here, we will provide additional information about the winning combination "RBB" that constitutes the winning type "RBB." A predetermined first-class special role RB is a role that increases the number of symbol combinations related to winning per predetermined number or increases the probability of activation of a conditional device related to winning per predetermined number. It activates under predetermined circumstances and can continue to operate until a game result not exceeding 12 is obtained. Here, a conditional device is a device whose activation is a necessary condition for the display of a symbol combination related to a winning, replay, or activation of a role or role continuous activation device. It activates when a winning type lottery (a computer-generated lottery held within the gaming machine) is won, i.e., a winning flag. The role continuous activation device related to the first-class special role that constitutes the winning type "RBB" (winning role "RBB") is a device that can continuously activate the first-class special role RB. It activates when a specific symbol combination is displayed and terminates its operation under predetermined circumstances.
[0048] According to the winning type lottery table in Figure 6, for example, winning area 0 is associated with the winning type "miss", and if such a winning type is won, the pattern combination corresponding to any of the winning roles shown in Figure 5 will not be displayed on the valid line A, and no medals will be paid out, etc.
[0049] In addition, winning area 1 is associated with the winning type "small win ALL" which includes (wins) the winning roles "small win 1" to "small win 37" in duplicate, and winning area 2 is associated with the winning type "1 piece ALL" which includes (wins) the winning roles "small win 14" to "small win 33" in duplicate.
[0050] In addition, winning area 3 is associated with the winning type "Weak Cherry 1," which includes both the winning role "Small Role 22," which pays out one coin, and the winning role "Small Role 37," which pays out three coins.
[0051] In addition, the winning areas 4 to 27 are associated with the selected winning types (winning types "Strawberry Batting Order 1" to "Strawberry Batting Order 24") that overlap and include either a correct combination (winning combination "Small combination 2" to "Small combination 13") with a payout of 15 coins, or an incorrect combination (winning combination "Small combination 14" to "Small combination 29") with a payout of 1 coin. Note that, hereinafter, the 24 winning types of winning areas 4 to 27 may be simply referred to as the winning type "Strawberry Batting Order".
[0052] Furthermore, winning regions 28-31 are associated with winning types "Batting Order Chance Role A1" to "Batting Order Chance Role A4," which include at least a combination of the winning role "Small Role 1" with a payout of 15 coins, the winning role "Small Role 35" with a payout of 1 coin, and the winning role "Small Role 36" with a payout of 2 coins. Furthermore, winning regions 32-35 are associated with winning types "Batting Order Chance Role B1" to "Batting Order Chance Role B4," which include at least a combination of the winning role "Small Role 1" with a payout of 15 coins and the winning roles "Small Role 33" and "Small Role 34" with a payout of 1 coin. Hereinafter, the four winning types in winning regions 28-31 may be abbreviated as "Batting Order Chance Role A," and the four winning types in winning regions 32-35 may be abbreviated as "Batting Order Chance Role B." In addition, the winning type "Batting Order Chance Role A" and the winning type "Batting Order Chance Role B" may be abbreviated to simply the winning type "Batting Order Chance Role."
[0053] In addition, the winning areas 36 to 41 are associated with the winning types "Normal Replay 1" to "Normal Replay 6", which include any of the winning roles "Replay 1" to "Replay 3" and "Replay 5" to "Replay 8" overlapping with each other.
[0054] Furthermore, the winning area 42 is associated with a winning type "Chance Replay" which includes the winning combinations "Replay 1" and "Replay 3" in duplicate. The winning area 43 is associated with a winning type "Weak Bell" which includes the winning combinations "Replay 1" to "Replay 4" in duplicate. The winning area 44 is associated with a winning type "Strong Bell" which includes the winning combinations "Replay 1" to "Replay 5" in duplicate. The winning area 45 is associated with a winning type "Strong Cherry 1" which includes the winning combinations "Replay 1" and "Replay 4" in duplicate. The winning area 46 is associated with a winning type "Strong Cherry 2" which includes the winning combinations "Replay 1", "Replay 4", and "Replay 5" in duplicate. The winning types "Normal Replay 1" to "Normal Replay 6", "Chance Replay", "Weak Bell", "Strong Bell", "Strong Cherry 1", and "Strong Cherry 2" may be abbreviated as simply the winning type "Replay".
[0055] Furthermore, winning area 47 is associated with the winning type "Weak Cherry 2," which includes the winning combination "RBB" and the winning combinations "Small combination 18," "Small combination 29," and "Small combination 30." Winning area 48 is associated with the winning combination "RBB" and the winning combination "Common 1" which includes the winning combinations "Small combination 14," "Small combination 18," "Small combination 26," "Small combination 29," and "Small combination 30." Winning area 49 is associated with the winning type "Common 1" which includes the winning combination "RBB" and the winning combinations "Small combination 17," "Small combination 31," "Small combination 33," and "Small combination 33." Winning area 50 is associated with the winning type "RBB," which includes the winning combination "RBB" alone. Note that if winning areas 47-49 are won during the RBB internal game state, only the small combination will be won.
[0056] When a winning type that includes multiple overlapping winning combinations is won, the winning conditions for which winning combination should be preferentially displayed on the pay line A, for example, the order in which the stop switches 120a, 120b, 120c, and 120d are operated, are set.
[0057] In the following description, the operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of left reel 110a, center reel 110b, right reel 110c, and fourth reel 110d will be referred to as "batting order 1," the operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of left reel 110a, center reel 110b, fourth reel 110d, and right reel 110c will be referred to as "batting order 2," and the operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of left reel 110a, right reel 110c, center reel 110b, and fourth reel 110d will be referred to as "batting order 3." The operation of stop switches 120a, 120b, 120c, and 120d to stop the reels in the order of left reel 110a, right reel 110c, 4th reel 110d, and center reel 110b is defined as "batting order 3," and the operation of stop switches 120a, 120b, 120c, and 120d to stop the reels in the order of left reel 110a, 4th reel 110d, center reel 110b, and right reel 110c is defined as "batting order 4," and the operation of stop switches 120a, 120b, 120c, and 120d to stop the reels in the order of left reel 110a, 4th reel 110d, center reel 110b, and right reel 110c is defined as "batting order 5." The operation of the top switches 120a, 120b, 120c, and 120d is set to "batting order 6," the operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the center reel 110b, the left reel 110a, the right reel 110c, and the fourth reel 110d is set to "batting order 7," the operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the center reel 110b, the left reel 110a, the fourth reel 110d, and the right reel 110c is set to "batting order 8," and the operation of the stop switches 120a, 120b, 120c, and 120d that stop the reels in the order of the center reel 110b, the left reel 110a, the fourth reel 110d, and the right reel 110c is set to "batting order 9." The operation of the stop switches 120a, 120b, 120c, 120d that stops the reels in the order of center reel 110b, right reel 110c, 4th reel 110d, and left reel 110a is set to "batting order 9", the operation of the stop switches 120a, 120b, 120c, 120d that stops the reels in the order of center reel 110b, right reel 110c, 4th reel 110d, and left reel 110a is set to "batting order 10", the operation of the stop switches 120a, 120b, 120c, 120d that stops the reels in the order of center reel 110b, 4th reel 110d, left reel 110a, and right reel 110c is set to "batting order 11", the operation of the stop switches 120a, 120b, 120c, 120d that stops the reels in the order of center reel 110b, 4th reel 110d,The operation of the stop switches 120a, 120b, 120c, and 120d that stops the reels in the order of the right reel 110c and the left reel 110a is defined as "batting order 12." The operation of the stop switches 120a, 120b, 120c, and 120d that stops the reels in the order of the right reel 110c, the left reel 110a, the center reel 110b, and the fourth reel 110d is defined as "batting order 13." The operation of the stop switches 120a, 120b, 120c, and 120d that stops the reels in the order of the right reel 110c, the left reel 110a, the fourth reel 110d, and the center reel 110b is defined as "batting order 14." The operation of the stop switches 120a, 120b, 120c, and 120d that stops the reels in the order of right reel 110c, center reel 110b, left reel 110a, and 4th reel 110d is defined as "batting order 15." The operation of the stop switches 120a, 120b, 120c, and 120d that stops the reels in the order of right reel 110c, center reel 110b, 4th reel 110d, and left reel 110a is defined as "batting order 16." The operation of the stop switches 120a, 120b, 120c, and 120d that stops the reels in the order of right reel 110c, 4th reel 110d, left reel 110a, and center reel 110b is defined as "batting order 17." Operation of stop switches 120a, 120b, 120c, and 120d is set to "batting order 17," which stops the reels in the order of right reel 110c, 4th reel 110d, center reel 110b, and left reel 110a. Operation of stop switches 120a, 120b, 120c, and 120d is set to "batting order 18," which stops the reels in the order of 4th reel 110d, left reel 110a, center reel 110b, and right reel 110c. Operation of stop switches 120a, 120b, 120c, and 120d is set to "batting order 19," which stops the reels in the order of 4th reel 110d, left reel 110a, right reel 110c, and center reel 110b. The operation of the stop switches 120a, 120b, 120c, and 120d is defined as "batting order 20," and the operation of the stop switches 120a, 120b, 120c, and 120d that stops the reels in the order of the 4th reel 110d, the center reel 110b, the left reel 110a, and the right reel 110c is defined as "batting order 21." The operation of the stop switches 120a, 120b, 120c, and 120d that stops the reels in the order of the 4th reel 110d, the center reel 110b, the right reel 110c, and the left reel 110a is defined as "batting order 22."The operation of the stop switches 120a, 120b, 120c, and 120d to stop the reels in the order of the center reel 110b is called "batting order 23," and the operation of the stop switches 120a, 120b, 120c, and 120d to stop the reels in the order of the 4th reel 110d, right reel 110c, center reel 110b, and left reel 110a is called "batting order 24."
[0058] In addition, in the following explanation, the operation of stop switches 120a, 120b, 120c, and 120d to stop the left reel 110a first will be referred to as a "left push," the operation of stop switches 120a, 120b, 120c, and 120d to stop the center reel 110b first will be referred to as a "center push," the operation of stop switches 120a, 120b, 120c, and 120d to stop the right reel 110c first will be referred to as a "right push," and the operation of stop switches 120a, 120b, 120c, and 120d to stop the 4th reel 110d first will be referred to as a "4th push."
[0059] For example, in the RBB internal game state described later, when the winning type "Strawberry 1" in the winning area 4 is won and an operation is performed in the correct operation mode (batting order 1), stop control is performed so that the symbol combination corresponding to the winning role "Small Role 2", which is a correct role with a payout of 15 coins, is preferentially displayed on the active line A. Also, when an operation is performed in the batting orders 2 to 6 or 13 to 24, stop control is performed so that the symbol combination corresponding to the winning role "1-piece role", which is an incorrect role with a payout of 1 coin, is preferentially displayed on the active line A, and when an operation is performed in the batting orders 7 to 12, stop control is performed so that the symbol combination corresponding to the winning role "1-piece role", which is an incorrect role with a payout of 1 coin, is preferentially displayed on the active line A with a probability of 1 / 2.
[0060] The number of symbols placed for each of the winning types "Battalion Strawberry" in winning areas 4-27 is set to 1870, so that the probability of winning is equal. Because players usually cannot know which winning type they have won, the provision of winning areas 4-27 makes it difficult to win with a correct combination. Furthermore, as described above, even if the stop switches 120a, 120b, 120c, and 120d are operated in a manner that prioritizes the display of incorrect combinations, the symbol combination corresponding to the incorrect combination is not necessarily displayed on the pay line A. Therefore, depending on the operation mode, a missed win may occur (PB≠1). Similarly, the number of symbols placed for the winning type "Battalion Chance A" in winning areas 28-31 is set to 128, so that the probability of winning is equal. Furthermore, the number of symbols placed for the winning type "Battalion Chance B" in winning areas 32-35 is set to 612, so that the probability of winning is equal. Since players usually cannot know which winning type they have won, by providing the winning areas 28 to 35 as described above, it is made difficult for players to win the correct combination that maximizes the gaming profit in each presentation state.
[0061] When any of the above-mentioned winning types is won, the internal win flag corresponding to the respective winning type is set (ON), and the stop control of each reel 110 is performed according to the set status of this internal win flag. At this time, if a winning type including a small win is won but the symbol combination corresponding to this winning role is not displayed on the pay line A during that game, the internal win flag is set (OFF) after the end of that game. In other words, the right to win a small win is limited to the game in which the winning type including the small win is won, and the right cannot be carried over to the next game. On the other hand, when a winning type including the winning role "RBB" is won, the RBB internal win flag is set (ON), and the RBB internal win flag is carried over across games until the symbol combination corresponding to the winning role "RBB" is displayed on the pay line A. In addition, when an internal win flag corresponding to a win type that includes a replay role is established, a symbol combination corresponding to one of the replay roles included in that win type is always displayed on the active line A, and after the processing required to play the next game without requiring a medal is performed, the internal win flag is turned OFF.
[0062] (Game state transition) Here, the transition of the game state will be explained using Figure 8. Here, multiple game states are prepared, such as a non-internal game state, an RBB internal game state, and an RBB operating game state. As will be described later, each game state transitions according to the winning of a bonus role, winning (operation), and ending of the game.
[0063] The non-internal gaming state is a gaming state corresponding to the initial state among multiple gaming states. In such a non-internal gaming state, the winning probability of a replay role is set to approximately 1 / 7.3. Also, in the non-internal gaming state, the winning role "RBB" is determined with a predetermined probability (for example, approximately 1 / 10).
[0064] The game state control means 312 transitions the game state in response to the winning of the winning combination "RBB." For example, in a game in which the winning combination "RBB" is won, when a symbol combination corresponding to the winning combination "RBB" is displayed on the activated line A, the game state control means 312 transitions the game state to the RBB activated game state (1).
[0065] In the RBB operating gaming state, the probability of winning a replay role is set to 0. In this RBB operating gaming state, the possible winning types are set as "small role ALL" in winning area 1 and "1 coin ALL" in winning area 2. When the "small role ALL" winning type is won, a symbol combination corresponding to one of the winning roles "small role 1" to "small role 37" is displayed on the active line A, and when the "1 coin ALL" winning type is won, the symbols are stopped and controlled so that a symbol combination corresponding to one of the winning roles "small role 14" to "small role 33" is displayed on the active line A. Here, the expected number of coins won per unit of play in the RBB operating gaming state is reduced by the configuration of such small roles.
[0066] When the condition for terminating the RBB operation gaming state is met, that is, when the number of acquired coins reaches a predetermined number, the gaming state control means 312 shifts the gaming state to a non-internal gaming state (2).
[0067] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the active line A, the game state control means 312 shifts the game state to the RBB internal game state (3).
[0068] In the RBB internal game state, the probability of winning a replay is set to approximately 1 in 5.9. Furthermore, in the RBB internal game state, the "miss" win type cannot be won. In other words, if a symbol combination corresponding to the winning role "RBB" cannot be displayed on the active line A during a game in which the winning role "RBB" is played, minor symbols and replay symbols will be prioritized over the winning role "RBB" and stopped on the active line A, preventing the symbol combination corresponding to the winning role "RBB" from being displayed on the active line A. Therefore, once the game state transitions to the RBB internal game state, the RBB internal game state is maintained without any subsequent transitions. Here, while maintaining the RBB internal game state, an AT presentation state is realized in the RBB internal game state.
[0069] Here, in the RBB internal game state, multiple types of correct combinations are won without overlapping with each other, increasing the chances of winning a correct combination. As a result, for example, auxiliary effects are performed in the AT presentation state in the RBB internal game state, making it easier to win medals. On the other hand, in the RBB operation game state, multiple types of correct combinations are won overlapping with each other, resulting in fewer chances of winning a correct combination. This reduces the chances of winning a correct combination compared to the AT presentation state in other game states, making it more difficult for the player to increase their medal holdings. Therefore, while having the function of the RBB operation game state in which the probability of winning a winning combination related to a win is higher than in the RBB internal game state, it is possible to realize a specification (accelerator RBB) in which the RBB operation game state is inferior to the RBB internal game state in terms of medal acquisition performance.
[0070] Note that, when comparing the non-internal game state and the RBB-operated game state in FIG. 8, the medal acquisition performance must be at least higher in the RBB-operated game state than in the non-internal game state. In this embodiment, by lowering the medal acquisition performance in the RBB-operated game state, the medal acquisition performance in the RBB-operated game state is improved while the overall medal acquisition performance is kept low. However, if the medal acquisition performance in the RBB-operated game state is kept low, it is also necessary to lower the medal acquisition performance in the non-internal game state accordingly. Therefore, in this embodiment, in order to lower the medal acquisition performance in the non-internal game state, the stop control is switched between the non-internal game state and the RBB-operated game state, as shown in the win type lottery table in FIG. 6.
[0071] Specifically, when the winning type "Strawberry in Batting Order" is won, in the RBB internal game state, the reel control means 306 performs stop control so that winning roles "small role 2" to "small role 13", each with a payout number of 15 coins, are displayed on the activated line A in accordance with a predetermined operation mode by the player, but in the non-internal game state, the winning roles "small role 2" to "small role 13" are not awarded, and a winning role with a payout number of 1 coin is displayed on the activated line A. Note that here, a configuration has been described in which the winning roles "small role 2" to "small role 13" are not awarded in the non-internal game state, but it is also possible to configure so that although the winning roles "small role 2" to "small role 13" do award, the winning probability is lower than in the RBB internal game state. Also, in the non-internal game state, the configuration has been described whereby winning roles "small role 2" through "small role 13" are not awarded when the winning type "Strawberry Batting Order", i.e., when any of the winning types "Strawberry Batting Order 1" through "Strawberry Batting Order 24" is won, but the configuration may be such that winning roles "small role 2" through "small role 13" are not awarded for at least one of the winning types "Strawberry Batting Order", and winning roles "small role 2" through "small role 13" are awarded for other winning types "Strawberry Batting Order".
[0072] Furthermore, the reel control means 306 is not limited to changing the stop control when the above-mentioned winning type "Strawberry Batting Order" is won, and in addition to this, or instead of this, it may also change the stop control when the winning type "Batting Order Chance Role" is won. For example, when the winning type "Batting Order Chance Role" is won, the reel control means 306 performs stop control so that a winning role "Small Role 1" with a payout number of 15 coins is displayed on the activated line A in accordance with a predetermined operation mode by the player in the RBB internal game state, but in the non-internal game state, such winning role "Small Role 1" is not won, or the winning probability is lowered compared to the RBB internal game state, and a winning role with a payout number of less than 15 coins is displayed on the activated line A. Also, in the non-internal game state, the configuration has been described whereby the winning role "small role 1" is not awarded or the winning probability is reduced when the winning role is a "batting order chance role", that is, when the winning role is a "batting order chance role" of any of the winning roles "batting order chance role A1" to "batting order chance role A4" or "batting order chance role B1" to "batting order chance role B4". However, the configuration may be such that the winning role "small role 1" is not awarded or the winning probability is reduced for at least one of the winning roles of the "batting order chance role", and the winning role "small role 1" is awarded with a high probability for the other winning roles of the "batting order chance role".
[0073] With this configuration, it is possible to realize a specification in which the RBB operating game state has the function of having a higher probability of winning a winning role related to a prize than the RBB internal game state, while the RBB operating game state is inferior to the RBB internal game state in terms of medal acquisition performance, and it is possible to make the medal acquisition performance in the RBB operating game state higher than the medal acquisition performance in the non-internal game state.
[0074] (Transition of performance state) 9 is an explanatory diagram for explaining the transition of the presentation state. Below, we will explain in detail the presentation state transitioned by the presentation state control means 314 in the main control board 200. Note that below, we will explain the case where the game state is the RBB internal game state.
[0075] Here, to comprehensively and uniformly determine whether or not there is a bias in game states with high medal acquisition performance, a game zone with a command function, i.e., a game zone advantageous to the player, including a game zone that executes an auxiliary effect (command function), is defined as an advantageous zone. Note that, when an auxiliary effect is activated as a result of a lottery or the like performed by the main control board 200 for the activation of the auxiliary effect, information indicating the content of the command may be transmitted to a peripheral board such as the sub-control board 202 only when the main control board 200 displays the content of the command on the main notification means so that the content of the command can be identified. Unlike advantageous zones, game zones in which the auxiliary effect (command function) cannot be executed are defined as non-advantageous zones. Therefore, multiple game states belong to either advantageous zones or non-advantageous zones, which are game zones. In this embodiment, almost all game states belong to advantageous zones, and some game states (here, the first game of the non-advantageous standby game state) realize non-advantageous zones.
[0076] In addition, in the advantageous zone, among the winning modes in which the correct role would be missed without the auxiliary effect, in the selective winning type in which the payout for the correct role is the maximum (here, 15 coins), if an auxiliary effect (an auxiliary effect that can win the maximum number of payout coins) is performed to assist in winning the correct role, this must be notified, for example, by lighting up the zone indicator 160.
[0077] In addition, in the non-advantageous zone, it is possible to vary the winning probability of each winning type for each setting value, but the probability of deciding to transition to a presentation state with auxiliary effects (AT presentation state) for the same winning type must not be varied for each setting value. On the other hand, in the advantageous zone, it is possible to vary both the winning probability of each winning type and the probability of deciding to transition to (or add to) a presentation state with auxiliary effects (AT presentation state) for the same winning type for each setting value.
[0078] Therefore, the presentation state control means 314 manages the transition between the presentation state and the non-advantageous zone as well. Regardless of this management, the advantageous zone is forcibly terminated when the following termination conditions are met. For example, the advantageous zone is forcibly terminated when the value counted in the advantageous zone reaches a predetermined value (for example, the number of games played during play reaches 1,500 games or the net increase in number of coins exceeds 2,400). In either case, the presentation state control means 314 resets all information updated in the advantageous zone (all variables that affect the performance related to the instruction function) by transitioning from the advantageous zone to the non-advantageous zone.
[0079] (Non-AT performance state, AT performance state) In the non-AT performance state, the frequency of auxiliary effects is extremely low compared to the AT performance state, and the number of medals that can be won is limited because auxiliary effects are almost not performed. Here, six performance states are provided as non-AT performance states: normal performance state, CZ performance state (chance zone performance state), special zone performance state, advantageous waiting performance state, non-advantageous waiting performance state, and pull-back performance state.
[0080] In the AT presentation state, by having the auxiliary presentation execution means execute an auxiliary presentation when a selected winning type is won, the player can acquire many medals while reducing medal consumption. Therefore, by transitioning to the AT presentation state, the player can progress through the game more advantageously than in a non-AT presentation state. Here, four presentation states are provided as the AT presentation state: an OP presentation state (opening presentation state), a normal AT presentation state, a continuation presentation state, and a special specialized zone presentation state. Each presentation state will be explained individually below.
[0081] (Each performance state) The normal presentation state is a presentation state that corresponds to the initial state among multiple presentation states. The presentation state control means 314 conducts a CZ lottery in the normal presentation state. The CZ lottery is a lottery that determines the transition to the CZ presentation state, and the presentation state control means 314 conducts the CZ lottery with different probabilities for each winning type determined by the winning type lottery, as will be described in detail later. Then, if the CZ lottery is won in the normal presentation state, the presentation state control means 314 transitions the presentation state to the CZ presentation state (1).
[0082] In the CZ presentation state, the presentation state control means 314 conducts an AT lottery. The AT lottery is a lottery that determines whether to transition to an AT presentation state (normal AT presentation state), and the presentation state control means 314 conducts the AT lottery with different probabilities for each winning type determined by the winning type lottery. Then, if the AT lottery is won in the CZ presentation state, the presentation state control means 314 transitions the presentation state to an OP presentation state, which is an AT presentation state (2). Note that the CZ presentation state can be said to be a more advantageous presentation state than the normal presentation state, since it may be determined to transition to a normal AT presentation state in which auxiliary presentations are executed.
[0083] On the other hand, when a predetermined termination condition is met in the CZ presentation state (for example, a predetermined number of plays has elapsed without winning the AT lottery), the presentation state control means 314 transitions the presentation state to the normal presentation state (3).
[0084] Furthermore, when a predetermined ceiling condition (for example, the ceiling number of plays passes consecutively in the normal presentation state or the CZ presentation state without transitioning to the OP presentation state or the special specialized zone presentation state) is met (so-called reaching the ceiling), the presentation state control means 314 transitions the presentation state to the OP presentation state (2), (4).
[0085] In the OP presentation state, the auxiliary presentation is executed until a predetermined termination condition is met (for example, five wins for the correct winning type are achieved and five auxiliary presentations are executed). Then, when the predetermined termination condition is met in the OP presentation state, the presentation state control means 314 transitions the presentation state to the specialized zone presentation state (5). In the specialized zone presentation state, the difference in the number of coins that can be acquired in the normal AT presentation state to which the state is subsequently transitioned (net increase in coins) is determined by lottery. The difference in the number of coins is expressed as the difference between the number of coins paid out for the winning combination that has been achieved and the specified number spent on that game. The specialized zone presentation state continues for, for example, 15 games, and after 15 games have elapsed, the presentation state control means 314 transitions the presentation state to the normal AT presentation state (6).
[0086] In the normal AT presentation state, the auxiliary presentation is executed until a predetermined termination condition (for example, winning the difference number of medals determined in the specialized zone) is met. In other words, the normal AT presentation state is a difference number management type AT presentation state. Then, when a predetermined termination condition is met in the normal AT presentation state, the presentation state control means 314 transitions the presentation state to the standby presentation state indicated by the dashed dotted line (7), (8).
[0087] The standby presentation state is divided into an advantageous standby presentation state, which is an advantageous section, and a non-advantageous standby presentation state, which is a non-advantageous section. As will be explained in detail later, in the final play of the normal AT presentation state, the presentation state control means 314 performs a continuation lottery to determine whether to transition (continue) to the normal AT presentation state again. If the continuation lottery is won, the presentation state control means 314 continues the advantageous section and temporarily transitions the presentation state to the advantageous standby presentation state (7). Furthermore, even if the continuation lottery is not won, the presentation state control means 314 performs an advantageous continuation lottery when specific conditions are met, and if the advantageous continuation lottery is won, the presentation state control means 314 continues the advantageous section and transitions the presentation state to the advantageous standby presentation state (7). On the other hand, if the continuation lottery is not won and the specific conditions are not met, or if the specific conditions are met but the advantageous continuation lottery is not won, the presentation state control means 314 temporarily transitions the advantageous section to the non-advantageous section and transitions the presentation state to the non-advantageous standby presentation state (8).
[0088] The standby presentation state continues for two games whether it is an advantageous standby presentation state or an unadvantageous standby presentation state. If the continuation lottery is won and the state is shifted to the advantageous standby presentation state, the presentation state control means 314 shifts the presentation state to the continuation presentation state after two games have elapsed (9).
[0089] In addition, if the continuation lottery is not won and the advantageous continuation lottery is won, resulting in a transition to an advantageous standby presentation state, the presentation state control means 314 conducts continuation lotteries for each of the two games. Then, after the two games have elapsed, the presentation state control means 314 transitions the presentation state to a continuation presentation state regardless of whether the continuation lottery is won or not (9).
[0090] On the other hand, when the state transitions to a non-advantageous standby presentation state, the presentation state control means 314 conducts a favorable zone transition lottery in the first play to determine whether or not to transition to a favorable zone. Note that the favorable zone transition lottery in this embodiment is always won. Therefore, the presentation state control means 314 transitions the play zone to an advantageous zone when the first play in the non-advantageous standby presentation state ends. Also, when the state transitions to a non-advantageous standby presentation state, the presentation state control means 314 conducts a continuation lottery for each of the two plays. Then, after two plays have elapsed, the presentation state control means 314 transitions the presentation state to a continuation presentation state, regardless of whether or not the continuation lottery is won (10).
[0091] The continuation presentation state continues until a predetermined termination condition (for example, the passage of 10 games) is met, during which time the presentation control means 334 notifies the result of the continuation lottery. If the continuation lottery is won, the presentation state control means 314 transitions again to the specialized zone presentation state (11). On the other hand, if the continuation lottery is not won, the presentation state control means 314 transitions the presentation state to the pullback presentation state (12). Note that in the continuation presentation state, if the continuation lottery is not won, a so-called rewrite lottery may be held to determine by lottery whether to transition to the normal AT presentation state.
[0092] The pull-back presentation state continues until a predetermined termination condition (for example, the passage of 30 games) is met, during which time the presentation state control means 314 conducts a pull-back lottery for the normal AT presentation state. If the pull-back lottery is won, the presentation state control means 314 transitions the presentation state to the specialized zone presentation state (13). On the other hand, if the termination condition is met without winning the pull-back lottery, the presentation state control means 314 transitions the presentation state to the normal presentation state (14).
[0093] Incidentally, in the normal presentation state, CZ presentation state, and pull-back presentation state indicated by dashed lines, when a predetermined winning type (for example, winning types "Replay 3" or "Replay 4") is won by the winning type lottery, the presentation state control means 314 determines by lottery whether or not to execute a lock 3 reel presentation (freeze presentation), which will be described in detail later. Then, when it is determined that a lock 3 reel presentation should be executed, the reel control means 306 executes the lock 3 reel presentation, and the presentation state control means 314 transitions the presentation state to a special specialized zone presentation state for the next game (15).
[0094] The special specialized zone presentation state is more advantageous to the player than the specialized zone presentation state. Specifically, in the special specialized zone presentation state, like the specialized zone presentation state, the difference in the number of coins (net increase) that can be won in the normal AT presentation state to which the game subsequently shifts is determined by lottery, but the difference in the number of coins determined is more likely to be a larger value than in the specialized zone presentation state. For example, in the special specialized zone presentation state, the maximum net increase in the number of coins that can be won in one advantageous zone is determined in total to be 2,400 coins. Note that the special specialized zone presentation state may be shifted to when certain conditions, described in detail below, are met, in addition to when the execution of the lock 3 reel presentation is determined.
[0095] Then, when the special specialized zone presentation state ends, the presentation state control means 314 shifts the presentation state to the normal AT presentation state (16).
[0096] Specific processing in the main control board 200 and the sub-control board 202 will be explained below with reference to flowcharts.
[0097] (CPU initialization process of main control board 200) 10 is a flowchart illustrating the CPU initialization process in the main control board 200. When power is supplied from the power supply board, a system reset occurs in the main CPU 200a, and the main CPU 200a performs the following CPU initialization process (S100).
[0098] (Step S100-1) When the power is turned on, the main CPU 200a reads a boot program from the main ROM 200b as an initial setting process, and also performs setting processes required to execute various processes.
[0099] (Step S100-3) The main CPU 200a sets a wait processing time in a timer counter.
[0100] (Step S100-5) The main CPU 200a determines whether a power-off warning signal has been detected. The main control board 200 is provided with a power-off detection circuit, which outputs a power-off warning signal when the power supply voltage drops below a predetermined value. If a power-off warning signal has been detected, the process proceeds to step S100-3, and if a power-off warning signal has not been detected, the process proceeds to step S100-7.
[0101] (Step S100-7) The main CPU 200a determines whether the wait processing time set in step S100-3 has elapsed. If it is determined that the wait processing time has elapsed, the process proceeds to step S100-9. If it is determined that the wait processing time has not elapsed, the process proceeds to step S100-5.
[0102] (Step S100-9) The main CPU 200a executes the processing required to permit access to the main RAM 200c.
[0103] (Step S100-11) The main CPU 200a executes a checksum verification process. Here, the main CPU 200a calculates a checksum and determines whether the calculated checksum does not match (is abnormal) the checksum saved at the time of power failure, and whether the backup is abnormal. If the main CPU 200a determines that either or both of the backup and the checksum are abnormal, it turns on the backup abnormality flag. If it determines that neither the backup nor the checksum are abnormal, it turns off the backup abnormality flag.
[0104] (Step S100-13) The main CPU 200a determines whether the backup abnormality flag is on. If it is determined that the backup abnormality flag is on, the process proceeds to step S110. If it is determined that the backup abnormality flag is not on, the process proceeds to step S120.
[0105] (Step S110) The main CPU 200a executes cold start processing, which will be described later.
[0106] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.
[0107] (Step S130) The main CPU 200a executes a state restoration process to restore the state to the state immediately before the power was turned off. This state restoration process will be described later.
[0108] FIG. 11 is a flowchart illustrating the cold start process (S110) in the main control board 200.
[0109] (Step S110-1) The main CPU 200a clears the used area in the main RAM 200c and executes a used area RAM check process to detect any abnormality in the used area.
[0110] (Step S110-3) The main CPU 200a clears the other area (unused area) in the main RAM 200c and executes a separate area RAM check process to detect an abnormality in the other area. If an abnormality is detected in the other area in the separate area RAM check process, the main CPU 200a turns on a RAM read / write error flag.
[0111] (Step S110-5) The main CPU 200a sets an error code "EA" indicating an abnormality in the main RAM 200c.
[0112] (Step S110-7) The main CPU 200a determines whether an abnormality has been detected in step S110-1. If it is determined that an abnormality has been detected in step S110-1, the process proceeds to step S112, and if it is determined that an abnormality has not been detected in step S110-1, the process proceeds to step S110-9.
[0113] (Step S110-9) The main CPU 200a acquires a RAM read / write error flag that is turned on when an abnormality is detected in step S110-3.
[0114] (Step S110-11) The main CPU 200a determines whether the RAM read / write error flag is on. If it is determined that the RAM read / write error flag is on, the process proceeds to step S112, and if it is determined that the RAM read / write error flag is not on, the process proceeds to step S120.
[0115] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.
[0116] (Step S110-13) The main CPU 200a sets an error code "E7" indicating a backup error.
[0117] (Step S112) The main CPU 200a executes an error stop process to stop the progress of the game due to an error, which will be described later.
[0118] FIG. 12 is a flowchart illustrating the error stop processing (S112) in the main control board 200.
[0119] (Step S112-1) The main CPU 200a sets an initial stack pointer value as the address of the stack pointer.
[0120] (Step S112-3) The main CPU 200a executes an error setting process for setting an error display and a warning sound.
[0121] (Step S112-5) The main CPU 200a sets the external signal 1-3 output bit OFF, which turns off the output image of the bits corresponding to the external signals 1-3.
[0122] (Step S112-7) The main CPU 200a executes an output port image set process for updating the output image for the bit set in step S112-5.
[0123] (Step S112-9) The main CPU 200a shifts to a permanent loop, which stops the progress of the game.
[0124] FIG. 13 is a flowchart illustrating the setting value switching process (S120) in the main control board 200.
[0125] (Step S120-1) The main CPU 200a acquires a signal from input port 1 and determines whether the setting value switching condition is met based on the acquired signal from input port 1. As a result, if it is determined that the setting value switching condition is not met, the setting value switching process is terminated, but if it is determined that the setting value switching condition is met, the process proceeds to step S120-3. Here, the signal from input port 1 includes a signal indicating whether the front upper door 104 and the front lower door 106 are open and a signal indicating whether the setting key is turned on. Here, it is determined that the setting value switching condition is met when a signal indicating that the front upper door 104 and the front lower door 106 are open and a signal indicating that the setting key is turned on are acquired.
[0126] (Step S120-3) The main CPU 200a executes a RAM clear process to clear the used area in the main RAM 200c that should be cleared when the settings are changed.
[0127] (Step S120-5) The main CPU 200a executes a table content setting process for transferring the table data of the setting value switching data table to the main RAM 200c.
[0128] (Step S120-7) The main CPU 200a sets a setting change start command, which indicates the start of changing the setting value, in the transmission buffer.
[0129] (Step S120-9) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.
[0130] (Step S120-11) The main CPU 200a acquires the setting value data indicating the current setting value.
[0131] (Step S120-13) The main CPU 200a determines whether an on-edge of the setting change switch has been detected in step S120-9. If it is determined that an on-edge of the setting change switch has not been detected, the process proceeds to step S120-17, and if it is determined that an on-edge of the setting change switch has been detected, the process proceeds to step S120-15.
[0132] (Step S120-15) The main CPU 200a increments the setting value data by one.
[0133] (Step S120-17) The main CPU 200a determines whether the setting value data is within the allowable setting range (1 to 6). If it is determined that the setting value data is within the range, the process proceeds to step S120-21, and if it is determined that the setting value data is not within the range, the process proceeds to step S120-19.
[0134] (Step S120-19) The main CPU 200a sets the setting value data to 0.
[0135] (Step S120-21) The main CPU 200a updates the set value data to the value incremented or set in step S120-15 or step S120-19.
[0136] (Step S120-23) The main CPU 200a executes a display data conversion process for displaying the set value on the main credit display section 130.
[0137] (Step S120-25) The main CPU 200a determines whether an on-edge of the setting change switch has been detected. If it is determined that an on-edge of the setting change switch has not been detected, the process proceeds to step S120-31, and if it is determined that an on-edge of the setting change switch has been detected, the process proceeds to step S120-27.
[0138] (Step S120-27) The main CPU 200a determines whether the setting change switch is on. If it is determined that the setting change switch is on, the process proceeds to step S120-27, and if it is determined that the setting change switch is not on, the process proceeds to step S120-29.
[0139] (Step S120-29) The main CPU 200a sets a setting change switch interval timer.
[0140] (Step S120-31) The main CPU 200a executes a timer wait process to wait until the setting change switch interval timer reaches 0.
[0141] (Step S120-33) The main CPU 200a determines whether it has detected an on-edge of the start switch 118. As a result, if it has determined that an on-edge of the start switch 118 has not been detected, the process proceeds to step S120-9, and if it has determined that an on-edge of the start switch 118 has been detected, the process proceeds to step S120-35.
[0142] (Step S120-35) The main CPU 200a determines whether the setting key is off, and if it is determined that the setting key is off, the process proceeds to step S120-35, and if it is determined that the setting key is not off, the process proceeds to step S120-37.
[0143] (Step S120-37) The main CPU 200a determines whether the setting key is on. If it is determined that the setting key is on, the process proceeds to step S120-37, and if it is determined that the setting key is not on, the process proceeds to step S122.
[0144] (Step S122) The main CPU 200a executes an initialization start process to start the initialization, which will be described later.
[0145] FIG. 14 is a flowchart illustrating the initialization start process (S122) in the main control board 200.
[0146] (Step S122-1) The main CPU 200a sets a setting change end command, which indicates that the change of the setting value has been completed, in the transmission buffer.
[0147] (Step S122-3) The main CPU 200a sets in the transmission buffer a setting change state command indicating the state when the change of the setting value is completed.
[0148] (Step S122-5) The main CPU 200a sets a wait timer at the start of initialization.
[0149] (Step S122-7) The main CPU 200a executes a timer wait process to wait until the wait timer reaches 0 at the start of initialization.
[0150] (Step S122-9) The main CPU 200a executes a setting change RAM clear process that clears another area of the main RAM 200c.
[0151] (Step S122-11) The main CPU 200a executes a RAM clear process to clear the used area in the main RAM 200c that should be cleared when the settings are changed.
[0152] (Step S122-13) The main CPU 200a sets a game status command indicating the current game status in the transmission buffer.
[0153] (Step S200) The main CPU 200a executes a game start process to start a game, which will be described later.
[0154] FIG. 15 is a flowchart illustrating the state restoration process (S130) in the main control board 200.
[0155] (Step S130-1) The main CPU 200a restores the stack pointer.
[0156] (Step S130-3) The main CPU 200a executes an unused area clearing process to clear unused areas in the main RAM 200c.
[0157] (Step S130-5) The main CPU 200a clears the stack pointer storage buffer.
[0158] (Step S130-7) The main CPU 200a sets (ON) the post-power-off recovery flag.
[0159] (Step S130-9) The main CPU 200a executes a port input process to update the image of the input port.
[0160] (Step S130-11) The main CPU 200a executes the operation target bit extraction process to extract information on the operation target bit based on the image of the input port updated in step S130-9.
[0161] (Step S130-13) The main CPU 200a sets the operation target bit extracted in step S130-11 as the operation target bit of the previous state.
[0162] (Step S130-15) The main CPU 200a acquires the motor phases of the reels 110a, 110b, 110c, and 110d. Here, the motor phases are set as the states of the reels 110a, 110b, 110c, and 110d. The motor phases indicate the operating states of the reels 110a, 110b, 110c, and 110d, i.e., accelerating, rotating steadily, stopped, and waiting. Specifically, a 1-byte (storage unit) variable assigned to the motor phase changes to a value such as accelerating = 3, rotating steadily = 2, stopped = 1, and waiting = 0 depending on the operating state of the stepping motor 152.
[0163] (Step S130-17) Based on the motor phase acquired in step S130-15, the main CPU 200a determines whether any of the reels 110a, 110b, 110c, and 110d are rotating steadily or accelerating. If it is determined that none of the reels 110a, 110b, 110c, and 110d are rotating steadily or accelerating, the main CPU 200a proceeds to step S130-21. If it is determined that any of the reels 110a, 110b, 110c, and 110d are rotating steadily or accelerating, the main CPU 200a proceeds to step S130-19.
[0164] (Step S130-19) The main CPU 200a executes a rotation error process for setting the reels 110a, 110b, 110c, and 110d when an error is detected.
[0165] (Step S130-21) The main CPU 200a restores the saved register group.
[0166] (Step S130-23) The main CPU 200a permits the interrupt and ends the state restoration process, thereby restoring the main CPU 200a to the state it was in immediately before the power was turned off.
[0167] FIG. 16 is a flowchart illustrating the game start process (S200) in the main control board 200.
[0168] (Step S200-1) The main CPU 200a executes a re-game state identification signal output setting process for outputting a re-game state identification signal indicating whether or not a re-game is being performed.
[0169] (Step S200-3) The main CPU 200a sets an inserted number indicator output bit OFF to turn off (light off) a bit corresponding to an inserted number indicator that displays the number of inserted medals (number of bet medals).
[0170] (Step S200-5) The main CPU 200a executes an output port image set process to update the output image for the bit set in step S200-3.
[0171] (Step S200-7) The main CPU 200a sets a game start wait timer.
[0172] (Step S200-9) The main CPU 200a executes a timer wait process to wait until the game start wait timer reaches 0.
[0173] (Step S200-11) The main CPU 200a executes a one-game RAM clearing process that clears an area to be cleared for each game among the use areas in the main RAM 200c.
[0174] (Step S200-13) The main CPU 200a executes a bonus signal setting process for setting a bonus signal.
[0175] (Step S200-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.
[0176] (Step S210) The main CPU 200a executes a medal insertion process for accepting insertion of medals, which will be described later.
[0177] FIG. 17 is a flowchart illustrating the game medal insertion process (S210) in the main control board 200.
[0178] (Step S210-1) The main CPU 200a executes an error checking process for checking the detection results of various errors.
[0179] (Step S210-3) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.
[0180] (Step S210-5) The main CPU 200a acquires a door open error detection flag that is set to 1 when the front upper door 104 or the front lower door 106 is open.
[0181] (Step S210-7) The main CPU 200a determines whether the front upper door 104 and the front lower door 106 are closed based on the door open error detection flag acquired in step S210-5. If it is determined that the front upper door 104 and the front lower door 106 are closed, the main CPU 200a proceeds to step S210-17, and if it is determined that at least one of the front upper door 104 and the front lower door 106 is not closed, the main CPU 200a proceeds to step S210-9.
[0182] (Step S210-9) The main CPU 200a sets an error code "E8" which indicates that at least one of the front upper door 104 and the front lower door 106 is open.
[0183] (Step S210-11) The main CPU 200a executes an error wait process to request an error display and a warning sound, and to wait for recovery from the error.
[0184] (Step S210-13) The main CPU 200a executes a setting value confirmation process for confirming the setting value.
[0185] (Step S210-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.
[0186] (Step S210-17) When a credit switch (not shown) for paying back accumulated (credited) medals is pressed, the main CPU 200a executes a credit button check process for paying back accumulated medals.
[0187] (Step S210-19) The main CPU 200a executes processing related to the game medal insertion button for betting medals. Here, when the bet switch 116 is pressed, the reserved (credited) medals are bet up to a specified number, and the number of medals bet is subtracted from the reserved number by the number of medals bet. Also, when medals are inserted through the medal insertion slot 114a, medals are bet up to a specified number, and if more medals are inserted than the specified number, that number is added to the reserved number.
[0188] (Step S210-21) The main CPU 200a executes a game medal acquisition process to check whether the number of inserted medals is a specified number.
[0189] (Step S210-23) Based on the result of the check in step S210-21, the main CPU 200a determines whether the number of inserted coins is equal to the specified number. If it is determined that the number of inserted coins is not equal to the specified number, the main CPU 200a proceeds to step S210-1. If it is determined that the number of inserted coins is equal to the specified number, the main CPU 200a proceeds to step S210-25.
[0190] (Step S210-25) The main CPU 200a sets a start indicator output bit for turning on (illuminating) a start indicator (not shown) that indicates whether or not the operation of the start switch 118 has been validated.
[0191] (Step S210-27) The main CPU 200a determines whether it has detected a falling edge (pressed) of the start switch 118. As a result, if it has determined that a falling edge of the start switch 118 has not been detected, the process proceeds to step S210-1, and if it has determined that a falling edge of the start switch 118 has been detected, the process proceeds to step S210-29.
[0192] (Step S210-29) The main CPU 200a clears the main payout display buffer to clear the display of the main payout display unit 132.
[0193] (Step S210-31) The main CPU 200a executes a re-game state identification signal clearing process for clearing the re-game state identification signal.
[0194] (Step S210-33) The main CPU 200a executes a blocker blocking pre-processing to turn off (extinguish) the start indicator.
[0195] (Step S210-35) The main CPU 200a sets a lever depression command indicating that the start switch 118 has been depressed in the transmission buffer.
[0196] (Step S220) The main CPU 200a executes an internal lottery process for determining the type of winning, which will be described later.
[0197] FIG. 18 is a flowchart illustrating the internal lottery process (S220) in the main control board 200.
[0198] (Step S220-1) The main CPU 200a acquires the setting value data.
[0199] (Step S220-3) The main CPU 200a sets an error code "EC" indicating an abnormal setting value error.
[0200] (Step S220-5) The main CPU 200a determines whether the setting value data acquired in step S220-1 is abnormal. If it is determined that the setting value data is abnormal, the process proceeds to step S112. If it is determined that the setting value data is not abnormal, the process proceeds to step S220-7.
[0201] (Step S220-7) The main CPU 200a acquires the winning type lottery random number updated by the random number generator 200d.
[0202] (Step S220-9) The main CPU 200a executes a state offset acquisition process for acquiring an offset value related to a gaming state.
[0203] (Step S220-11) The main CPU 200a sets the address of the internal lottery area definition table (winning type lottery table).
[0204] (Step S220-13) The main CPU 200a adds the offset value acquired in step S220-9 to the address set in step S220-11, and sets the value indicated by the address as the initial value of the winning area. Here, the first winning area in the winning type lottery table for the current game state is set as the initial value.
[0205] (Step S220-15) The main CPU 200a acquires lottery data, which is a numerical value indicating the winning range of the winning area, and executes lottery data acquisition processing to shift the winning area by one.
[0206] (Step S220-17) The main CPU 200a determines whether or not to hold a winning type lottery. If it is determined that a winning type lottery will not be held, the process proceeds to step S220-21. If it is determined that a winning type lottery will be held, the process proceeds to step S220-19.
[0207] (Step S220-19) The main CPU 200a subtracts the lottery data from the random number value.
[0208] (Step S220-21) The main CPU 200a determines whether the subtraction result in step S220-19 is negative, i.e., whether the winning area has been won by the winning type lottery. If it is determined that the winning type lottery has been won, the main CPU 200a proceeds to step S230, and if it is determined that the winning type lottery has not been won, the main CPU 200a proceeds to step S220-23.
[0209] (Step S220-23) The main CPU 200a determines whether the winning type lottery has ended. If it is determined that the winning type lottery has not ended, the process proceeds to step S220-15, and if it is determined that the winning type lottery has ended, the process proceeds to step S220-25.
[0210] (Step S220-25) The main CPU 200a clears the trigger role type.
[0211] (Step S230) The main CPU 200a executes a symbol code setting process for setting a symbol code based on the winning area and the game state. This symbol code setting process will be described later.
[0212] FIG. 19 is a flowchart illustrating the symbol code setting process (S230) in the main control board 200.
[0213] (Step S230-1) The main CPU 200a acquires the winning area acquired in the above step S220, and executes a game state setting process to set the game state to an internal game state if the acquired winning area includes a bonus role.
[0214] (Step S230-3) The main CPU 200a sets the winning area acquired in step S230-1 as the stop control number.
[0215] (Step S230-5) The main CPU 200a determines (sets) the type of win based on the win area acquired in step S230-1.
[0216] (Step S230-7) The main CPU 200a executes a symbol code initial setting process for setting symbol codes indicating symbols that can be displayed and symbols to be drawn in, based on the stop control number set in step S230-3.
[0217] (Step S230-9) The main CPU 200a executes a display symbol bit initial value setting process for setting a display symbol bit.
[0218] (Step S231) The main CPU 200a executes an execution flag setting process that sets an execution flag, performs various processes related to the performance state, processes related to the auxiliary performance, etc. This execution flag setting process will be described later.
[0219] (Step S230-13) The main CPU 200a sets a performance command, which is a command related to the advantageous zone, in the transmission buffer.
[0220] (Step S230-15) The main CPU 200a sets a winning information command indicating the type of winning in the transmission buffer.
[0221] (Step S230-17) The main CPU 200a checks the timer for one game.
[0222] (Step S230-19) The main CPU 200a sets a pre-spin command indicating that the reels 110a, 110b, 110c, and 110d have not yet spun in the transmission buffer.
[0223] (Step S230-21) The main CPU 200a executes an excitation release waiting process for waiting for the stepping motor 152 to be released from excitation.
[0224] (Step S230-23) The main CPU 200a determines whether the 1-game timer is not 0. As a result, if it is determined that the 1-game timer is not 0, the process proceeds to step S230-23, and if it is determined that the 1-game timer is 0, the process proceeds to step S230-25.
[0225] (Step S230-25) The main CPU 200a executes a reel start process to start the rotation of the reels 110a, 110b, 110c, and 110d. Here, the motor phases of the reels 110a, 110b, 110c, and 110d are set to accelerating to start the rotation of each reel, and the timer for one game is set to a value equivalent to 4.1 seconds.
[0226] (Step S230-27) The main CPU 200a sets a reel start command, which indicates that the reels 110a, 110b, 110c, and 110d have started to rotate, in the transmission buffer.
[0227] (Step S240) The main CPU 200a executes a reel rotation process, which is a process performed while the reels 110a, 110b, 110c, and 110d are rotating. This reel rotation process will be described later.
[0228] FIG. 20 is a flowchart illustrating the execution flag setting process (S231) in the main control board 200.
[0229] (Step S231-1) The main CPU 200a executes an AT state update process to update (transition) the presentation state based on the next AT flag. The next AT flag indicates the presentation state to be set in the next game, and is set by the following process.
[0230] (Steps S232 to S235) The main CPU 200a executes a state-specific module execution process that executes a module for each presentation state and game section, and then ends the execution flag setting process. In the state-specific module execution process, a module (process) corresponding to the presentation state and game section being transitioned to is read from the main ROM 200b and executed. Below, modules related to the features of this embodiment will be described in detail, and modules unrelated to the features of this embodiment will not be described.
[0231] 21 is a flowchart illustrating the non-advantageous zone processing (S232) executed in the state-specific module execution processing. The non-advantageous zone processing is executed when the gaming zone is a non-advantageous zone.
[0232] (Step S232-1) The main CPU 200a performs a lottery for determining advantageous zones.
[0233] (Step S232-3) The main CPU 200a determines whether the advantageous zone lottery has been won in the above step S232-1. As a result, if it is determined that the advantageous zone lottery has been won, the process proceeds to step S232-5, and if it is determined that the advantageous zone lottery has not been won, the non-advantageous zone process is terminated.
[0234] (Step S232-5) The main CPU 200a turns on the advantageous zone flag indicating that the zone is advantageous, and ends the non-advantageous zone processing. As a result, the zone is transitioned to an advantageous zone in the advantageous zone update processing of step S280-7, which will be described later.
[0235] 22 is a flowchart illustrating the normal presentation state process (S233) executed in the state-specific module execution process. The normal presentation state process is executed when the presentation state is the normal presentation state.
[0236] (Step S233-1) The main CPU 200a increments a continued play counter for counting the number of continued plays by 1. The continued play counter is also incremented by 1 for each play in the CZ presentation state processing described below and in the pull-back presentation state processing (not shown) executed in the pull-back presentation state. The continued play counter is reset when the state transitions to the OP presentation state or the special specialized zone presentation state.
[0237] (Step S233-3) When a predetermined winning type is won, the main CPU 200a executes a reel effect lottery process for determining by lottery whether or not a reel effect can be executed.
[0238] (Step S233-5) The main CPU 200a determines whether the value of the continued game counter is equal to or greater than the ceiling number of games. If it is determined that the value of the continued game counter is equal to or greater than the ceiling number of games, the process proceeds to step S233-7. If it is determined that the value of the continued game counter is not equal to or greater than the ceiling number of games, the process proceeds to step S233-9.
[0239] (Step S233-7) The main CPU 200a sets the next AT flag to a value corresponding to the special specialized zone presentation state, and moves the process to step S233-15.
[0240] (Step S233-9) The main CPU 200a conducts a CZ lottery based on the winning type determined by the winning type lottery.
[0241] (Step S233-11) The main CPU 200a determines whether the CZ lottery was won in step S233-9. If it is determined that the CZ lottery was won, the process proceeds to step S233-13. If it is determined that the CZ lottery was not won, the process proceeds to step S233-15.
[0242] (Step S233-13) The main CPU 200a sets the next AT flag to a value corresponding to the CZ performance state.
[0243] (Step S233-15) The main CPU 200a determines whether or not the execution of the reel effect has been determined in step S233-3. If it is determined that the reel effect has been won, the process proceeds to step S233-17, and if it is determined that the reel effect has not been won, the normal effect state process ends.
[0244] (Step S233-17) The main CPU 200a executes the reel effect determined in step S233-3, and ends the normal effect state processing.
[0245] Figure 23 is a flowchart explaining the CZ presentation state processing (S234) executed in the state-specific module execution processing. The CZ presentation state processing is executed when the presentation state is the CZ presentation state processing. Note that among the processes in the CZ presentation state processing, the same processes as in the normal presentation state processing are assigned the same symbols, and their explanations are omitted.
[0246] (Step S234-1) The main CPU 200a conducts an AT lottery based on the winning type determined by the winning type lottery.
[0247] (Step S234-3) The main CPU 200a determines whether the AT lottery has been won in step S234-1. If it is determined that the AT lottery has been won, the process proceeds to step S234-5. If it is determined that the AT lottery has not been won, the process proceeds to step S234-7.
[0248] (Step S234-5) The main CPU 200a sets the next AT flag to a value corresponding to the OP presentation state, and moves the process to step S233-15.
[0249] (Step S234-7) The main CPU 200a determines whether the game is the final game in the CZ presentation state. If it is determined that the game is the final game in the CZ presentation state, the process proceeds to step S234-9. If it is determined that the game is not the final game in the CZ presentation state, the process proceeds to step S233-15.
[0250] (Step S234-9) The main CPU 200a sets the next AT flag to a value corresponding to the normal presentation state.
[0251] 24 is a flowchart illustrating the non-advantageous standby presentation state processing and the advantageous standby presentation state processing (S235) executed in the state-specific module execution processing. The non-advantageous standby presentation state processing and the advantageous standby presentation state processing are executed when the presentation state is the non-advantageous standby presentation state or the advantageous standby presentation state.
[0252] (Step S235-1) The main CPU 200a determines whether the continuation flag is on. The continuation flag is turned on when a transition (continuation) to the normal AT presentation state has been determined. As a result, if it is determined that the continuation flag is on, the process proceeds to step S235-9, and if it is determined that the continuation flag is not on, the process proceeds to step S235-3.
[0253] (Step S235-3) The main CPU 200a performs a continuation lottery by referring to a continuation lottery table (not shown).
[0254] (Step S235-5) The main CPU 200a determines whether the continuation lottery has been won. If it is determined that the continuation lottery has been won, the process proceeds to step S235-7. If it is determined that the continuation lottery has not been won, the process proceeds to step S235-9.
[0255] (Step S235-7) The main CPU 200a turns on the continuation flag.
[0256] (Step S235-9) The main CPU 200a determines whether it is the final game (second game) in the non-advantageous waiting presentation state. If it is determined that it is the final game, the process proceeds to step S235-11, and if it is determined that it is not the final game, the non-advantageous waiting presentation state process is terminated.
[0257] (Step S235-11) The main CPU 200a sets the next AT flag to a value corresponding to the continuation presentation state, and ends the non-advantageous waiting presentation state processing or the advantageous waiting presentation state.
[0258] FIG. 25 is a flowchart illustrating the process during reel rotation (S240) in the main control board 200.
[0259] (Step S240-1) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bits corresponding to the indicators (not shown) of the stop switches 120a, 120b, 120c, and 120d. Here, the stop indicator output bit is composed of a bit string of 3 bits, each bit corresponding to the light color of the four stop switches 120a, 120b, 120c, and 120d, and is represented by blue = 1 and red = 0.
[0260] (Step S240-3) The main CPU 200a executes an output port image set process to update the output image for the bit set in step S240-1.
[0261] (Step S240-5) The main CPU 200a executes an error checking process for checking the detection results of various errors.
[0262] (Step S240-7) The main CPU 200a references the index flag and acquires the index of the spinning reels 110a, 110b, and 110c. Note that the index flag is set only after the reels 110a, 110b, 110c, and 110d have reached a steady rotation speed. In other words, the fact that the index flag is set also indicates that the reels 110a, 110b, 110c, and 110d have reached a steady rotation speed.
[0263] (Step S240-9) The main CPU 200a determines whether all index flags on the reels 110a, 110b, 110c, and 110d have been detected. If it is determined that all index flags have not been detected, the process proceeds to step S240-1. If it is determined that all index flags have been detected, the process proceeds to step S240-11.
[0264] (Step S240-11) The main CPU 200a acquires the stopped reel bits that indicate the reels 110a, 110b, 110c, and 110d that have stopped or are starting to stop. Here, the stopped reel bits are composed of a bit string of 3 bits, each bit corresponding to one of the four reels 110a, 110b, 110c, and 110d, and are represented as follows: steady state = 1, accelerating state, decelerating state, or stopped state = 0.
[0265] (Step S240-13) The main CPU 200a stores the stopped reel bit acquired in step S240-11 as a reel rotation in progress flag.
[0266] (Step S240-15) The main CPU 200a sets the stop indicator output bit ON (output image) to turn on (turn off) the bit corresponding to the indicator (not shown) of the stop switches 120a, 120b, 120c, and 120d.
[0267] (Step S240-17) The main CPU 200a acquires an image of input port 0 and executes a target bit extraction process to extract a target bit from the acquired image. Here, the target bit is composed of a 3-bit bit string, and each bit is associated with one of the four stop switches 120a, 120b, 120c, and 120d, and is represented as 1 if it is operated and 0 if it is not operated.
[0268] (Step S240-19) The main CPU 200a calculates the logical product of the spinning reel flag acquired in step S240-13 and the bit to be operated extracted in step S240-17. If the reel 110 is spinning and the corresponding stop switch 120 is operated, that is, if the operated stop switch 120 corresponds to the reel 110 that is actively spinning, the logical product will be 1.
[0269] (Step S240-21) The main CPU 200a determines whether the logical product calculated in step S240-19 is 0, i.e., whether the stop switch 120 corresponding to the spinning reel 110 has not been operated. If it is determined that the stop switch 120 corresponding to the spinning reel 110 has not been operated, the main CPU 200a proceeds to step S240-3, and if it is determined that the stop switch 120 corresponding to the spinning reel 110 has been operated, the main CPU 200a proceeds to step S240-23.
[0270] (Step S240-23) The main CPU 200a acquires an output image including the stop indicator output bit, and calculates the logical product of the acquired output image and the logical product calculated in step S240-19. Here, if the operated stop switch 120 is lit in red, the bit of the logical product becomes 0, and if the operated stop switch 120 is lit in blue, the bit of the logical product becomes 1.
[0271] (Step S240-25) The main CPU 200a determines whether the logical product calculated in step S240-23 is 0, i.e., whether the operated stop switch 120 is lit in red. If it is determined that the operated stop switch 120 is lit in red, the process proceeds to step S240-1, and if it is determined that the operated stop switch 120 is not lit in red, the process proceeds to step S240-27.
[0272] (Step S240-27) The main CPU 200a determines whether the operated stop switch 120 is valid. As a result, if it is determined that the operated stop switch 120 is invalid, the process proceeds to step S240-1, and if it is determined that the operated stop switch 120 is valid, the process proceeds to step S240-29. Note that here, it is determined whether or not one stop switch 120 has been operated. Then, if it is determined that one stop switch 120 has been operated, the process proceeds to step S240-29, and if it is determined that more than one stop switch 120 has been operated, i.e., two or more stop switches 120 have been operated, the process proceeds to step S240-1.
[0273] (Step S240-29) The main CPU 200a executes a stop control reel setting process for acquiring various parameters for stopping the reel 110 corresponding to the operated stop switch 120.
[0274] (Step S240-31) The main CPU 200a disables interrupts.
[0275] (Step S240-33) The main CPU 200a executes a touch reference position acquisition process for deriving the symbol number of the symbol located on the activated line A as the touch reference position.
[0276] (Step S240-35) The main CPU 200a executes a sliding symbol number obtaining process for determining the number of sliding symbols on the reel 110.
[0277] (Step S250) The main CPU 200a executes a reel stop process to stop the reel 110 corresponding to the operated stop switch 120. This reel stop process will be described later.
[0278] FIG. 26 is a flowchart illustrating the reel stop process (S250) in the main control board 200.
[0279] (Step S250-1) The main CPU 200a acquires the pressed reference position derived in step S240-35.
[0280] (Step S250-3) The main CPU 200a calculates the stop request number by correcting the number of sliding symbols determined in step S240-37 above with respect to the pressed reference position acquired in step S250-1 above.
[0281] (Step S250-5) The main CPU 200a sets a stop request flag (to 1). The stop request flag is a flag for requesting a program operating in parallel to perform stop processing of the target reel 110, and by setting the stop request flag to 1, it becomes possible to stop the symbol corresponding to the stop request number on the activated line A. The stop request flag and the stop request number are read by the program operating in parallel, and the stop processing of the reel 110 is performed. When the stop processing is completed, the stop request flag is reset to 0 (OFF) by that program.
[0282] (Step S250-7) The main CPU 200a allows the interrupt.
[0283] (Step S250-9) The main CPU 200a sets a stop information command indicating the stop order of the reels 110 in the transmission buffer.
[0284] (Step S250-11) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switch 120.
[0285] (Step S250-13) The main CPU 200a executes an output port image set process to update the output image for the bit set in step S250-11.
[0286] (Step S250-15) The main CPU 200a executes a display symbol bit setting process for setting a display symbol bit.
[0287] (Step S250-17) The main CPU 200a executes the next cylinder setting pre-processing for stopping the next reel 110.
[0288] (Step S250-19) The main CPU 200a determines whether or not the stop processing has been completed for all of the reels 110. As a result, if it is determined that the stop processing for all of the reels 110 has not been completed, the process proceeds to step S240, and if it is determined that the stop processing for all of the reels 110 has been completed, the process proceeds to step S250-21.
[0289] (Step S250-21) The main CPU 200a determines whether the stop request flag is on for any of the reels 110, i.e., whether all of the reels 110 have already stopped. If it is determined that all of the reels 110 have not already stopped, the main CPU 200a proceeds to step S250-21, and if it is determined that all of the reels 110 have already stopped, the main CPU 200a proceeds to step S250-23.
[0290] (Step S250-23) The main CPU 200a executes an error checking process for checking the detection results of various errors.
[0291] (Step S250-25) The main CPU 200a executes an operation target bit extraction process for extracting information on operation target bits.
[0292] (Step S250-27) Based on the operation target bit acquired in step S250-25, the main CPU 200a determines whether the stop switch 120 is pressed. If it is determined that the stop switch 120 is pressed, the main CPU 200a proceeds to step S250-23, and if it is determined that the stop switch 120 is not pressed, the main CPU 200a proceeds to step S260.
[0293] (Step S260) The main CPU 200a executes a display determination process for determining a winning combination that has been achieved, which will be described later.
[0294] FIG. 27 is a flowchart illustrating the display determination process (S260) in the main control board 200.
[0295] (Step S260-1) The main CPU 200a clears the buffer of the main payout display unit 132.
[0296] (Step S260-3) The main CPU 200a executes a display judgment abnormality detection process to determine whether a display judgment abnormality has occurred based on whether the pattern combination displayed on the active line A matches the pattern combination permitted to be displayed on the active line A.
[0297] (Step S260-5) The main CPU 200a sets an error code "EE" indicating that a display determination abnormality (error) has occurred.
[0298] (Step S260-7) The main CPU 200a determines whether or not the display determination is abnormal based on the determination result of step S260-3. If it is determined that the display determination is abnormal, the main CPU 200a proceeds to step S112, and if it is determined that the display determination is not abnormal, the main CPU 200a proceeds to step S260-9.
[0299] (Step S260-9) The main CPU 200a executes a display symbol identification generation process for determining a winning combination based on the symbol combination stopped (displayed) on the pay line A.
[0300] (Step S260-11) The main CPU 200a sets the initial value of the payout number to 0.
[0301] (Step S260-13) The main CPU 200a determines whether a small win has been won. If it is determined that a small win has been won, the process proceeds to step S260-15. If it is determined that a small win has not been won, the process proceeds to step S260-35.
[0302] (Step S260-15) The main CPU 200a turns on a winning flag indicating that a small winning combination has been achieved.
[0303] (Step S260-17) The main CPU 200a executes a payout number setting process for setting the payout number according to the small winning combination.
[0304] (Step S260-19) The main CPU 200a determines whether the zone is advantageous. If it is determined that the zone is not advantageous, the process proceeds to step S270, and if it is determined that the zone is advantageous, the process proceeds to step S260-21.
[0305] (Step S260-21) The main CPU 200a acquires the value of the advantageous zone MY counter, which counts the net increase in the number of coins during the advantageous zone.
[0306] (Step S260-23) The main CPU 200a adds the payout number to the value of the advantageous zone MY counter acquired in step S260-23.
[0307] (Step S260-25) The main CPU 200a acquires the number of coins inserted in the game.
[0308] (Step S260-27) The main CPU 200a subtracts the number of inserted coins from the value added in step S260-23.
[0309] (Step S260-29) The main CPU 200a determines whether the result of the subtraction in step S260-27 is negative. If it is determined that the result of the subtraction is not negative, the process proceeds to step S260-33. If it is determined that the result of the subtraction is negative, the process proceeds to step S260-31.
[0310] (Step S260-31) The main CPU 200a clears the value of the advantageous zone MY counter (sets it to 0).
[0311] (Step S260-33) The main CPU 200a updates the value of the advantageous zone MY counter to the value subtracted in the above step S260-27 or the value cleared in the above step S260-31.
[0312] (Step S260-35) The main CPU 200a determines whether a replay role has been won. If it is determined that a replay role has not been won, the process proceeds to step S270. If it is determined that a replay role has been won, the process proceeds to step S260-37.
[0313] (Step S260-37) The main CPU 200a sets the number of coins to be paid out to the number of coins inserted.
[0314] (Step S260-39) The main CPU 200a turns on the re-game operation flag.
[0315] (Step S260-41) The main CPU 200a sets the number of coins to be automatically inserted.
[0316] (Step S270) The main CPU 200a executes a payout process to pay out medals, which will be described later.
[0317] FIG. 28 is a flowchart illustrating the payout process (S270) in the main control board 200.
[0318] (Step S270-1) The main CPU 200a acquires the re-game operation flag.
[0319] (Step S270-3) The main CPU 200a sets a payout start command, which indicates that the payout of medals has started, in the transmission buffer.
[0320] (Step S270-5) The main CPU 200a determines whether a replay combination has been won based on the replay operation flag acquired in step S270-1. If it is determined that a replay combination has been won, the process proceeds to step S270-41. If it is determined that a replay combination has not been won, the process proceeds to step S270-7.
[0321] (Step S270-7) The main CPU 200a executes a main display display process for displaying 0 on the main payout display unit 132.
[0322] (Step S270-9) The main CPU 200a determines that no payout has been made (the number of payouts is 0). As a result, if it is determined that no payout has been made, the process proceeds to step S270-35, and if it is determined that a payout has been made, the process proceeds to step S270-11.
[0323] (Step S270-11) The main CPU 200a determines whether the number of stored sheets is 50 or more. If it is determined that the number of stored sheets is 50 or more, the process proceeds to step S270-13, and if it is determined that the number of stored sheets is not 50 or more, the process proceeds to step S270-15.
[0324] (Step S270-13) The main CPU 200a executes a medal payout device control process to cause the medal payout device 142 to pay out one medal, and then proceeds to step S270-23.
[0325] (Step S270-15) The main CPU 200a sets a payout start interval timer.
[0326] (Step S270-17) The main CPU 200a determines whether the payout start timer is not 0, i.e., whether it is the first payout time. If it is determined that it is the first payout time, the process proceeds to step S270-21. If it is determined that it is not the first payout time, the process proceeds to step S270-19.
[0327] (Step S270-19) The main CPU 200a executes a timer wait process to wait until the payout start interval timer reaches 0.
[0328] (Step S270-21) The main CPU 200a increments the number of stored sheets by one.
[0329] (Step S270-23) The main CPU 200a sets a payout execution command indicating that one medal has been paid out in the transmission buffer.
[0330] (Step S270-25) The main CPU 200a executes a main display pre-display process for displaying on the main payout display unit 132 the number of coins that have already been paid out.
[0331] (Step S270-27) The main CPU 200a determines whether or not the bonus game state is in effect. If it is determined that the bonus game state is not in effect, the process proceeds to step S270-31. If it is determined that the bonus game state is in effect, the process proceeds to step S270-29.
[0332] (Step S270-29) The main CPU 200a increments by one the number of medals acquired during bonus operation, which is the number of medals paid out in the bonus game state.
[0333] (Step S270-31) The main CPU 200a determines whether the payout of the payout number of medals has been completed. If it is determined that the payout has not been completed, the process proceeds to step S270-11. If it is determined that the payout has been completed, the process proceeds to step S270-33.
[0334] (Step S270-33) The main CPU 200a executes a payout end process to end the payout of medals.
[0335] (Step S270-35) The main CPU 200a determines whether an over error has been detected. If it is determined that an over error has not been detected, the process proceeds to step S270-41, and if it is determined that an over error has been detected, the process proceeds to step S270-37.
[0336] (Step S270-37) The main CPU 200a sets an error code "E5" indicating an over error.
[0337] (Step S270-39) The main CPU 200a executes an error wait process to request an error display and a warning sound, and to wait for recovery from the error.
[0338] (Step S270-41) The main CPU 200a sets a payout end command indicating that the payout of medals has ended in the transmission buffer.
[0339] (Step S280) The main CPU 200a executes a game transition process for transitioning game states, managing advantageous zones, etc. This game transition process will be described later.
[0340] FIG. 29 is a flowchart illustrating the game transition process (S280) in the main control board 200.
[0341] (Step S280-1) The main CPU 200a acquires a replay operation flag, and based on the acquired replay operation flag, sets a stop indicator output bit off (output image) to turn on or off a bit corresponding to a replay indicator (not shown) indicating that the next game will be a replay, and executes a replay indicator control process that updates the output bit of the set output image.
[0342] (Step S280-3) When a bonus combination is won, the main CPU 200a executes a combination operation symbol display process for setting various parameters for controlling the bonus game state.
[0343] (Step S281) The main CPU 200a executes a state-specific module execution process that executes modules for each presentation state and section state. In the state-specific module execution process, a module (process) corresponding to the presentation state being transitioned to is read from the main ROM 200b and executed. Below, modules related to the features of this embodiment will be described in detail, and modules unrelated to the features of this embodiment will not be described.
[0344] (Step S280-5) When the number of coins acquired during the bonus operation reaches a predetermined number in the bonus game state, the main CPU 200a executes a bonus operation end process for shifting the game state to a non-internal game state.
[0345] (Step S280-7) The main CPU 200a executes advantageous zone update processing that manages advantageous zones.
[0346] (Step S280-9) The main CPU 200a determines whether the next game is in an AT presentation state. If it is determined that the next game is not in an AT presentation state, the process proceeds to step S280-15. If it is determined that the next game is in an AT presentation state, the process proceeds to step S280-11.
[0347] (Step S280-11) The main CPU 200a determines whether or not the bonus game state is in effect. If it is determined that the bonus game state is not in effect, the process proceeds to step S280-15. If it is determined that the bonus game state is in effect, the process proceeds to step S280-13.
[0348] (Step S280-13) The main CPU 200a sets the advantageous lamp flag to ON to light the section indicator 160.
[0349] (Step S280-15) The main CPU 200a executes a performance command setting process that sets a performance command, which is a command related to an advantageous zone, in a transmission buffer.
[0350] (Step S280-17) The main CPU 200a sets a game end command indicating that one game has ended in the transmission buffer.
[0351] (Step S280-19) The main CPU 200a executes terminal block signal output processing for outputting external signals.
[0352] (Step S280-21) The main CPU 200a determines whether the effect wait timer, which is set when the advantageous zone is ended in step S280-7, is 0. If it is determined that the effect wait timer is not 0, the process proceeds to step S280-21, and if it is determined that the effect wait timer is 0, the process proceeds to step S280-23.
[0353] (Step S280-23) The main CPU 200a sets a game status command indicating the game status in a transmission buffer.
[0354] (Step S280-25) The main CPU 200a sets a game start command indicating the start of the next game in the transmission buffer, and moves the process to step S200.
[0355] 30 is a flowchart illustrating the normal AT presentation state processing (S281) executed in the state-specific module execution processing. The normal AT presentation state processing is executed when the presentation state is the normal AT presentation state.
[0356] (Step S281-1) The main CPU 200a determines whether it is the final game of the normal AT presentation state based on the net increase in the number of coins in the normal AT presentation state. As a result, if it is determined that it is the final game of the normal AT presentation state, it moves the processing to step S281-3, and if it is determined that it is not the final game of the normal AT presentation state, it ends the normal AT presentation state processing.
[0357] (Step S281-3) The main CPU 200a performs a continuation lottery by referring to a continuation lottery table (not shown).
[0358] (Step S281-5) The main CPU 200a determines whether the continuation lottery has been won. If it is determined that the continuation lottery has been won, the process proceeds to step S281-7. If it is determined that the continuation lottery has not been won, the process proceeds to step S281-9.
[0359] (Step S281-7) The main CPU 200a turns on the continuation flag and moves the process to step S281-17.
[0360] (Step S281-9) The main CPU 200a determines whether the value of the advantageous zone MY counter is less than 400. As a result, if it is determined that the value of the advantageous zone MY counter is less than 400, the process proceeds to step S281-11, and if it is determined that the value of the advantageous zone MY counter is not less than 400, the process proceeds to step S281-15.
[0361] (Step S281-11) The main CPU 200a performs an advantageous continuation lottery by referring to an advantageous continuation lottery table (not shown).
[0362] (Step S281-13) The main CPU 200a determines whether the player has won the advantageous continuation lottery. If the player has won the advantageous continuation lottery, the process proceeds to step S281-17. If the player has not won the advantageous continuation lottery, the process proceeds to step S281-15.
[0363] (Step S281-15) The main CPU 200a sets the next AT flag to a value corresponding to the non-advantageous waiting presentation state, and sets a flag to set the game area to a non-advantageous area in the above step S280-7, and terminates the normal AT presentation state processing.
[0364] (Step S281-17) The main CPU 200a sets the next AT flag to a value corresponding to the advantageous waiting presentation state, and ends the normal AT presentation state processing.
[0365] One game is executed through a series of processes from step S200 to step S280. Thereafter, steps S200 to S280 are repeated.
[0366] Next, the power-off save processing and timer interrupt processing in the main control board 200 will be described.
[0367] (Evacuation process when power is turned off on the main control board 200) 31 is a flowchart illustrating the power-off save processing in the main control board 200. The main CPU 200a monitors the power-off detection circuit, and when the power supply voltage drops below a predetermined value, it interrupts and executes the power-off save processing.
[0368] (Step S300-1) When the power-off warning signal is input, the main CPU 200a saves the registers.
[0369] (Step S300-3) The main CPU 200a checks the power-off warning signal.
[0370] (Step S300-5) The main CPU 200a determines whether a power-off warning signal has been detected. If it is determined that a power-off warning signal has been detected, the process proceeds to step S300-11. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-7.
[0371] (Step S300-7) The main CPU 200a restores the register.
[0372] (Step S300-9) The main CPU 200a performs processing to permit an interrupt, and then ends the power-off save processing.
[0373] (Step S300-11) The main CPU 200a executes an output port clear process to stop the output of the output port.
[0374] (Step S300-13) The main CPU 200a executes a save process for the other area when the power is turned off.
[0375] (Step S300-15) The main CPU 200a executes RAM protection setting processing required to prohibit access to the main RAM 200c.
[0376] (Step S300-17) The main CPU 200a sets the counter value of the loop counter to a predetermined number of times the power interruption detection signal has been detected, in order to set the power interruption occurrence monitoring time.
[0377] (Step S300-19) The main CPU 200a subtracts one from the value of the loop counter set in step S300-17.
[0378] (Step S300-21) The main CPU 200a determines whether the counter value of the loop counter is 0. If it is determined that the counter value is not 0, the process proceeds to step S300-19, and if it is determined that the counter value is 0, the process proceeds to the CPU initialization process (step S1000) described above.
[0379] In addition, if a power outage actually occurs, the operation of the slot machine 100 will stop while steps S300-19 to S300-21 are being looped.
[0380] (Timer interrupt processing of main control board 200) 32 is a flowchart explaining the timer interrupt process in the main control board 200. The main control board 200 is provided with a reset clock pulse generating circuit that generates a clock pulse every predetermined period (1.49 milliseconds in the simultaneous rotation reference example, hereinafter referred to as "1.49 ms"). When a clock pulse is generated by the reset clock pulse generating circuit, an interrupt occurs and the following timer interrupt process is executed.
[0381] (Step S400-1) The main CPU 200a saves the registers.
[0382] (Step S400-3) The main CPU 200a clears the interrupt flag.
[0383] (Step S400-5) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.
[0384] (Step S400-7) The main CPU 200a outputs the set output image to the output port and executes dynamic port output processing that controls the lighting of the main credit display unit 130, the main payout display unit 132, the number of inserted coins indicator, the start indicator, the indicators for the stop switches 120a, 120b, 120c, and 120d, the replay indicator, and the section indicator 160.
[0385] (Step S400-9) The main CPU 200a updates the timer interrupt processing phase. The timer interrupt processing phase is any one of 0 to 3. Here, if the timer interrupt processing phase is 0, 1, or 2, 1 is added, and if the timer interrupt processing phase is 3, it is changed to 0.
[0386] (Step S400-11) The main CPU 200 a performs a sub-command transmission process for transmitting the commands stored in the transmission buffer to the sub-control board 202 .
[0387] (Step S400-13) The main CPU 200 a executes a stepping motor control process for controlling the stepping motor 152 .
[0388] (Step S400-15) The main CPU 200a executes an output port image output process that outputs an output image to be output to the medal payout device 142.
[0389] (Step S400-17) The main CPU 200a executes a random number update process for updating various random numbers.
[0390] (Step S400-19) The main CPU 200a executes fraud monitoring processing to detect errors in order to output external signals (external signals 4 and 5) corresponding to the errors to the outside.
[0391] (Step S400-21) The main CPU 200a executes a module (subroutine) corresponding to the timer interrupt processing phase updated in step S400-9. Here, the timer interrupt processing phase is set to any one of 0 to 3, and one module is provided corresponding to each of the timer interrupt processing phases 0 to 3 (four in total), so one module is executed once every four timer interrupt processings (every 5.96 ms). For example, a module that executes time monitoring processing that decrements various timers is associated with one timer interrupt processing phase.
[0392] (Step S400-23) The main CPU 200a executes a test signal output process for outputting a test signal to the outside.
[0393] (Step S400-25) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.
[0394] (Step S400-27) The main CPU 200a restores the registers.
[0395] (Step S400-29) The main CPU 200a permits the interrupt and ends the timer interrupt process.
[0396] (Selection type) As described above, in the slot machine 100 of this embodiment, the winning type "Strawberry in Batting Order" is adopted as the selected winning type, and by performing auxiliary effects in the AT performance state, the expected number of coins won per unit of play in the AT performance state can be relatively increased compared to the normal performance state.
[0397] Figure 33 is an explanatory diagram for explaining the winning mode of the winning type "Strawberry Batting Order". Here, the stop control will be explained using the batting orders 1, 2, and 7 of the winning type "Strawberry Batting Order 1" as the winning type "Strawberry Batting Order". As shown in the upper part of Figure 33, the winning type "Strawberry Batting Order 1" is a selected winning type that includes a winning combination of "Small combination 2" (correct combination) with a payout of 15 coins, and "Small combination 14", "Small combination 15", "Small combination 18", and "Small combination 19" (incorrect combination) with a payout of 1 coin.
[0398] Here, when setting the priority based on the types of pattern combinations that can be displayed on the valid line A, the priority is set to be higher the more types of pattern combinations of winning roles that can be displayed on the valid line A, and when setting the priority based on the number of medals paid out, the priority is set to be higher the more number of medals paid out of minor roles corresponding to the pattern combinations displayed on the valid line A.
[0399] As shown in FIG. 33, when the winning type "Strawberry 1" is won and the stop switch 120a is operated to stop the left reel 110a first according to the correct operation mode of batting order 1, the "REPLAY" symbol, which constitutes the winning combination "MINOR 2" with the highest payout number of medals (15) among the target symbols "REPLAY," "STRAWN A," and "BLACK DOCK," is set to be displayed preferentially. Then, the reel control means 306 controls the stop of the "REPLAY" symbol so that it is displayed preferentially on the pay line A in response to the operation of the stop switch 120a. Note that the "REPLAY" symbol is always displayed on the pay line A by the stop control because PB=1 on the left reel 110a. In this way, by stopping the "Replay" symbol on the pay line A of the left reel 110a, the winning combination "Small combination 19" included in the winning type "Strawberry 1" is eliminated as a winning combination, leaving only the winning combinations "Small combination 2," "Small combination 14," "Small combination 15," and "Small combination 18" as potential winning combinations. Subsequently, when the stop switch 120b is operated to stop the center reel 110b second according to the correct operation mode of "Strawberry 1," the "Strawberry A" symbol, which constitutes the winning combination "Small combination 2" with the highest payout of 15 medals, is set to be displayed preferentially among the "Strawberry A" and "Cherry" symbols to be drawn. The reel control means 306 then controls the stop of the "Strawberry A" symbol so that it is displayed preferentially on the pay line A in response to the operation of the stop switch 120b. Since the "Strawberry A" symbol is PB=1 on the center reel 110b, the stop control ensures that the "Strawberry A" symbol is displayed on the pay line A. In this way, when the "Strawberry A" symbol stops on the active line A of the center reel 110b, the winning combination "Small combination 18" included in the winning type "Strawberry 1 Batting Order" becomes impossible to win, leaving only the winning combinations "Small combination 2," "Small combination 14," and "Small combination 15" with the possibility of winning. Next, when the stop switch 120c is operated to stop the right reel 110c third in accordance with Batting Order 1, which is the correct operation mode, the "Bell" symbol, which constitutes the winning combination "Small combination 2," which will pay out the most medals (15), is set to be displayed preferentially among the target symbols "Bell," "Red 7," and "Cherry."Then, the reel control means 306 controls the reels to stop so that the "bell" symbol is preferentially displayed on the pay line A in response to the operation of the stop switch 120c. Since the "bell" symbol has a PB of 1 on the right reel 110c, the stop control ensures that the "bell" symbol is displayed on the pay line A. When the "bell" symbol stops on the pay line A of the right reel 110c in this way, the winning combinations "small combination 14" and "small combination 15" included in the winning type "batting order strawberry 1" become unlikely to win, leaving only the winning combination "small combination 2" with a chance of winning. Next, when the stop switch 120d is operated to stop the 4th reel 110d fourth in accordance with the batting order 1, which is the correct operation mode, the "replay" symbol, which is the target of the draw, is set to be preferentially displayed. Then, the reel control means 306 controls the reels to stop so that the "replay" symbol is preferentially displayed on the pay line A in response to the operation of the stop switch 120d. In addition, since the "REPLAY" symbol has a PB of 1 on the 4th reel 110d, it can always be displayed on the activated line A by the stop control. In this way, when the "REPLAY" symbol stops on the activated line A of the 4th reel 110d, the winning combination "SMALL WINNER 2" is confirmed. Here, by performing an operation in the hitting order 1, which is the correct operation mode, it is possible to win the winning combination "SMALL WINNER 2" (correct combination) with a PB of 1, which can pay out 15 coins, which is the maximum number of coins that can be paid out.
[0400] Next, as shown in FIG. 33, when the winning type "Strawberry 1" is won and the stop switch 120a is operated to stop the left reel 110a first according to the incorrect operation mode of batting order 2, the "REPLAY" symbol, which constitutes the winning combination "MINOR 2" with the highest payout number of medals (15), is set to be displayed preferentially among the target symbols "REPLAY," "STRAWN A," and "BLACK DOLLAR." Then, the reel control means 306 controls the stop so that the "REPLAY" symbol is displayed preferentially on the pay line A in response to the operation of the stop switch 120a. Note that the "REPLAY" symbol is always displayed on the pay line A by the stop control because PB=1 on the left reel 110a. In this way, by stopping the "Replay" symbol on the pay line A of the left reel 110a, the winning combination "Small Win 19" included in the winning type "Strawberry 1" is eliminated as a winning combination, leaving only the winning combinations "Small Win 2," "Small Win 14," "Small Win 15," and "Small Win 18" as potential winning combinations. Subsequently, when the stop switch 120b is operated to stop the center reel 110b second according to the incorrect operation mode of "Strawberry 2," the "Strawberry A" symbol, which constitutes the winning combination "Small Win 2" with the highest payout of 15 medals, is set to be displayed preferentially among the "Strawberry A" and "Cherry" symbols to be drawn. The reel control means 306 then controls the stop of the "Strawberry A" symbol so that it is displayed preferentially on the pay line A in response to the operation of the stop switch 120b. Since the "Strawberry A" symbol is PB=1 on the center reel 110b, the stop control ensures that the "Strawberry A" symbol is displayed on the pay line A. In this way, when the "Strawberry A" symbol stops on the valid line A of the middle reel 110b, the winning combination "Small combination 18" included in the winning type "Strawberry 1" has no chance of winning, and only the winning combinations "Small combination 2," "Small combination 14," and "Small combination 15" have the possibility of winning.Next, when the stop switch 120d is operated to stop the 4th reel 110d third in accordance with the incorrect operation mode of batting order 2, the "Cherry" symbol, which constitutes the winning combination "Small Win 14" that has the greatest number of symbol combinations of winning combinations that can be displayed on the pay line A, is set to be displayed preferentially among the target symbols "Replay," "Cherry," and "Red 7." The reel control means 306 then controls the stops so that the "Cherry" symbol is displayed preferentially on the pay line A in response to the operation of the stop switch 120d. Note that the "Cherry" symbol is always displayed on the pay line A due to the stop control, since PB=1 on the 4th reel 110d. In this way, when the "Cherry" symbol stops on the pay line A of the 4th reel 110d, the winning combinations "Small Win 2" and "Small Win 15," which are included in the winning type "Batting Order Strawberry 1," have no chance of winning, and only the winning combination "Small Win 14" remains a possibility of winning. That is, by stopping the "cherry" symbol on the 4th reel 110d with PB=1, it is possible to avoid the winning combination "minor win 2" (correct combination) with a payout of 15 coins. Subsequently, when the stop switch 120c is operated to stop the right reel 110c fourth according to the incorrect operation mode of "play order 2," the "cherry" symbol, which is the target symbol for the draw, is set to be displayed preferentially. Then, the reel control means 306 controls the stop so that the "cherry" symbol is displayed preferentially on the pay line A in response to the operation of the stop switch 120c. Since the "cherry" symbol is set with PB=1 on the right reel 110c, the stop control ensures that the "cherry" symbol is displayed on the pay line A. In this way, when the "cherry" symbol stops on the pay line A of the right reel 110c, the winning combination "minor win 14" is confirmed. Here, by performing an operation in the batting order 2, which is an incorrect operation mode, it is possible to win the winning combination "minor combination 14" which can receive the payout of 1 coin, which is the minimum number of coins to be paid out, with PB=1. Here, an example was given in which the symbol constituting the winning combination "minor combination 14" on the 4th reel 110d that stopped fourth was the symbol "cherry" with PB=1.However, this is not limited to such cases. As described above, as long as the possibility of winning of all other winning roles included in the winning type "Strawberry 1 in Batting Order" at the third stop (winning roles "Small Role 2", "Small Role 15", "Small Role 18", "Small Role 19") is eliminated, the symbol PB≠1 may be used as the symbol constituting the winning role "Small Role 14".
[0401] Next, as shown in FIG. 33, when the winning type "Strawberry 1" is won and the stop switch 120b is operated to stop the center reel 110b first according to the incorrect operation mode of batting order 7, the "Bell" symbol, which constitutes the winning combination "Small Win 19" that has the greatest number of symbol combinations of winning combinations that can be displayed on the activated line A, is set to be displayed preferentially among the symbols to be drawn, "Strawberry A," "Cherry," and "Bell." Then, the reel control means 306 controls the stops so that the "Bell" symbol is displayed preferentially on the activated line A in response to the operation of the stop switch 120b. Note that the "Bell" symbol is always displayed on the activated line A by the stop control because PB=1 on the center reel 110b. In this way, by stopping the "Bell" symbol on the pay line A of the center reel 110b, the winning combinations "Small combination 2," "Small combination 14," "Small combination 15," and "Small combination 18" included in the winning type "Strawberry 1" are eliminated, leaving only the winning combination "Small combination 19" as a possible winner. In other words, by stopping the "Bell" symbol on the center reel 110b with PB=1, the winning combination "Small combination 2" (correct combination) with a payout of 15 coins can be avoided. Subsequently, when the stop switch 120a is operated to stop the left reel 110a second according to the incorrect operation mode of "Strawberry 7," the "Strawberry A" symbol is set to be preferentially displayed. Then, the reel control means 306 controls the stop so that the "Strawberry A" symbol is preferentially displayed on the pay line A in response to the operation of the stop switch 120a. Note that the "Strawberry A" symbol has a PB≠1 on the left reel 110a, and when operated randomly, the stop control will only allow it to be displayed on the active line A 1 / 2 times. Subsequently, when the stop switch 120c is operated to stop the right reel 110c third in accordance with the incorrect operation mode of hitting order 7, the reel control means 306 is set to preferentially display the "Strawberry A" symbol, which is the target of the draw. Then, in response to the operation of the stop switch 120c, the reel control means 306 performs stop control so that the "Strawberry A" symbol is preferentially displayed on the active line A. Note that the "Strawberry A" symbol has a PB=1 on the right reel 110c, and therefore the stop control will always allow it to be displayed on the active line A.Next, when the stop switch 120d is operated to stop the 4th reel 110d fourth in accordance with the incorrect operation mode of batting order 7, the reel control means 306 is set to prioritize the display of the "BAR" symbol, which is the target of the draw. The reel control means 306 then controls the reels to stop in response to the operation of the stop switch 120d, so that the "BAR" symbol is prioritized and displayed on the activated line A. Since the "BAR" symbol has a PB of 1 on the 4th reel 110d, the stop control ensures that the symbol is displayed on the activated line A. Therefore, by performing the operation according to the incorrect operation mode of batting order 7, it is possible to win the winning combination "minor combination 19," which can be paid out with a minimum payout of one coin, with a probability of 1 / 2. Here, an example is given in which the symbol constituting the winning combination "minor combination 19" on the left reel 110a, which stops second, is the "Strawberry A" symbol with a PB of ≠ 1. However, since the possibility of winning all other winning roles included in the winning type "Strawberry 1" at the first stop (winning roles "Small Role 2," "Small Role 14," "Small Role 15," and "Small Role 18") is eliminated, a symbol PB≠1 may be used as the symbol that constitutes the winning role "Small Role 19" on any of the reels 110 at the second, third, or fourth stop.
[0402] Here, we have explained the stop control for batting orders 1, 2, and 7 when the winning type "Batting Order Strawberry 1" is won, but for batting orders 3 to 6 and 13 to 24, the same stop control as for batting order 2 is used, and the player will be paid out one medal, and for batting orders 8 to 12, the same stop control as for batting order 7 is used, and the player will have a 1 / 2 chance of receiving one medal.
[0403] In this way, by adopting the winning type "Strawberry Batting Order" as the selectable winning type and performing auxiliary effects in the AT performance state, the expected number of coins to be won per unit of play in the AT performance state can be relatively increased compared to the non-AT performance state. Specifically, even if the winning type "Strawberry Batting Order" is won in the non-AT performance state, auxiliary effects are hardly performed, so the player operates the stop switch 120 by deciding the batting order (for example, batting order 1 by pressing left) or operates it randomly, and the expected number of coins to be won per unit of play is (15 coins (correct combination) x 1 + 1 coin x 17 + 1 / 2 coins x 6) / 24 ≒ 1.46 coins. On the other hand, if the winning type "Strawberry Batting Order" is won in the AT performance state, auxiliary effects are performed, so the player can operate it using the correct operation mode (here, batting order 1), and the expected number of coins to be won per unit of play is 15 coins. In this way, by keeping the AT presentation state, the player can reduce the consumption of medals while earning a large gaming profit in a short period of time, thereby increasing the player's motivation to play.
[0404] However, if the expected number of coins to be won per unit play in the AT presentation state is set relatively low in the non-AT presentation state as described above in order to increase the expected number of coins to be won per unit play, the player's investment will increase unnecessarily as the player continues to stay in the non-AT presentation state. On the other hand, if the player attempts to increase the expected number of coins to be won per unit play in the AT presentation state while suppressing the decrease in the expected number of coins to be won per unit play in the non-AT presentation state, the player will have no choice but to set the probability of transitioning to the AT presentation state low or to set a period during which no lottery is held. This will reduce the frequency of transitions to the AT presentation state, which may result in the player feeling bored.
[0405] Therefore, we are considering increasing the difference in the number of expected coins to be won between the non-AT presentation state and the AT presentation state while maintaining the player's motivation to play by relatively lowering the number of expected coins to be won per unit of play in the non-AT presentation state without setting a low probability of transition to the AT presentation state or providing a period during which no lottery is held.
[0406] FIG. 34 is an explanatory diagram for explaining the winning mode of the winning type "Batting Order Chance Role B." Here, the stop control of the winning type "Batting Order Chance Role B1" will be explained using the left and center presses as an example of the winning type "Batting Order Chance Role B." As shown in the upper part of FIG. 34, the winning type "Batting Order Chance Role B1" is a selective winning type that includes a winning role "Small Role 1," which pays out 15 coins, and the winning roles "Small Role 33" and "Small Role 34," which pay out one coin each. In this embodiment, when the winning type "Batting Order Chance Role B" is won, the correct operation mode (correct role) differs depending on whether the player is in a non-AT presentation state or an AT presentation state. For example, in a non-AT presentation state, a correct operation mode can result in a winning role (correct role) with a small payout number, and in an AT presentation state, a correct operation mode can result in a winning role (correct role) with a large payout number. Here, an example will be described in which a non-AT performance state, that is, a winning combination (correct combination) with a small payout number can be achieved by a correct operation mode.
[0407] Here, when setting the priority based on the types of pattern combinations that can be displayed on the valid line A, the priority is set to be higher the more types of pattern combinations of winning roles that can be displayed on the valid line A, and when setting the priority based on the number of medals paid out, the priority is set to be higher the more number of medals paid out of minor roles corresponding to the pattern combinations displayed on the valid line A.
[0408] As shown in FIG. 34, when the winning type "Batting Order Chance B1" is won and the stop switch 120a is operated to stop the left reel 110a first in accordance with the correct operation mode of pushing left, the target symbol "REPLAY" is set to be displayed preferentially. Then, the reel control means 306 controls the stop so that the symbol "REPLAY" is displayed preferentially on the activated line A in accordance with the operation of the stop switch 120a. Note that since PB=1 on the left reel 110a, the symbol "REPLAY" can always be displayed on the activated line A by the stop control. Here, there is still a possibility of winning for all of the winning symbols "Small Symbol 1," "Small Symbol 33," and "Small Symbol 34" included in the winning type "Batting Order Chance B1." Next, when the stop switch 120b is operated to stop the center reel 110b second, the "Strawberry A" symbol, which constitutes the winning combinations "small combination 33" and "small combination 34," which have the largest number of symbol combinations of winning combinations that can be displayed on the activated line A, is set to be displayed preferentially among the "Cherry" and "Strawberry A" symbols to be drawn. The reel control means 306 then controls the stop of the center reel 110b so that the "Strawberry A" symbol is displayed preferentially on the activated line A in response to the operation of the stop switch 120b. Note that the "Strawberry A" symbol has a PB=1 on the center reel 110b, so that it can always be displayed on the activated line A by the stop control. In this way, when the "Strawberry A" symbol stops on the activated line A of the center reel 110b, the winning combination "small combination 1," which is included in the winning type "batting order chance combination B1," has no chance of winning, and only the winning combinations "small combination 33" and "small combination 34" have the possibility of winning. In other words, by stopping the "Strawberry A" symbol on the center reel 110b with PB=1, it is possible to avoid the winning combination "Small Win 1," which would result in a payout of 15 coins. Subsequently, when the stop switch 120c is operated to stop the right reel 110c third, the "Replay" symbol, which constitutes the winning combination "Small Win 34," which is the target of the draw, is set to be displayed preferentially. Then, the reel control means 306 controls the stop so that the "Replay" symbol is displayed preferentially on the activated line A in response to the operation of the stop switch 120c.Since the PB=1 on the right reel 110c, the "REPLAY" symbol can be displayed on the pay line A by the stop control. Subsequently, when the stop switch 120d is operated to stop the 4th reel 110d fourth, the "BAR" symbol constituting the winning combination "SMALL WIN 33" to be drawn is set to be displayed preferentially. Then, the reel control means 306 controls the stop so that the "BAR" symbol is displayed preferentially on the pay line A in response to the operation of the stop switch 120d. Since the "BAR" symbol is set to be displayed on the pay line A by the stop control, the "BAR" symbol can be displayed on the pay line A by the stop control. In this way, when the "BAR" symbol stops on the pay line A of the 4th reel 110d, both the winning combination "SMALL WIN 33" and the winning combination "SMALL WIN 34" are confirmed. Here, by pressing the left button, the winning combinations "Small Win 33" and "Small Win 34", each of which can receive the minimum payout of 1 coin, are won with PB=1, and the player can receive the payout of 2 coins (1 coin + 1 coin).
[0409] Also, here, by ensuring that the winning combinations "small combination 33" and "small combination 34" are won with PB=1, it is possible to clearly show to the player that the winning type that has been won is the winning type "batting order chance combination B," and the player can expect to make a gaming profit based on the winning type "batting order chance combination B."
[0410] Next, as shown in FIG. 34 , when the winning type “Batting Order Chance Role B1” is won and the stop switch 120b is operated to stop the center reel 110b first according to the incorrect operation mode of the center push, the “Cherry” symbol, which constitutes the winning role “Small Role 1,” which will have the highest payout number of medals (15), is set to be displayed preferentially among the “Cherry” and “Strawberry A” symbols to be drawn. The reel control means 306 then controls the stop of the “Cherry” symbol so that it is displayed preferentially on the pay line A in response to the operation of the stop switch 120b. Since the “Cherry” symbol has a PB=1 on the center reel 110b, it can always be displayed on the pay line A by the stop control. In this way, the “Cherry” symbol stops on the pay line A of the center reel 110b, eliminating the possibility of winning the winning roles “Small Role 33” and “Small Role 34,” which are included in the winning type “Batting Order Chance Role B1,” and leaving only the winning role “Small Role 1” as a potential winner. That is, by stopping the "Cherry" symbol on the center reel 110b with PB=1, it is possible to avoid the winning of the "Small Symbol 33" and "Small Symbol 34," which each have a payout of one coin. Subsequently, when the stop switch 120a is operated to stop the left reel 110a second, the "Replay" symbol, which is the target of the draw, is set to be displayed preferentially. The reel control means 306 controls the stop of the reels in response to the operation of the stop switch 120a so that the "Replay" symbol is displayed preferentially on the activated line A. Since the "Replay" symbol is set with PB=1 on the left reel 110a, the stop control ensures that the "Replay" symbol is displayed on the activated line A. Subsequently, when the stop switch 120c is operated to stop the right reel 110c third, the "Replay" symbol, which is the target of the draw, is set to be displayed preferentially. The reel control means 306 controls the stop of the reels in response to the operation of the stop switch 120c so that the "Replay" symbol is displayed preferentially on the activated line A. In addition, since the "Replay" symbol has PB=1 on the right reel 110c, it can always be displayed on the activated line A by the stop control.Next, when the stop switch 120d is operated to stop the 4th reel 110d fourth, the "white circle" symbol, which is the target of the draw, is set to be displayed preferentially. The reel control means 306 then controls the stop so that the "white circle" symbol is displayed preferentially on the pay line A in response to the operation of the stop switch 120d. Since the "white circle" symbol has a PB=1 on the 4th reel 110d, the stop control ensures that the symbol is displayed on the pay line A. In this way, when the "white circle" symbol stops on the pay line A of the 4th reel 110d, the winning combination "minor combination 1" is confirmed. Here, by performing a center press, the winning combination "minor combination 1" that can be awarded with a maximum payout of 15 medals can be won with a PB=1, and the player can receive the payout of 15 medals.
[0411] Here, we have explained the stop control using the left and center presses when the winning type ``Batting Order Chance Role B1'' is won, but for the right and 4th presses, the same stop control as for the center press is performed, and the player can receive a payout of 15 medals.
[0412] As mentioned above, when the winning type "batting order chance role B" is won, the correct operation mode (correct role) is different depending on whether it is a non-AT performance state or an AT performance state. In particular, in a non-AT performance state, if you operate in the correct operation mode, only 2 coins will be paid out, but if you operate in the incorrect operation mode, you can receive 15 coins.
[0413] The reason why the operation mode that produces a winning combination with a smaller payout number can be used as the correct operation mode for the auxiliary effect is as follows: When the center reel 110b stops, for other winning combinations (the winning combination "minor combination 1" in FIG. 34), only one type of symbol combination for the winning combination can be displayed on the activated line A in the arrangement, whereas for the target winning combinations (the winning combinations "minor combination 33" and "minor combination 34" in FIG. 34), only two types of symbol combinations for the winning combination can be displayed on the activated line A simultaneously (overlapping), which is more than for other winning combinations, and this is thought to give the player an advantage in playing the game. This auxiliary effect allows the player to display multiple winning combinations on the activated line A.
[0414] In this way, compared to the expected number of coins to be won per unit of play in the AT presentation state, if the player operates randomly in the non-AT presentation state, the expected number of coins to be won per unit of play will be relatively high (the investment amount can be reduced).However, by deliberately using an auxiliary presentation in which a winning role with a small payout number is awarded, and adopting a gameplay that relatively lowers the expected number of coins to be won per unit of play, it is possible to increase the difference in the expected number of coins to be won between the non-AT presentation state and the AT presentation state, and increase the player's motivation to play.
[0415] However, if the payout number is small when the auxiliary effect is followed in a non-AT performance state, and the payout number is large when a different operation is performed ignoring the auxiliary effect, there is a risk that a player will intentionally not follow the auxiliary effect. Therefore, when the winning type "batting order chance role B" is won, a lottery is held to enter the AT performance state (CZ performance state), and the game is set to a so-called ceiling consumption game (or the number of games to reach the ceiling is shortened), and if the auxiliary effect is not followed, it is specified to be restricted. In other words, when the winning type "batting order chance role B" is won in a non-AT performance state, if the player operates in the correct operation mode according to the auxiliary effect, the payout number is small, but a lottery is held to enter the AT performance state, and the game is set to a so-called ceiling consumption game (or the number of games to reach the ceiling is shortened). On the other hand, if the player wins the winning type "Batting Order Chance Role B" in a non-AT presentation state, and the player does not follow the auxiliary presentation and operates in an incorrect operation mode, the number of payout coins will be large, but the player will not be able to enter the lottery for the AT presentation state, and the game will not be considered a so-called ceiling consumption game (or the number of games until the ceiling is reached will be shortened) (the number of games until the ceiling is reached will be extended). In other words, to prevent the player from ignoring the auxiliary presentation, a game profit that is ultimately more advantageous than operating in an incorrect operation mode, such as a lottery for the AT presentation state, will be awarded. Because this type of gameplay is adopted, when the winning type "Batting Order Chance Role B" is won in a non-AT presentation state, the operation mode that pays out a small number of coins can be considered a correct operation mode, and the operation mode that pays out a large number of coins can be considered an incorrect operation mode.
[0416] The lottery for the AT performance state is conducted after the third stop in the non-AT performance state, after it is confirmed that the player has followed the auxiliary performance (or the winning combinations "minor combination 33" and "minor combination 34" have been won, or two coins have been paid out). However, it is not limited to such a case, and in the non-AT performance state, the lottery for the AT performance state may be conducted in response to the operation of the start switch 118, and if it is confirmed that the player has not followed the auxiliary performance, the lottery result may be canceled.
[0417] With this configuration, the expected number of coins to be won per unit game in the non-AT performance state can be made relatively lower through the auxiliary performance compared to the expected number of coins to be won per unit game in the AT performance state, and it becomes possible to increase the difference in the expected number of coins to be won between the non-AT performance state and the AT performance state while maintaining the player's motivation to play.
[0418] In addition, when the winning type "batting order chance role B" is won in a non-AT performance state, an operation mode with a small number of payout coins becomes the correct operation mode, and an operation mode with a large number of payout coins becomes the incorrect operation mode. However, when the winning type "batting order chance role B" is won in an AT performance state, there is no restriction on the lottery for the AT performance state, and an operation mode with a large number of payout coins becomes the correct operation mode, and an operation mode with a small number of payout coins becomes the incorrect operation mode. Therefore, when the winning type "batting order chance role B" is won in an AT performance state, an auxiliary performance is executed, and the player can operate by the correct operation mode (in the example of Figure 34, other than pressing left, for example, pressing the center), and the expected number of coins to be won per unit play is 15 coins (correct role), which is the maximum number of payout coins.
[0419] In the example of the winning type "batting order chance role B" explained using Figure 34, when the center reel 110b stops, the winning role "small role 1" with a large payout number can be displayed on the active line A in the type of winning role symbol combination (one), and the winning roles "small role 33" and "small role 34" with a small payout number can be displayed on the active line A in the type of winning role symbol combination (two). Therefore, the operation mode that wins the winning roles "small role 33" and "small role 34" is set as the correct operation mode for the auxiliary effect. Therefore, two winning roles are won at the same time, and as explained in Figure 34, at least one payout for the winning role "small role 33" and one payout for the winning role "small role 34" will be paid out in total, two coins.
[0420] Here, if the required number of medals for a game is three, and the payout number is two, even if two small winning combinations are won, the next game cannot begin unless an additional medal is bet on top of the paid-out medals. Therefore, let's assume that the payout number for each of the two winning small winning combinations is set to two instead of one. In this case, the player can bet the required number of three medals from the four medals paid out when two small winning combinations are won, and start the next game. However, if the payout number is four, the difference between this and the 15 medals paid out when an incorrect operation is performed becomes smaller, and the effect of increasing the difference in the expected number of medals between the non-AT presentation state and the AT presentation state is diminished.
[0421] Therefore, here, the payout numbers for the two minor roles are made different, for example, the payout number for one winning role is 1 and the payout number for the other winning role is 2, so that the total payout number is an odd number, for example, 3.
[0422] FIG. 35 is an explanatory diagram for explaining the winning mode of the winning type "Batting Order Chance Role A." Here, the stop control will be explained using the left and center presses for the winning type "Batting Order Chance Role A1" as an example of the winning type "Batting Order Chance Role A." As shown in the upper part of FIG. 35, the winning type "Batting Order Chance Role A1" is a selective winning type that includes a winning role "Small Role 1" with a payout of 15 coins, a winning role "Small Role 35" with a payout of 1 coin, and a winning role "Small Role 36" with a payout of 2 coins. Note that, in this embodiment, as in FIG. 34, when the winning type "Batting Order Chance Role A" is won, the correct operation mode (correct role) differs depending on whether the player is in a non-AT presentation state or an AT presentation state. For example, in a non-AT presentation state, a correct operation mode can result in a winning role (correct role) with a small payout number, and in an AT presentation state, a correct operation mode can result in a winning role (correct role) with a large payout number. Here, an example will be described in which a non-AT performance state, that is, a winning combination (correct combination) with a small payout number can be achieved by a correct operation mode.
[0423] Here, as in Figure 34, when setting the priority based on the type of pattern combination that can be displayed on the valid line A, the more types of pattern combinations of winning roles that can be displayed on the valid line A, the higher the priority is set; and when setting the priority based on the number of medals paid out, the higher the number of medals paid out of minor roles corresponding to the pattern combination displayed on the valid line A, the higher the priority is set.
[0424] As shown in FIG. 35 , when the winning type “Batting Order Chance Role A1” is won and the stop switch 120a is operated to stop the left reel 110a first in accordance with the correct operation mode of pushing left, the “Red 7” or “Bell” symbols that constitute the winning roles “Small Role 35” and “Small Role 36,” which have the largest number of symbol combinations that can be displayed on the activated line A, are set to be displayed preferentially among the symbols “Replay,” “Red 7,” and “Bell” that are the targets of the draw. The reel control means 306 controls the stop so that the “Red 7” or “Bell” symbol is displayed preferentially on the activated line A in accordance with the operation of the stop switch 120a. The arrangement of the “Red 7” and “Bell” symbols together is PB=1 on the left reel 110a, so that either symbol can be displayed on the activated line A by the stop control. In this way, when the "Red 7" or "Bell" symbol stops on the active line A of the left reel 110a, the winning combination "Small Role 1" included in the winning type "Batting Order Chance Role A1" becomes impossible to win, leaving only the winning combinations "Small Role 35" and "Small Role 36" as possible winning combinations. In other words, by stopping the "Bell" symbol on the left reel 110a with PB=1, the winning combination "Small Role 1" with a payout of 15 coins can be prevented from winning. Subsequently, when the stop switch 120b is operated to stop the center reel 110b second, the "Bell" symbol, which is the target of the draw, is set to be displayed preferentially. Then, the reel control means 306 controls the stop of the "Bell" symbol so that it is displayed preferentially on the active line A in response to the operation of the stop switch 120b. Note that since the "Bell" symbol is PB=1 on the center reel 110b, the stop control ensures that the "Bell" symbol is displayed on the active line A. Next, when the stop switch 120c is operated to stop the right reel 110c third, the "Bell" symbol constituting the winning combination "Small Win 35" to be drawn is set to be displayed preferentially. Then, in response to the operation of the stop switch 120c, the reel control means 306 controls the stop so that the "Bell" symbol is displayed preferentially on the activated line A. Note that since PB=1 on the right reel 110c, the "Bell" symbol can always be displayed on the activated line A by the stop control.Next, when the stop switch 120d is operated to stop the 4th reel 110d fourth, the "red 7" symbol constituting the winning combination "minor combination 36" to be drawn is set to be displayed preferentially. Then, the reel control means 306 controls the stop so that the "red 7" symbol is displayed preferentially on the activated line A in response to the operation of the stop switch 120d. Note that the "red 7" symbol is always displayed on the activated line A by the stop control, since PB=1 on the 4th reel 110d. In this way, when the "red 7" symbol stops on the activated line A of the 4th reel 110d, both the winning combination "minor combination 35" and the winning combination "minor combination 36" are confirmed. Here, by pressing the left button, the winning combination "Small Win 35" which can receive the minimum payout of 1 coin, and the winning combination "Small Win 36" which can receive the payout of 2 coins, are won with PB=1, and the player can receive the payout of 3 coins (1 coin + 2 coins).
[0425] In addition, by ensuring that the winning combinations "Small combination 35" and "Small combination 36" are won with PB=1, it is possible to clearly show the player that the winning type that has been won is the winning type "Batting Order Chance A," and the player can expect to make a gaming profit based on the winning type "Batting Order Chance A."
[0426] Next, as shown in FIG. 35 , when the winning type “Batting Order Chance Role A1” is won and the stop switch 120b is operated to stop the center reel 110b first according to the incorrect operation mode of the center push, the “Cherry” symbol, which constitutes the winning role “Small Role 1,” which will pay out the most medals (15), is set to be displayed preferentially among the “Cherry” and “Bell” symbols to be drawn. The reel control means 306 then controls the stop of the “Cherry” symbol so that it is displayed preferentially on the pay line A in response to the operation of the stop switch 120b. Since the “Cherry” symbol has a PB=1 on the center reel 110b, it can always be displayed on the pay line A by the stop control. In this way, the “Cherry” symbol stops on the pay line A of the center reel 110b, eliminating the possibility of winning the winning roles “Small Role 35” and “Small Role 36,” which are included in the winning type “Batting Order Chance Role A1,” and leaving only the winning role “Small Role 1” as a potential winner. That is, by stopping the "Cherry" symbol on the center reel 110b with PB=1, it is possible to avoid the winning of the "Small Link 35" symbol with a payout of one coin and the "Small Link 36" symbol with a payout of two coins. Subsequently, when the stop switch 120a is operated to stop the left reel 110a second, the "Replay" symbol, which is the target of the draw, is set to be displayed preferentially. The reel control means 306 then controls the stop of the reels in response to the operation of the stop switch 120a so that the "Replay" symbol is displayed preferentially on the activated line A. Since the "Replay" symbol is set with PB=1 on the left reel 110a, the stop control ensures that it is displayed on the activated line A. Subsequently, when the stop switch 120c is operated to stop the right reel 110c third, the "Replay" symbol, which is the target of the draw, is set to be displayed preferentially. Then, in response to the operation of the stop switch 120c, the reel control means 306 performs stop control so that the "REPLAY" symbol is preferentially displayed on the activated line A. Note that, since the "REPLAY" symbol has PB=1 on the right reel 110c, the stop control ensures that the symbol is displayed on the activated line A.Next, when the stop switch 120d is operated to stop the 4th reel 110d fourth, the "white circle" symbol, which is the target of the draw, is set to be displayed preferentially. The reel control means 306 then controls the stop so that the "white circle" symbol is displayed preferentially on the pay line A in response to the operation of the stop switch 120d. Since the "white circle" symbol has a PB=1 on the 4th reel 110d, the stop control ensures that the symbol is displayed on the pay line A. In this way, when the "white circle" symbol stops on the pay line A of the 4th reel 110d, the winning combination "minor combination 1" is confirmed. Here, by performing a center press, the winning combination "minor combination 1" that can be awarded with a maximum payout of 15 medals can be won with a PB=1, and the player can receive the payout of 15 medals.
[0427] Here, we have explained the stop control using the left and center presses when the winning type ``Batting Order Chance Role A1'' is won, but for the right and 4th presses, the same stop control as for the center press is performed, and the player can receive a payout of 15 medals.
[0428] In this way, compared to the expected number of coins to be won per unit of play in the AT presentation state, if the player operates randomly in the non-AT presentation state, the expected number of coins to be won per unit of play will be relatively high (the investment amount can be reduced).However, by deliberately using an auxiliary presentation in which a winning role with a small payout number is awarded, and adopting a gameplay that relatively lowers the expected number of coins to be won per unit of play, it is possible to increase the difference in the expected number of coins to be won between the non-AT presentation state and the AT presentation state, and increase the player's motivation to play.
[0429] Also, here, when the winning type "Batting Order Chance Role A" is won in the non-AT performance state, if the player performs the correct operation mode in accordance with the auxiliary performance, the winning role "Small Role 35" with a payout of one coin and the winning role "Small Role 36" with a payout of two coins will both be won, and a total of three medals can be paid out. In this way, by limiting the total payout to three coins, the effect of increasing the difference in the expected number of coins between the non-AT performance state and the AT performance state is minimized, and the player's motivation to play is increased, and the player can start the next game without having to go through the hassle of betting additional medals.
[0430] Here, an example has been given in which, in the AT presentation state, when the winning type "Batting Order Strawberry" (first selected winning type) is won, an operation (second operation) is announced which will result in the winning role "Small Role 2" (second role), which will receive a maximum payout of 15 coins, becoming a winning combination; and, when the winning type "Batting Order Chance Role" (second selected winning type) is won, an operation (fourth operation) is announced which will result in the winning role "Small Role 1" (fourth role), which will receive a maximum payout of 15 coins, becoming a winning combination; and, in the non-AT presentation state, when the winning type "Batting Order Chance Role" (second selected winning type) is won, an operation (third operation) is announced which will result in the winning roles "Small Role 33," "Small Role 34," "Small Role 35," and "Small Role 36" (third roles), which will receive a payout of fewer than 15 coins, becoming a winning combination. In this case, the number of payout coins (payout) for the high-payout winning role "Small Role 2" (second role) in the winning type "Batting Order Strawberry" (first selected winning type) and the high-payout winning role "Small Role 1" (fourth role) in the winning type "Batting Order Chance Role" (second selected winning type) are equal, 15 coins.
[0431] In this way, by making the number of high payout coins equal for the winning type "Strawberry Batting Order" and the winning type "Batting Order Chance Role", it is possible to reduce the processing load when paying out high payout coins in AT performance states, etc. For example, as described above, if the AT performance state is a difference number management type, whether the winning type "Strawberry Batting Order" or the winning type "Batting Order Chance Role" is won, it will be sufficient to count the difference number of 12 coins (maximum payout number 15 coins - specified number 3 coins) in common.
[0432] As described above, in the AT performance state, not only when the winning type "Strawberry Batting Order" is won, but also when the winning type "Chance Batting Order" is won, an auxiliary performance is performed in which a winning role (for example, "Small Role 1") that can receive a payout of 15 coins can be won. In other words, not only the winning type "Strawberry Batting Order" but also the winning type "Chance Batting Order" is targeted as a winning type that can obtain a high gaming profit by performing the auxiliary performance.
[0433] With this configuration, not only when the winning type "Strawberry Batting Order" is won, but also when the winning type "Chance Batting Order" is won, 15 coins can be paid out, so the player can get a lot of gaming profits in a short time.
[0434] In this case, not only the auxiliary effect when the "Batting Order Strawberry" win type is won, but also the auxiliary effect when the "Batting Order Chance Role" win type is won are counted as gaming profits in the AT performance state. For example, in the case of difference number management as in this embodiment, the performance state control means 314 counts the difference number of 12 coins (maximum payout number of 15 coins - specified number of 3 coins) when the "Batting Order Strawberry" win type is won and 15 coins are paid out through the auxiliary performance, and also counts the difference number of 12 coins (maximum payout number of 15 coins - specified number of 3 coins) when the "Batting Order Chance Role" win type is won and 15 coins are paid out through the auxiliary performance. The performance state control means 314 continues the AT performance state until the difference number of coins becomes equal to or greater than the predetermined difference number, and ends the AT performance state when the difference number of coins becomes equal to or greater than the predetermined difference number.
[0435] Also, here, an example of difference number management has been explained, but not limited to this case, in various management modes of the AT performance state, not only the auxiliary performance when the winning type "Strawberry in Batting Order" is won, but also the auxiliary performance when the winning type "Batting Order Chance Role" is won, are counted as gaming profits in the AT performance state. Specifically, the performance state control means 314 counts not only the auxiliary performance when the winning type "Strawberry in Batting Order" is won, but also the auxiliary performance when the winning type "Batting Order Chance Role" is won, as gaming profits in the AT performance state, not only in the case where the AT performance state is managed by the consumption of various gaming opportunities where an auxiliary performance can be received, for example, the number of payouts (payout number management), but also in the case where the AT performance state is managed by the number of navigation times, which is the number of auxiliary performances that can result in a winning role that receives a payout of 15 coins (navigation number management). Then, in the AT presentation state, the presentation state control means 314 counts the number of payout coins for the winning combination that has been won in payout number management, continues the AT presentation state until it reaches or exceeds a predetermined number of payout coins, and ends the AT presentation state when it reaches or exceeds the predetermined number of payout coins. Similarly, in the AT presentation state, the presentation state control means 314 counts the number of navigations for the winning combination that has been won in navigation number management, continues the AT presentation state until it reaches or exceeds a predetermined number of navigations, and ends the AT presentation state when it reaches or exceeds the predetermined number of navigations. Also, in the AT presentation state where auxiliary presentation can be received, the presentation state control means 314 performs a lottery to add the difference in the number of coins, the number of payout coins, or the number of navigations, and if the add-on lottery is won, increases the difference in the number of coins, the number of payout coins, or the number of navigations (changes the end condition).
[0436] Furthermore, in a non-AT presentation state, if the winning type "Batting Order Strawberry" is won, no auxiliary effect is performed, so the expected number of coins won per unit of play is (15 coins (correct combination) x 1 + 1 coin x 17 + 1 / 2 coins x 6) / 24 ≒ 1.46 coins. If the winning type "Batting Order Chance Role A" is won, an auxiliary effect is performed, and the expected number of coins won per unit of play is 3 coins. If the winning type "Batting Order Chance Role B" is won, an auxiliary effect is performed, and the expected number of coins won per unit of play is 2 coins. On the other hand, whether the winning type "Batting Order Strawberry" or the winning type "Batting Order Chance Role" is won in an AT presentation state, an auxiliary effect is performed, so the expected number of coins won per unit of play is 15 coins. In this way, by setting the expected number of coins won per unit of play in a non-AT presentation state low and setting the expected number of coins won per unit of play in an AT presentation state to the maximum payout number, the difference in the expected number of coins won per unit of play between the two can be made large. Therefore, by keeping the AT presentation state, the player can reduce the consumption of medals while obtaining a large gaming profit in a short period of time, thereby increasing the player's motivation to play.
[0437] Furthermore, when the winning type "Strawberry in Batting Order" (first selection winning type) is won, if the winning combination "Small Win 2" (second combination) that can receive a payout of 15 coins, which is the maximum number of payout coins, is won, at least three symbols are displayed linearly on any line in the symbol display window 108. For example, in the example of FIG. 33, a predetermined symbol combination (here, a symbol combination of "Strawberry A," "Strawberry A," and "Strawberry A," or a symbol combination of "Strawberry B," "Strawberry A," and "Strawberry A") is displayed linearly in the symbol display window 108 on the top row of the left reel 110a, the middle row of the center reel 110b, and the bottom row of the right reel 110c. Also, when the winning type "Batting Order Chance Role" (second selection winning type) is won, if the winning role "Small Role 1" (fourth role) that can receive the maximum payout number of 15 coins is won, at least three symbols are displayed linearly on any line in the symbol display window 108, just like the winning type "Batting Order Strawberry." For example, in the examples of FIGS. 34 and 35, a predetermined symbol combination (here, a symbol combination of "Strawberry A," "Strawberry A," and "Strawberry A," or a symbol combination of "Strawberry B," "Strawberry A," and "Strawberry A") is displayed linearly in the symbol display window 108 on the top row of the left reel 110a, the top row of the center reel 110b, and the top row of the right reel 110c. In this way, in this embodiment, the pattern combination displayed in a straight line on one of the lines in the pattern display window 108 when the winning role "small role 2" (second role) is won is equal to the pattern combination displayed in a straight line on one of the lines in the pattern display window 108 when the winning role "small role 1" (fourth role) is won.
[0438] With this configuration, in the AT performance state, when either the winning type "Strawberry Batting Order" or the winning type "Batting Order Chance Role" is won, the maximum number of payout coins, 15, can be paid out while the same symbol combination is displayed linearly in the symbol display window 108. Therefore, in the AT performance state, the player can recognize that the maximum number of payout coins has been obtained by visually checking the symbol combination displayed linearly, without being aware of whether the winning type that has been won is the winning type "Strawberry Batting Order" or the winning type "Batting Order Chance Role."
[0439] In addition, "the symbol combinations displayed in a linear fashion are equal" does not only mean that the symbols that make up the symbol combinations displayed in a linear fashion are completely equal, but also includes cases where the symbols that make up the symbol combinations displayed in a linear fashion are different symbols that can be recognized by a player as the same minor winning combination, such as the symbol "Strawberry A" and the symbol "Strawberry B."
[0440] In addition, the pattern combination corresponding to the winning role "Small Role 2" (second role), which can receive a maximum payout of 15 coins that constitutes the winning type "Batting Order Strawberry" (first selected winning type), and the pattern combination corresponding to the winning role "Small Role 1" (fourth role), which can receive a maximum payout of 15 coins when the winning type "Batting Order Chance Role" (second selected winning type) is won, can be made the same, i.e., the condition devices for both can be made equal.
[0441] With this configuration, in the AT performance state, when either the winning type "Strawberry Batting Order" or the winning type "Batting Order Chance Role" is won, the maximum number of payout coins, 15, can be paid out while the same symbol combination is displayed on the active line A. Therefore, in the AT performance state, the player can recognize that the maximum number of payout coins has been obtained by visually checking the symbol combination displayed on the active line A, without being aware of whether the winning type that has been won is the winning type "Strawberry Batting Order" or the winning type "Batting Order Chance Role."
[0442] FIG. 36 is a diagram showing the number of places in the win type lottery table. In FIG. 36, the number of places in the win type lottery table shown in FIG. 7 will be explained in particular. Here, the win types are broadly categorized into a plurality of types, for example, the win type "Batting Order Strawberry" (first selection win type), the win type "Batting Order Chance Role" (second selection win type), and the win type "Replay" (replay win type). For the win type "Batting Order Strawberry", the number of places is 1870, which is evenly allocated to the win types "Batting Order Strawberry 1" to "Batting Order Strawberry 24" in the win areas 4 to 27. Therefore, the total number of places for the win type "Batting Order Strawberry" is 1870 x 24 = 44880. In addition, for the winning type "batting order chance role", 128 places are allocated evenly to the winning types "batting order chance role A1" to "batting order chance role A4" in the winning areas 28 to 31, and 612 places are allocated evenly to the winning types "batting order chance role B1" to "batting order chance role B4" in the winning areas 32 to 35. Therefore, the total number of places for the winning type "batting order chance role" is 128 × 4 + 612 × 4 = 2960. In addition, for the winning type "replay", the winning type "normal replay 1" in the winning area 36 is assigned a number of 4 in the non-internal game state, and a number of 8 in the RBB internal game state, the winning type "normal replay 2" in the winning area 37 is assigned a number of 3524, the winning type "normal replay 3" in the winning area 38 is assigned a number of 1400, the winning type "normal replay 4" in the winning area 39 is assigned a number of 1200, and the winning type "normal replay 5" in the winning area 40 is assigned a number of 8. 00 is assigned, the winning type "Normal Replay 6" in winning area 41 is assigned a number of 500, the winning type "Chance Replay" in winning area 42 is assigned a number of 400, the winning type "Weak Bell" in winning area 43 is assigned a number of 800, the winning type "Strong Bell" in winning area 44 is assigned a number of 90, the winning type "Strong Cherry 1" in winning area 45 is assigned a number of 20, and the winning type "Strong Cherry 2" in winning area 46 is assigned a number of 200. Therefore, the total number of places for the winning type "Replay" is 8938 in the non-internal play state and 8942 in the RBB internal play state.
[0443] The numbers of the winning types "Strawberry Batting Order," "Batting Order Chance Role," and "Replay" broadly categorized are as follows: "Strawberry Batting Order" > "Batting Order Chance Role," and "Replay" > "Batting Order Chance Role." This is for the following reason. In other words, the "Batting Order Chance Role" winning type is accompanied by an auxiliary effect in a non-AT performance state, and the player operates the stop switch 120 in accordance with the auxiliary effect to enter the lottery for the AT performance state. However, if the frequency of the auxiliary effect is increased too much in a non-AT performance state, the player may be forced to operate in the correct operation mode, which may waste time playing the game. Here, by making the number of winning types "Strawberry Batting Order Chance Role" smaller than the number of winning types "Strawberry Batting Order" and "Replay," the frequency of auxiliary effects in a non-AT performance state can be suppressed.
[0444] In addition, generally, a role with a high gaming profit, such as a high probability of winning into the AT performance state, may be called a rare role. In this embodiment, the winning type "Weak Cherry 1" in winning area 3, the winning type "Chance Replay" in winning area 42, the winning type "Weak Bell" in winning area 43, the winning type "Strong Bell" in winning area 44, the winning type "Strong Cherry 1" in winning area 45, the winning type "Strong Cherry 2" in winning area 46, and the winning type "RBB + Weak Cherry 2" in winning area 47 correspond to rare roles. A winning type that includes such a rare role may be called a winning type "rare role" (rare role winning type). The rare role is assigned to the winning type "Weak Cherry 1" in winning area 3, which is a rare role, and the number of places is 220. The winning type "Chance Replay" in winning area 42 is assigned to the number of places 400. The winning type "Weak Bell" in winning area 43 is assigned to the number of places 800. The winning type "Strong Bell" in winning area 44 is assigned to the number of places 90. The winning type "Strong Cherry 1" in winning area 45 is assigned to the number of places 200. The winning type "Strong Cherry 2" in winning area 46 is assigned to the number of places 200. The winning type "RBB + Weak Cherry 2" in winning area 47 is assigned to the number of places 60. Therefore, the total number of places for the winning types corresponding to rare roles is 1790.
[0445] The relationship between the number of winning types corresponding to such rare roles and the number of winning types "Batting Order Strawberry" and "Batting Order Chance Role" broadly categorized above is such that winning type "Batting Order Strawberry" > winning type "Batting Order Chance Role", and winning type "Batting Order Chance Role" > winning type corresponding to rare roles. This is for the following reason. In other words, by making the number of winning types "Batting Order Chance Role" less than the number of winning types "Batting Order Strawberry", it is possible to suppress the frequency of auxiliary effects in non-AT performance states. Also, by making the number of rare roles less than the number of winning types "Batting Order Chance Role" and "Batting Order Strawberry", it is possible to reduce the frequency of rare roles, which in turn increases the probability of winning into the AT performance state, thereby increasing gaming profits.
[0446] Also, by adjusting the number of symbols placed on the winning type lottery tables shown in FIGS. 6 and 7, different gameplay characteristics can be achieved.
[0447] Figure 37 is a diagram showing the number of places in the win type lottery table. In this Figure 37, the win areas 4 to 31 in the RBB internal game state in the win type lottery table shown in Figure 6 are extracted and associated with different numbers of places from those in Figure 7. Here, the number of places for each win type of the win type "Strawberry Batting Order" in win areas 4 to 27 is not made equal, and the purpose is to make the number of places for the win types "Strawberry Batting Order 1" to "Strawberry Batting Order 6" in which the batting order (batting order 1 to 6) that makes the left reel 110a stop first as the correct operation mode smaller than the other batting orders (batting order 7 to 24).
[0448] In the non-AT presentation state, even if the winning type "Strawberry Batting Order" is won, the auxiliary effect is not executed, so the player decides the batting order and operates it themselves, or operates it randomly. Note that, if the specifications give the player an advantage by operating the left reel 110a in the batting order that stops first (batting order 1-6), the player operates the left reel 110a in the batting order that stops first (batting order 1-6). In this case, if the number of winning types "Strawberry Batting Order 1" to "Strawberry Batting Order 6" is set smaller than the number of winning types "Strawberry Batting Order 7" to "Strawberry Batting Order 24," the expected number of coins to be won per unit of play in the non-AT presentation state can be reduced. Furthermore, in the non-AT presentation state, if the winning type "Strawberry Batting Order Chance A" is won, the auxiliary effect is executed as described above, and the player operates the stop switch 120 in accordance with the auxiliary effect, so the expected number of coins to be won per unit of play is three. Here, since the number of each winning type of the winning type "batting order chance role A" is evenly distributed, the frequency of appearance of the auxiliary effects is equal.
[0449] On the other hand, if the winning type "Strawberry Batting Order" is won in the AT performance state, an auxiliary effect is executed, and the expected number of coins won per unit of play is 15. However, because the number of winning types "Strawberry Batting Order 1" through "Strawberry Batting Order 6" placed is smaller than the number of winning types "Strawberry Batting Order 7" through "Strawberry Batting Order 24" placed, the frequency of the auxiliary effects is uneven. Therefore, this unevenness in the auxiliary effects is absorbed by the winning type "Batting Order Chance Role A." That is, if the winning type "Batting Order Chance Role A1" is won in the AT performance state, any of the batting orders 7 through 24 are announced evenly as the auxiliary effect, and if the winning types "Batting Order Chance Role A2" through "Batting Order Chance Role A4" are won, any of the batting orders 1 through 6 are announced evenly as the auxiliary effect. In this case, the expected number of coins won per unit of play is also 15. However, the probability of announcing any of the batting orders 1 through 6 as the auxiliary effect is nine times the probability of announcing any of the batting orders 7 through 24. Therefore, by adjusting the ratio of the number of winning types "Batting Order Strawberry" and "Batting Order Chance Role A", the frequency of appearance of the auxiliary effects in the AT performance state can be made equal.
[0450] Specifically, if the number of winning types "Batting Order Ichigo 1" to "Batting Order Ichigo 6" is α, the number of winning types "Batting Order Ichigo 7" to "Batting Order Ichigo 24" is β, and the number of winning types "Batting Order Chance Role A1" to "Batting Order Chance Role A4" is γ, then the number of winning types is set so that α+γ / 2=β+γ / 18 holds. For example, as shown in FIG. 37, if α=1790, β=1870, and γ=180 are set, then α+γ / 2=β+γ / 18 holds. By setting it in this way, in the AT presentation state, the probability that any of batting orders 1 to 6 will be announced as an auxiliary effect is (α + γ / 2) / 65536 = 1880 / 65536, and the probability that any of batting orders 7 to 24 will be announced as an auxiliary effect is (β + γ / 18) / 65536 = 1880 / 65536. It can be understood that the frequency of appearance of the batting orders in the auxiliary effects in the AT presentation state is equal. As mentioned above, in the AT presentation state, when either the "Strawberry Batting Order" win type or the "Batting Order Chance" win type is won, the same symbol combination is displayed linearly in the symbol display window 108, and the maximum number of payout coins, 15, can be paid out. Therefore, in the AT presentation state, the player can recognize that the maximum number of payout coins has been obtained by visually checking the symbol combination displayed linearly, without being aware of whether the win type won is the "Strawberry Batting Order" win type or the "Batting Order Chance" win type. In addition, the number of winning types for the "Batting Order Chance Role A" is evenly distributed to 180, so the frequency of appearance of the batting order in the auxiliary performance is equal.
[0451] With this configuration, the frequency of appearance of the batting order of the auxiliary effects in the AT performance state and the frequency of appearance of the batting order of the auxiliary effects in the non-AT performance state are made equal, while the number of winning types "Batting Order Strawberry 1" to "Batting Order Strawberry 6", in which the batting order (batting orders 1 to 6) that causes the left reel 110a to stop first is the correct operation mode, is made smaller than the number of winning types "Batting Order Strawberry 7" to "Batting Order Strawberry 24", thereby reducing the expected number of coins won per unit play in the non-AT performance state.
[0452] While the preferred embodiments of the present invention have been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such embodiments. It is clear that those skilled in the art can conceive of various modifications and alterations within the scope of the claims, and it is understood that such modifications and alterations also fall within the technical scope of the present invention.
[0453] For example, in the above-described embodiment, as explained using FIG. 33, an example was given in which the winning roles "Small Role 14," "Small Role 15," "Small Role 18," and "Small Role 19" (all first roles) with a payout of 1 coin overlap with the winning role "Small Role 2" (second role) with a payout of 15 coins, and the winning role "Small Role 14," "Small Role 15," "Small Role 18," and "Small Role 19" can be won by batting order 2 to 24 (first operation), which are incorrect operation modes, and the winning type "Batting Order Strawberry" (first selected winning type), which is set to be winable by batting order 1 (second operation), which is the correct operation mode, is determined by lottery, and when the winning type "Batting Order Strawberry" is won in the AT performance state, the correct operation mode of batting order 1 is announced as an auxiliary performance. However, it is not limited to such a case. It is sufficient if a predetermined first role and a predetermined second role overlap, the first role can be won by the first operation, and the first selected winning type set to be able to win by the second operation is determined by a winning type lottery, and when the first selected winning type is won in the AT performance state, the second operation is notified. Also, at this time, the relationship of the number of payouts when winning is only required to be first role < second role.
[0454] Furthermore, in the above-described embodiment, as explained using Figure 34, an example was given in which the winning roles "Small Role 33" and "Small Role 34" (both third roles) with a payout of 1 coin overlap with the winning role "Small Role 1" (fourth role) with a payout of 15 coins, and either or both of the winning roles "Small Role 33" and "Small Role 34" can be won by pressing left (third operation), and the winning type "Batting Order Chance Role B" (second selected winning type) which is set to be winable by pressing middle, right, or fourth (all fourth operations) is determined by lottery, and when the winning type "Batting Order Chance Role B" is won in a non-AT performance state, a left press is announced as an auxiliary performance. However, it is not limited to such a case. It is sufficient if the predetermined third role and the predetermined fourth role overlap, the third role can be won by the third operation, and the second selected winning type set to the fourth role can be won by the fourth operation is determined by the winning type lottery, and the third operation is notified when the second selected winning type is won in the non-AT performance state. Also, at this time, the relationship of the number of payouts when winning is only required to be the third role < the fourth role.
[0455] In addition, in this way, one of multiple types of winning types is determined by lottery for the winning type, including the first selected winning type where the first role and the second role overlap, and the first role can be won by the first operation, and the second role can be won by the second operation, and the second selected winning type where the third role and the fourth role overlap, and the third role can be won by the third operation, and the fourth role can be won by the fourth operation.Assuming that the second operation may be notified when the first selected winning type is won in the AT performance state, and the third operation may be notified when the second selected winning type is won in the non-AT performance state, the relationship of the number of coins paid out when a winning is won should be the second role > the third role, and the total number of coins paid out when multiple third roles are won at the same time > the first role. With this configuration, the number of coins expected to be won per unit game in the non-AT presentation state can be made relatively lower than the number of coins expected to be won per unit game in the AT presentation state, and it becomes possible to increase the difference in the number of coins expected to be won between the non-AT presentation state and the AT presentation state while maintaining the player's motivation to play.
[0456] Also, as explained using FIG. 35, an example was given in which the payout number is a specified number (3 coins) when the winning type "Batting Order Chance Role A" (second-selection winning type) is won in a non-AT presentation state and the winning roles "Small Role 35" (third role) and "Small Role 36" (third role) are simultaneously won in response to the notification of left-click (third operation). However, this is not limited to such a case. When the second-selection winning type is won in a non-AT presentation state and multiple third roles are simultaneously won in response to the notification of the third operation, it is sufficient that the payout number is equal to or greater than the specified number. For example, the total number of the multiple third roles may be set to any number between 4 and 14 coins. In this way, by setting the total payout number to 3 or more coins, the suppression of the effect of increasing the difference in the expected number of coins between the non-AT presentation state and the AT presentation state is minimized, and the player's motivation to play is enhanced, and the player can start the next game without having to perform the troublesome task of betting additional medals.
[0457] Furthermore, in the above-described embodiment, examples have been given in which two winning roles, "small role 33" (third role) and "small role 34" (third role), which overlap in the winning type "Batting Order Chance Role B" (second selected winning type), and two winning roles, "small role 35" (third role) and "small role 36" (third role), which overlap in the winning type "Batting Order Chance Role A" (second selected winning type), can win simultaneously, but the number of winning roles that can win simultaneously is not limited to two, and it is sufficient if three or more winning roles can be set to win at once, for example, three winning roles with a payout of one coin can win simultaneously.
[0458] Furthermore, in the above-described embodiment, examples have been given in which two winning roles, "small role 33" (third role) and "small role 34" (third role), which overlap in the winning type "Batting Order Chance Role B" (second selected winning type), and two winning roles, "small role 35" (third role) and "small role 36" (third role), which overlap in the winning type "Batting Order Chance Role A" (second selected winning type), can simultaneously win on one valid line A, but this is not the only case, and multiple winning roles may simultaneously win on different valid lines.
[0459] In addition, in the above-described embodiment, an example was given in which the number of reels 110 is four (left reel 110a, center reel 110b, right reel 110c, and fourth reel 110d), but this is not limited to this case and the present invention can also be applied to cases in which the number of reels 110 is three (left reel 110a, center reel 110b, and right reel 110c) or five or more.
[0460] Figure 38 is an explanatory diagram for explaining the winning mode of the winning type "Batting Order Chance Role C." Here, the reels 110 are configured with three reels, namely, the left reel 110a, the center reel 110b, and the right reel 110c, as shown in Figure 3(a), and the activated line A is set to a line connecting the positions corresponding to the symbols stopped in the middle row of the left reel 110a, the middle row of the center reel 110b, and the middle row of the right reel 110c among the nine symbols (three reels x three rows: top, middle, and bottom) facing the symbol display window 108. Also, here, the winning type "Batting Order Chance Role C" is set for the sake of explanation. As shown in the upper part of FIG. 38, the winning type "batting order chance role C" is a selected winning type that includes the winning role "small role 4" (third role) with a payout of 1 coin, the winning role "small role 5" (third role) with a payout of 2 coins, and the winning role "small role 3" (fourth role) with a payout of 15 coins. When the winning type "batting order chance role C" is won, in the non-AT performance state, it is possible to win a winning role (correct role) with a small payout number by performing a correct operation, and in the AT performance state, it is possible to win a winning role (correct role) with a large payout number by performing a correct operation. Here, we will describe an example in which it is possible to win a winning role (correct role) with a small payout number by performing a correct operation in the non-AT performance state.
[0461] As shown in FIG. 38, when the "Batting Order Chance C" wins and the stop switch 120a is operated to stop the left reel 110a first in accordance with the correct operation mode of pressing left, the reel control unit 306 controls the reels to display the "Red 7" or "Bell" symbols preferentially, among the "Replay," "Red 7," and "Bell" symbols that constitute the "Small 4" and "Small 5" winning combinations that have the greatest number of symbol combinations that can be displayed on the pay line A. The reel control unit 306 controls the reels to display the "Red 7" or "Bell" symbols preferentially on the pay line A in accordance with the operation of the stop switch 120a. Since the arrangement of the "Red 7" and "Bell" symbols is PB=1 on the left reel 110a, the reels can always be displayed on the pay line A by the stop control. In this way, when the "Red 7" or "Bell" symbol stops on the activated line A of the left reel 110a, the winning combination "Small Role 3" included in the win type "Batting Order Chance Role C" becomes unwinnable, leaving only the winning combinations "Small Role 4" and "Small Role 5" with the possibility of winning. Subsequently, when the stop switch 120b is operated to stop the center reel 110b second, the "Bell" symbol constituting the winning combination "Small Role 5" to be drawn is set to be displayed preferentially. The reel control means 306 controls the stop of the reels in response to the operation of the stop switch 120b so that the "Bell" symbol is displayed preferentially on the activated line A. Since the "Bell" symbol has a PB of 1 on the center reel 110b, it can always be displayed on the activated line A by the stop control. Subsequently, when the stop switch 120c is operated to stop the right reel 110c third, the "Bell" symbol constituting the winning combination "Small Role 4" to be drawn is set to be displayed preferentially. Then, in response to the operation of the stop switch 120c, the reel control means 306 performs stop control so that the "bell" symbol is preferentially displayed on the activated line A. Note that, since the "bell" symbol has PB=1 on the right reel 110c, the stop control ensures that the symbol is displayed on the activated line A.In this way, when the "bell" symbol stops on the active line A of the right reel 110c, the winning combination of either "minor combination 4" or "minor combination 5" is confirmed, and the player can receive a payout of three medals (one medal + two medals).
[0462] Next, as shown in FIG. 38 , when the winning type “Batting Order Chance Role C” is won and the stop switch 120b is operated to stop the center reel 110b first according to the incorrect operation mode of the center push, the “Cherry” symbol, which constitutes the winning role “Small Role 3,” which will have the highest payout number of medals (15), is set to be displayed preferentially among the “Cherry” and “Bell” symbols to be drawn. The reel control means 306 then controls the stop of the “Cherry” symbol so that it is displayed preferentially on the pay line A in response to the operation of the stop switch 120b. Since the “Cherry” symbol has a PB=1 on the center reel 110b, it can always be displayed on the pay line A by the stop control. In this way, the “Cherry” symbol stops on the pay line A of the center reel 110b, eliminating the possibility of winning the winning role “Small Role 5,” which is included in the winning type “Batting Order Chance Role C,” and leaving only the winning roles “Small Role 3” and “Small Role 4” as potential winners. Next, when the stop switch 120a is operated to stop the left reel 110a second, the "REPLAY" symbol, which constitutes the winning combination "SMALL WIN 3" that will pay out the most medals (15), is set to be displayed preferentially among the target symbols "REPLAY," "RED 7," and "BELL." The reel control means 306 then controls the stops so that the "REPLAY" symbol is displayed preferentially on the pay line A in response to the operation of the stop switch 120a. Note that the "REPLAY" symbol is always displayed on the pay line A due to the stop control, since PB=1 on the left reel 110a. In this way, when the "REPLAY" symbol stops on the pay line A of the left reel 110a, the winning combination "SMALL WIN 4" included in the win type "BATTERN CHANCE WIN C" has no chance of winning, and only the winning combination "SMALL WIN 3" has the possibility of winning. Subsequently, when the stop switch 120c is operated to stop the right reel 110c third, the reel control means 306 controls the reels to stop so that the "REPLAY" symbol, which is the target of the draw, is preferentially displayed on the activated line A in response to the operation of the stop switch 120c.In addition, since the "Replay" symbol has PB=1 on the right reel 110c, the stop control ensures that it will be displayed on the activated line A. In this way, when the "Replay" symbol stops on the activated line A of the right reel 110c, the winning combination "Small combination 3" is confirmed, and the player can receive a payout of 15 medals.
[0463] Here, when the winning type "Batting Order Chance Role C" is won in the non-AT performance state, if the player performs the correct operation mode in accordance with the auxiliary performance, the winning role "Small Role 4" with a payout of one coin and the winning role "Small Role 5" with a payout of two coins will both be won, and a total of three medals can be paid out. In this way, by setting the total payout number to three, the suppression of the effect of increasing the difference in the expected number of medals between the non-AT performance state and the AT performance state is minimized, and the player's motivation to play is increased, and the player can start the next game without having to go through the trouble of betting additional medals.
[0464] In the above-described embodiment, the transition of the presentation state was described using Fig. 9. However, the specifications of the winning type "Strawberry Batting Order" and the winning type "Chance Batting Order" described above are not limited to the example of Fig. 9, and can be applied to various transitions of the presentation state. Other examples of transitions of the presentation state will be described below.
[0465] 39 to 44 are explanatory diagrams for explaining transitions in the presentation state. Here, the presentation state transitions by the presentation state control means 314 in the main control board 200 will be described in detail. Here, it is assumed that the game state is the RBB internal game state. In each figure, "Strawberry Navigation" indicates whether or not an operation mode capable of winning a winning combination with a payout of 15 coins will be notified when the winning type "Strawberry Batting Order" is won, "Yes" indicates that the operation mode will be notified, "No" indicates that the operation mode will not be notified, and "Low" indicates that the operation mode will be notified but with a low probability of notifying. Furthermore, "Low Payout Navigation" indicates whether or not an operation mode capable of winning a winning combination with a payout of less than 15 coins will be notified when the winning type "Strawberry Batting Order" is won, "Yes" indicates that the operation mode will be notified, and "No" indicates that the operation mode will not be notified.
[0466] In the example of Figure 39, the game first stays in the normal presentation state as the initial state. In the normal presentation state, there is no strawberry navigation and there is a low payout navigation. When a predetermined transition condition is met during the normal presentation state, the presentation state control means 314 transitions to a favorable zone and transitions the presentation state to an AT preparation presentation state (1). In the AT preparation presentation state, the strawberry navigation can be set as desired ("Yes," "No," or "Low"), and the low payout navigation can be set as desired ("Yes" or "No"). When a predetermined transition condition is met during the AT preparation presentation state, the presentation state control means 314 transitions the presentation state to an AT presentation state (2). In the AT presentation state, there is a strawberry navigation and there is no low payout navigation, so the player can win many medals while minimizing medal consumption. When the AT presentation state ends, the presentation state control means 314 transitions the presentation state to an interval presentation state (3). In the interval presentation state, the strawberry navigation can be set as desired ("none" or "low"), and the low payout navigation can be set as desired ("yes" or "no"). The presentation state control means 314 returns to the AT presentation state if a predetermined transition condition is met before the interval presentation state ends (4). The presentation state control means 314 also transitions the presentation state to the ending presentation state (5) based on the value counted in the advantageous zone reaching a predetermined value (for example, the number of games played during play reaches a predetermined number of games that is less than 1,500, or the net increase in coins exceeds a predetermined number that is less than 2,400). In the ending presentation state, the strawberry navigation is present and the low payout navigation is absent, allowing the player to acquire many coins while minimizing medal consumption. The presentation state control means 314 also transitions the presentation state to the normal presentation state (6) when a predetermined termination condition is met in the interval presentation state or the ending presentation state ends.
[0467] In the example of Figure 40, the game first stays in the normal presentation state as the initial state. In the normal presentation state, there is no strawberry navigation and there is a low payout navigation. When a predetermined transition condition is met during the normal presentation state, the presentation state control means 314 transitions to a favorable zone and transitions the presentation state to a CZAT preparation presentation state (1). In the CZAT preparation presentation state, the strawberry navigation can be set as desired ("Yes," "No," or "Low"), and the low payout navigation can be set as desired ("Yes" or "No"). When a predetermined transition condition is met during the CZAT preparation presentation state, the presentation state control means 314 transitions the presentation state to a CZAT presentation state (2). In the CZAT presentation state, there is a strawberry navigation and there is no low payout navigation, allowing the player to win many medals while minimizing medal consumption. When the CZAT presentation state ends, the presentation state control means 314 transitions the presentation state to a CZ presentation state (3). In the CZ presentation state, the strawberry navigation can be set as desired ("Yes," "No," or "Low"), and the low payout navigation can be set as desired ("Yes" or "No"). The presentation state control means 314 transitions the presentation state to the AT presentation state if a predetermined transition condition is met before the CZ presentation state ends (4). The presentation state control means 314 may also transition the presentation state to the AT presentation state if a predetermined transition condition is met during the CZAT presentation state (5). In the AT presentation state, there is a strawberry navigation and there is no low payout navigation, so the player can win many medals while minimizing medal consumption. When the AT presentation state ends, the presentation state control means 314 transitions the presentation state to the interval presentation state (6). In the interval presentation state, the strawberry navigation can be set as desired ("Yes," "No," or "Low"), and the low payout navigation can be set as desired ("Yes" or "No"). If a predetermined transition condition is met before the interval presentation state ends, the presentation state control means 314 returns to the AT presentation state (7). Furthermore, the presentation state control means 314 transitions the presentation state to the ending presentation state based on the value counted in the advantageous zone reaching a predetermined value (8). In the ending presentation state, there is a strawberry navigation and there is no low payout navigation, so the player can win many medals while minimizing medal consumption.Furthermore, the presentation state control means 314 transitions the presentation state to the normal presentation state when a predetermined end condition is met in the CZ presentation state or the interval presentation state, or when the ending presentation state ends (9).
[0468] In the example of Figure 41, the normal presentation state is the initial state. In the normal presentation state, there is no strawberry navigation and there is a low payout navigation. When a predetermined transition condition is met during the normal presentation state, the presentation state control means 314 transitions to a favorable section and transitions the presentation state to a CZAT preparation presentation state (1). In the CZAT preparation presentation state, the strawberry navigation can be set as desired ("none" or "low"), and the low payout navigation can be set as desired ("yes" or "no"). When the CZAT preparation presentation state ends, the presentation state control means 314 returns to the normal presentation state (2). Note that the presentation state may transition to an interval presentation state rather than immediately returning to the normal presentation state after the CZAT preparation presentation state ends. If an interval presentation state is provided, in the interval presentation state, the strawberry navigation can be set as desired ("yes," "no," or "low"), and the low payout navigation can be set as desired ("yes" or "no"). When a predetermined transition condition is satisfied during the CZAT preparation presentation state, the presentation state control means 314 transitions the presentation state to the CZAT presentation state (3). In the CZAT presentation state, a strawberry navigation is present and a low-payout navigation is absent, allowing the player to acquire many medals while minimizing medal consumption. When a predetermined transition condition is satisfied during the CZAT presentation state, the presentation state control means 314 transitions the presentation state to the AT preparation presentation state (4). In the AT preparation presentation state, a strawberry navigation is present and a low-payout navigation is absent, allowing the player to acquire many medals while minimizing medal consumption. Note that a specification that does not include an AT preparation presentation state is also possible. In that case, the presentation state control means 314 transitions the presentation state directly to the AT presentation state when a predetermined transition condition is satisfied during the CZAT presentation state. When a predetermined transition condition is satisfied during the AT preparation presentation state, the presentation state control means 314 transitions the presentation state to the AT presentation state (5). In the AT performance state, there is a strawberry navigation and no low payout navigation, so the player can acquire many medals while suppressing medal consumption. In addition, the performance state control means 314 transitions the performance state to an ending performance state based on the value counted in the advantageous zone reaching a predetermined value (6).In the ending presentation state, there is a strawberry navigation and no low payout navigation, so the player can acquire many medals while suppressing medal consumption. In addition, the presentation state control means 314 transitions the presentation state to the normal presentation state when a predetermined termination condition is met in the CZAT presentation state or the AT presentation state, or when the ending presentation state ends (7).
[0469] In the example of Figure 42, the game initially remains in the normal presentation state. In the normal presentation state, there is no strawberry navigation and there is a low payout navigation. When a predetermined transition condition is met during the normal presentation state, the presentation state control means 314 transitions to a favorable zone and transitions the presentation state to a CZAT preparation presentation state (1). In the CZAT preparation presentation state, the strawberry navigation can be set as desired ("none" or "low"), and the low payout navigation can be set as desired ("yes" or "no"). When a predetermined transition condition is met during the CZAT preparation presentation state, the presentation state control means 314 transitions the presentation state to a CZAT presentation state (2). In the CZAT presentation state, there is a strawberry navigation, and the low payout navigation can be set as desired ("yes" or "no"). This allows the player to win many medals while minimizing medal consumption. When a predetermined transition condition is met before the CZAT presentation state ends, the presentation state control means 314 transitions the presentation state to an AT presentation state (3). In the AT presentation state, the strawberry navigation is present and the low payout navigation is absent, allowing the player to win many medals while minimizing medal consumption. When the AT presentation state ends, the presentation state control means 314 transitions the presentation state to the continuation judgment presentation state (4). In the continuation judgment presentation state, the strawberry navigation can be set as desired ("yes," "no," or "low"), and the low payout navigation can be set as desired ("yes" or "no"). If a predetermined transition condition is met before the continuation judgment presentation state ends, the presentation state control means 314 returns to the AT presentation state (5). Furthermore, the presentation state control means 314 transitions the presentation state to the ending presentation state based on the value counted in the advantageous zone reaching a predetermined value (6). In the ending presentation state, the strawberry navigation is present and the low payout navigation is absent, allowing the player to win many medals while minimizing medal consumption. Furthermore, the presentation state control means 314 transitions the presentation state to the normal presentation state when a predetermined termination condition is met in the CZAT presentation state or the continuation judgment presentation state, or when the ending presentation state ends (7).
[0470] In the example of FIG. 43, the game first stays in the normal presentation state as the initial state. In the normal presentation state, there is no strawberry navigation and there is a low payout navigation. When a predetermined transition condition is met during the normal presentation state, the presentation state control means 314 transitions to a favorable zone and transitions the presentation state to a pseudo-bonus preparation presentation state (1). In the pseudo-bonus preparation presentation state, the strawberry navigation can be set as desired ("yes," "no," or "low"), and the low payout navigation can be set as desired ("yes" or "no"). When a predetermined transition condition is met during the pseudo-bonus preparation presentation state, the presentation state control means 314 transitions the presentation state to a pseudo-bonus presentation state (2). The pseudo (pseudo) bonus presentation state is a presentation state that simulates a bonus game state, and the start of the presentation state is indicated, for example, by displaying a symbol such as a "red 7" that is reminiscent of a bonus role in a straight line within the symbol display window 108. In the pseudo-bonus presentation state, the strawberry navigation is present but the low-payout navigation is absent, allowing the player to win many medals while minimizing medal consumption. The presentation state control means 314 transitions the presentation state to an AT preparation presentation state if a predetermined transition condition is met before the pseudo-bonus presentation state ends (3). On the other hand, if the pseudo-bonus presentation state ends without meeting the predetermined transition condition, the presentation state control means 314 transitions the presentation state to a normal presentation state (4). The presentation state control means 314 may transition the presentation state to an AT preparation presentation state if a predetermined transition condition is met during the pseudo-bonus preparation presentation state (5). In the AT preparation presentation state, the strawberry navigation can be set as desired ("Yes," "No," or "Low"), and the low-payout navigation can be set as desired ("Yes" or "No"). The presentation state control means 314 transitions the presentation state to an AT presentation state if a predetermined transition condition is met during the AT preparation presentation state (6). As the AT presentation state, for example, a plurality of AT modes with different average expected winning numbers per unit play (1 coin, 2 coins, 4 coins, 6 coins) are provided, and the presentation state control means 314 determines one AT mode from the plurality of AT modes. Note that, when the AT presentation state continues, the AT mode can be changed in predetermined set units, and once an AT mode is determined, it can be configured that an AT mode with a lower average expected winning number per unit play than that AT mode will not be selected during the subsequent AT presentation state.In the AT presentation state, the strawberry navigation is present, and depending on the AT mode, the low payout navigation can be set to any value ("Yes" or "No"), for example, if the average expected number of coins won per unit play is one or two, or if the average expected number of coins won per unit play is four or six, the low payout navigation can be disabled. In the AT presentation state, the player can win many medals while minimizing medal consumption. Furthermore, if a predetermined transition condition is met before the AT presentation state ends, the presentation state control means 314 transitions the presentation state to a specialized zone presentation state (7). In the specialized zone presentation state, the strawberry navigation is present and the low payout navigation is absent, allowing the player to win many medals while minimizing medal consumption. In addition, in the specialized zone presentation state, the probability of a so-called "addition" that extends the duration of the AT presentation state is higher than in the AT presentation state. When the specialized zone presentation state ends, the presentation state control means 314 returns to the AT presentation state (8). Furthermore, the presentation state control means 314 may transition the presentation state to a pseudo-bonus preparation presentation state if a predetermined transition condition is met before the AT presentation state ends (9). Furthermore, the presentation state control means 314 transitions the presentation state to a normal presentation state if a predetermined termination condition is met in the AT presentation state (10).
[0471] In the example of Figure 44, the normal presentation state is the initial state. In the normal presentation state, there is no strawberry navigation and there is a low payout navigation. When a predetermined transition condition is met during the normal presentation state, the presentation state control means 314 transitions to a favorable zone and transitions the presentation state to a pseudo-bonus preparation presentation state (1). Furthermore, when a predetermined transition condition is met during the normal presentation state, the presentation state control means 314 may transition the presentation state to a specialized zone presentation state as a presentation state preceding the transition to the pseudo-bonus preparation presentation state (2). In the specialized zone presentation state, the strawberry navigation can be set as desired ("Yes," "No," or "Low"), and the low payout navigation can be set as desired ("Yes" or "No"). Furthermore, in the specialized zone presentation state, a so-called addition is performed to extend the duration of the pseudo-bonus presentation state. When the specialized zone presentation state ends, the presentation state control means 314 transitions the presentation state to a pseudo-bonus preparation presentation state (3). In the pseudo bonus preparation presentation state, the strawberry navigation can be set as desired ("Yes," "No," or "Low"), and the low payout navigation can be set as desired ("Yes" or "No"). When a predetermined transition condition is met during the pseudo bonus preparation presentation state, the presentation state control means 314 transitions the presentation state to a pseudo bonus presentation state (4). As the pseudo bonus presentation state, for example, multiple pseudo bonus modes with different average expected coin numbers per unit play (1.8 coins, 5 coins) are provided, and the presentation state control means 314 selects one pseudo bonus mode from the multiple pseudo bonus modes. Note that the pseudo bonus mode can be changed during the pseudo bonus presentation state. In the pseudo bonus presentation state, the strawberry navigation is present, and depending on the AT mode, for example, if the average expected number of coins to be won per unit play is 1.8, the low payout navigation can be set to any value ("yes" or "no"), and if the average expected number of coins to be won per unit play is 5, the low payout navigation can be set to any value ("yes" or "no"). In the pseudo bonus presentation state, the player can win many medals while minimizing medal consumption. If a predetermined transition condition is met before the pseudo bonus presentation state ends, the presentation state control means 314 transitions the presentation state to the AT presentation state (5).The AT presentation state includes, for example, multiple AT modes with different average expected coins per unit play (1.8 coins, 4.5 coins), and the presentation state control means 314 transitions between the multiple AT modes in stages. For example, the presentation state control means 314 may transition to an AT presentation state in which the average expected coins per unit play is 1.8 coins, and then, when a predetermined transition condition is met, transition to an AT presentation state in which the average expected coins per unit play is 4.5 coins. Furthermore, when a predetermined termination condition is met during the AT presentation state in which the average expected coins per unit play is 4.5 coins, the presentation state control means 314 returns to the AT presentation state in which the average expected coins per unit play is 1.8 coins. In the AT presentation state, the strawberry navigation is present, and depending on the AT mode, the low payout navigation can be set to any value ("Yes" or "No"), for example, if the average expected number of coins won per unit play is 1.8, or if the average expected number of coins won per unit play is 4.5, the low payout navigation can be set to any value ("Yes" or "No"). In the AT presentation state, the player can win many medals while minimizing medal consumption. Furthermore, the presentation state control means 314 may transition the presentation state to a pseudo-bonus presentation state if a predetermined transition condition is met before the AT presentation state ends (6). Furthermore, the presentation state control means 314 transitions the presentation state to a normal presentation state if a predetermined termination condition is met in the pseudo-bonus presentation state or the AT presentation state (7).
[0472] In the above-described embodiment, the effect switch 122 is described as an example of an effect operation unit that includes a push switch and a jog dial switch, and is used for operations including effect setting. However, the configuration of the effect switch 122 is not limited to this. For example, the effect switch 122 may be configured with a cross key and a decision button.
[0473] Here, when the player operates the settlement switch 123 to settle credits, a sound (for example, a sound announcing the completion of payout) related to the payout of medals based on the operation of the settlement switch 123 is output. If the left or right button of the directional pad (first effect operation unit) is operated while the sound related to the payout of medals based on the operation of the settlement switch 123 is being output, the effect control means 334 stops the output of the sound related to the payout of medals and displays a volume adjustment screen for adjusting the volume on the liquid crystal display unit 124. Furthermore, if the enter button (first effect operation unit) is operated while the sound related to the payout of medals based on the operation of the settlement switch 123 is being output, the effect control means 334 stops the output of the sound related to the payout of medals and displays a menu screen for making various settings on the liquid crystal display unit 124. In other words, when the first performance operation unit is operated while sound related to the payout of medals based on the operation of the settlement switch 123 is being output, the performance control means 334 stops output of sound related to the payout of medals and performs processing based on the operation of the first performance operation unit.
[0474] On the other hand, even if the up or down button on the cross key (second performance operation unit) is operated while a sound related to the payout of medals based on the operation of the settlement switch 123 is being output, the performance control means 334 does not execute processing based on the operation of the up or down button on the cross key. In other words, even if the second performance operation unit is operated while a sound related to the payout of medals based on the operation of the settlement switch 123 is being output, the performance control means 334 does not stop output of the sound related to the payout of medals and does not execute processing based on the operation of the second performance operation unit.
[0475] Here, the left and right buttons and the decision button on the directional pad have been described as the first performance operation unit, and the up and down buttons on the directional pad have been described as the second performance operation unit, but this is not limited to the above; any of the left, right, up, down, and decision buttons on the directional pad may be set as the first performance operation unit, or any of the other buttons may be set as the second performance operation unit.
[0476] In addition, in the above-described embodiment, the main control board 200 and the sub-control board 202 are arranged to share the functional parts for progressing the game, but the functional parts of the main control board 200 may be arranged on the sub-control board 202, or the functional parts of the sub-control board 202 may be arranged on the main control board 200, or all functional parts may be arranged together on one control board.
[0477] In the above embodiment, the game is played using medals as the game value, but the game value may be electronic information (it may be so-called medalless). In this case, when a winning combination is achieved, the amount of value corresponding to the winning combination may be awarded to the player in the form of electronic information.
[0478] Furthermore, the processes performed by the main control board 200 and the sub-control board 202 described above do not necessarily have to be performed in chronological order according to the order described in the flowchart, and may include parallel or subroutine processing. [Explanation of symbols]
[0479] 100 slot machines (gaming machines) 304 Winning Type Lottery Method 306 Reel control means 312 Game status control means 314 Production state control means
Claims
[Claim 1] A winning type lottery means for determining one of a plurality of winning types by lottery, including a selective winning type in which a first winning combination overlaps with a second winning combination having a larger payout number than the first winning combination, and in which the first winning combination can be won by a first operation and the second winning combination can be won by a second operation; reel control means for controlling the rotation of a plurality of reels on which a plurality of types of symbols are respectively arranged based on the operation of a start switch, and for controlling the stop of each reel corresponding to the operated stop switch based on the lottery result of the winning type lottery means in response to the operation of a stop switch corresponding to the rotating reel; A game state control means for transitioning to one of a plurality of game states including a non-internal game state and a bonus internal game state which is transitioned to based on winning a bonus role in the non-internal game state; a presentation state control means for transitioning to one of a plurality of presentation states including a first presentation state, a second presentation state that is more advantageous than the first presentation state, and a third presentation state that transitions before the second presentation state when a transition to the second presentation state is determined in the first presentation state; Equipped with The winning types include a same probability winning type in which the winning probability is equal between the non-internal gaming state and the internal bonus gaming state, and a different probability winning type in which the winning probability is different between the non-internal gaming state and the internal bonus gaming state, The selected winning type is the tied winning type, In the third performance state, when the selected winning type is determined, an auxiliary performance may be executed to notify the operation mode in which the first role can win a prize. The game machine is capable of awarding a game profit based on the fact that the selected winning type is determined and an operation is performed in an operation mode that allows the first winning combination to win according to the auxiliary performance.
Citation Information
Patent Citations
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