gaming machines
The gaming machine's design with multiple reels, stop switches, and lamps improves performance and user experience by ensuring clear visual cues and consistent operation, particularly during power disruptions.
Patent Information
- Application Number
- JP2025179207
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-10-24
- Publication Date
- 2026-02-25
- Estimated Expiration
- 2043-01-11
AI Technical Summary
The performance of gaming machines, particularly slot machines, needs improvement.
The implementation of a gaming machine with multiple reels, stop switches, and stop switch lamps that operate in different modes based on the validity of stop operations and power states, along with backup lamps to ensure consistent operation and enhanced user experience.
Enhances the performance and user engagement of gaming machines by providing clear visual cues and maintaining functionality during power interruptions.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] BACKGROUND ART Conventionally, slot machines have been known as one type of gaming machine (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-016110 Summary of the Invention [Problem to be solved by the invention]
[0004] The problem to be solved by the present invention is to improve the performance of a gaming machine. [Means for solving the problem]
[0005] The present invention solves the above problems by the following means: 。 The present invention provides a plurality of reels including a predetermined reel; a plurality of stop switches including a predetermined stop switch; a plurality of stop switch lamps including a predetermined stop switch lamp corresponding to the predetermined stop switch; a plurality of back lamps including a predetermined back lamp that illuminates the predetermined reel from the inside; Equipped with When the stop operation acceptance of the predetermined stop switch is invalid, the predetermined stop switch lamp can be turned on in a first mode; When the stop operation acceptance of the predetermined stop switch is valid, the predetermined stop switch lamp can be turned on in a second mode; When the power supply is cut off in a state in which the predetermined stop switch lamp is lit in the second manner and the predetermined backup lamp is lit, the predetermined stop switch lamp is turned off after the predetermined stop switch lamp is lit in the first manner, and the predetermined stop switch lamp is turned off after the predetermined backup lamp is turned off, and thereafter, when the power supply is resumed and the state when the power supply was cut off is restored, the predetermined stop switch lamp is turned on after the predetermined stop switch lamp is lit in the first manner, and the predetermined stop switch lamp is turned on after the predetermined backup lamp is turned on, and the predetermined stop switch lamp can be turned on in the second manner. It is characterized by: [Effects of the Invention]
[0006] According to the present invention, the performance of the gaming machine can be improved. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a block diagram showing an outline of control of a slot machine, which is an example of a gaming machine in the first embodiment. [Figure 2] FIG. 2 is a diagram showing the arrangement of symbols on the reels in the first embodiment. [Figure 3] In the first embodiment, (A) is a diagram showing the positional relationship between the display window and each reel, and the pay lines, and (B) is a diagram showing the names of the symbol positions. [Figure 4] FIG. 1 is a diagram showing the winning symbol combinations and payout numbers (1) in the first embodiment. [Figure 5] FIG. 10 is a diagram showing the winning symbol combinations and payout numbers (2) in the first embodiment. [Figure 6] FIG. 10 is a diagram showing the winning symbol combinations and payout numbers (3) in the first embodiment. [Figure 7] FIG. 10 is a diagram showing the winning symbol combinations and payout numbers (4) in the first embodiment. [Figure 8] FIG. 10 is a diagram showing the winning symbol combinations and payout numbers (5) in the first embodiment. [Figure 9] FIG. 10 is a diagram showing the winning symbol combinations and payout numbers (6) in the first embodiment. [Figure 10] FIG. 10 is a diagram showing the winning symbol combinations and payout numbers (7) in the first embodiment. [Figure 11] FIG. 10 is a diagram showing the winning symbol combinations and payout numbers (8) in the first embodiment. [Figure 12] FIG. 10 is a diagram illustrating RT transition in the first embodiment. [Figure 13] FIG. 10 is a diagram showing a non-RT number table (1) in the first embodiment. [Figure 14] FIG. 10 is a diagram showing a non-RT number table (2) in the first embodiment. [Figure 15] FIG. 10 is a diagram showing a numerical value table (1) of RT1 in the first embodiment. [Figure 16]FIG. 10 is a diagram showing a numerical value table (2) of RT1 in the first embodiment. [Figure 17] FIG. 10 is a diagram showing a table of numbers (1) during RB operation in the first embodiment. [Figure 18] FIG. 10 is a diagram showing a table of numbers (2) during RB operation in the first embodiment. [Figure 19] FIG. 1 is a diagram showing a bonus condition device and a small bonus and replay condition device (1) in the first embodiment. [Figure 20] FIG. 10 is a diagram showing a small win and replay condition device (2) in the first embodiment. [Figure 21] FIG. 10 is a diagram showing a small win and replay condition device (3) in the first embodiment. [Figure 22] FIG. 10 is a diagram showing a small win and replay condition device (4) in the first embodiment. [Figure 23] FIG. 10 is a diagram showing a small win and replay condition device (5) in the first embodiment. [Figure 24] FIG. 10 is a diagram showing a small win and replay condition device (6) in the first embodiment. [Figure 25] FIG. 10 is a diagram showing a small win and replay condition device (7) in the first embodiment. [Figure 26] FIG. 10 is a diagram showing a small win and replay condition device (8) in the first embodiment. [Figure 27] FIG. 10 is a diagram showing the performance group numbers in the first embodiment. [Figure 28] This is a diagram explaining the expected value for irregular button press orders and sequential button press orders when the performance group number is "8" in the first embodiment. [Figure 29] FIG. 10A is a flowchart showing normal section lever processing, and FIG. 10B is a diagram showing an initial normal mode lottery in the first embodiment. [Figure 30] In the first embodiment, (a) is a diagram showing the types of normal modes, and (b) is a diagram showing the number of places for the normal mode lottery in the first game of the advantageous zone. [Figure 31]FIG. 10A is a diagram showing types of normal modes, and FIG. 10B is a diagram showing transition probabilities of each normal mode in the first embodiment. [Figure 32] 10 is a flowchart showing a pseudo-game presentation of a "red 7" combination in the first embodiment. [Figure 33] A flowchart showing the continuous presentation of advantageous zones in the first embodiment. [Figure 34] FIG. 10 is a diagram showing the transition of a difference counter and a stop counter in the first embodiment. [Figure 35] FIG. 4 is a diagram illustrating the relationship between a difference counter and a stop counter and power interruption in the first embodiment. [Figure 36] 1 is a flowchart showing the flow from power-on to main processing in the first embodiment. [Figure 37] 37 is a flowchart showing the error processing in step S513 of FIG. 36. [Figure 38] 37 is a flowchart showing a complete function calculation process in step S525 of FIG. 36. [Figure 39] FIG. 10 is a diagram showing an image giving a notice of activation of the complete function in the first embodiment. [Figure 40] FIG. 10 is a diagram showing a section in which the activation of the complete function is announced in the first embodiment. [Figure 41] FIG. 10 is a diagram showing an example in which a complete function operation is displayed on the entire screen in the first embodiment. [Figure 42] FIG. 10 is a diagram showing a complete function activation image in the first embodiment. [Figure 43] FIG. 10 is a diagram showing a case in which the play stop counter reaches "19000" during a special game state in the first embodiment. [Figure 44] FIG. 4 is a diagram illustrating the relationship between a complete function and power cutoff in the first embodiment. [Figure 45] FIG. 4 is a diagram illustrating the relationship between a complete function and power cutoff in the first embodiment. [Figure 46]FIG. 4 is a diagram illustrating the relationship between a complete function and power cutoff in the first embodiment. [Figure 47] FIG. 4 is a diagram illustrating the relationship between a complete function and power cutoff in the first embodiment. [Figure 48] FIG. 4 is a diagram illustrating the relationship between a complete function and power cutoff in the first embodiment. [Figure 49] FIG. 4 is a diagram illustrating the relationship between a complete function and power cutoff in the first embodiment. [Figure 50] FIG. 10 is a diagram showing an example in which a hopper empty error occurs during automatic settlement in a game in which the complete function is activated after a payout in the first embodiment. [Figure 51] FIG. 10 is a diagram showing an example in which a hopper empty error occurs during automatic settlement in a game in which the complete function is activated after a payout in the first embodiment. [Figure 52] 5 is a flowchart showing a sub-side power supply restoration process in the first embodiment. [Figure 53] FIG. 10 is a diagram illustrating the configuration of a main CPU, a ROM, and a RWM in a second embodiment. [Figure 54] FIG. 10 is a diagram showing the address, label name, number of bytes, and name of data stored in the used area of the RWM in the second embodiment. [Figure 55] FIG. 11 is a diagram showing the address, label name, number of bytes, and name of data stored outside the used area of the RWM in the second embodiment. [Figure 56] FIG. 35 is a diagram showing the address, label name, number of bytes, and name of data stored outside the used area of the RWM in the second embodiment, and is a diagram following FIG. 34. [Figure 57] FIG. 10(A) is a diagram showing various LEDs on a display substrate in the second embodiment, and FIG. 10(B) is a diagram showing a management information display LED in the second embodiment. [Figure 58] FIG. 10 is a diagram showing the relationship between digits 1 to 9 and segments A to G and P in the second embodiment. [Figure 59]FIG. 10 is a diagram showing signals output from output ports 2 to 7 in the second embodiment. [Figure 60] FIG. 10 is a diagram showing the relationship between digits and segments in the second embodiment. [Figure 61] (A) is a diagram showing the relationship between LED display counter 1 (_CT_LED_DSP1) in the second embodiment and the signal output from output port 3, (B) is a diagram showing the relationship between LED display counter 2 (_SC_LED_DSP2) in the second embodiment and the signal output from output port 6, and (C) is a diagram showing the LED display request flag (_FL_LED_DSP) in the second embodiment. [Figure 62] 10 is a flowchart showing a program start process (M_PRG_START) in the second embodiment. [Figure 63] 10 is a flowchart showing a power restoration process (M_POWER_ON) in the second embodiment. [Figure 64] 10 is a flowchart showing an unrecoverable error process (C_ERROR_STOP) in the second embodiment. [Figure 65] 10 is a flowchart showing initialization processing (M_INI_SET) in the second embodiment. [Figure 66] 10 is a flowchart showing a setting change confirmation process (M_RANK_CTL) in the second embodiment. [Figure 67] 10 is a flowchart showing a main process (M_MAIN) in the second embodiment. [Figure 68] 10 is a flowchart showing an interrupt process (I_INTR) in the second embodiment. [Figure 69] 10 is a flowchart showing a power-off process (I_POWER_DOWN) in the second embodiment. [Figure 70] 10 is a flowchart showing an RWM checksum set process (S_SUM_SET) in the second embodiment. [Figure 71] 10 is a flowchart showing LED display control (I_LED_OUT) in the second embodiment. [Figure 72] 10 is a flowchart showing an unrecoverable error process 2 (S_ERROR_STOP) in the second embodiment. [Figure 73] 10 is a flowchart showing a ratio display preparation process (S_DSP_READY) in the second embodiment. [Figure 74] 10 is a flowchart showing a blinking request flag generation process (S_LED_FLASH) in the second embodiment. [Figure 75] FIG. 11 is a diagram showing a blinking / non-applicable item determination value table (TBL_SEG_FLASH) in the second embodiment. [Figure 76] 10 is a flowchart showing a rate display timer update process (S_RATE_TIME) in the second embodiment. [Figure 77] 10 is a flowchart showing a ratio display process (S_LED_OUT) in the second embodiment. [Figure 78] 10 is a flowchart showing a blinking bit check count table (TBL_FLASH_CHK) in the second embodiment. [Figure 79] 10 is a flowchart showing an unrecoverable error process 2 (S_ERROR_STOP) in a modified example of the second embodiment. [Figure 80] FIG. 10 is a diagram showing signals output from output ports 2 to 5 in a modified example of the second embodiment. [Figure 81] 10 is a diagram showing the relationship between the LED display counter 1 (_CT_LED_DSP1) and signals output from output ports 3 and 6 in a modified example of the second embodiment. FIG. [Figure 82] FIG. 10 is a diagram illustrating a one-chip microprocessor according to a third embodiment. [Figure 83] FIG. 83 is a diagram showing in more detail the memory map in the built-in ROM in FIG. 82 in the third embodiment. [Figure 84] FIG. 83 is a diagram showing in more detail the memory map in the built-in RWM in FIG. 82 in the third embodiment. [Figure 85]10A and 10B are diagrams illustrating an interrupt initial setting address in the third embodiment, in which (A) shows data details of the interrupt initial setting address, and (B) shows the relationship between interrupt priority levels and interrupt priority setting values. [Figure 86] 10A and 10B are diagrams illustrating vector address values and data values stored in the vector addresses in the third embodiment, where (A) shows the vector address values, (B) shows the relationship between interrupt causes and automatically assigned values, and (C) shows an example of the data values of the vector addresses. [Figure 87] FIG. 11 is a diagram showing a process from when the power is turned on until when the device transitions to a user mode in the third embodiment. [Figure 88] FIG. 11 is a diagram showing an example of a program that starts from "0000H" in the program area of the used area of the built-in ROM in the third embodiment. [Figure 89] FIG. 11 is a diagram showing an example in which the vector address is set to "00F4H" in the third embodiment. [Figure 90] 10 is a flowchart showing an example of processing called by an RST command in the third embodiment, where (A), (B), and (C) show example 1, example 2, and example 3, respectively. [Figure 91] FIG. 11 is a diagram showing program code area setting addresses and their data values in the third embodiment. [Figure 92] In the fourth embodiment, (a) is a diagram showing the type of role, the probability of winning, the number of coins paid out for each order in which the stop switches are pressed, etc., and (b) is a diagram showing the ball-out performance of biased roles. [Figure 93] This figure shows the flow of presentation (Example 1) when the stop switch is operated in the recommended pressing order during a favorable zone and non-AT in the fourth embodiment. [Figure 94] This figure shows the flow of presentation (Example 1) when the stop switch is operated in a non-recommended pressing order during a favorable zone and non-AT in the fourth embodiment. [Figure 95] This figure shows the flow of presentation (example 2) when the stop switch is operated in the recommended pressing order during a favorable zone and non-AT in the fourth embodiment. [Figure 96] This figure shows the flow of presentation (Example 2) when the stop switch is operated in a non-recommended pressing order during a favorable zone and non-AT in the fourth embodiment. [Figure 97] FIG. 13 is a diagram illustrating the transition of (image) layers when a recommended image is displayed in the fourth embodiment. [Figure 98] This is a continuation of Figure 97. [Figure 99] In the fourth embodiment, this is a time chart showing the image display, push button lamp state, and menu display when a bet operation and start switch operation are performed after the demo display (when no replay is won), where (a) shows the recommended button press order and (b) shows the non-recommended button press order. [Figure 100] This is a time chart showing the image display, push button lamp state, and menu display when the start switch is operated 60 seconds after a replay is won in the fourth embodiment, where (a) shows the recommended pressing order and (b) shows the non-recommended pressing order. [Figure 101] This is a time chart showing the image display, push button lamp status, and menu display when, in the fourth embodiment, a bet operation is performed within 3 seconds after the full stop and a start operation is performed 60 seconds after the full stop, where (a) shows the recommended push order and (b) shows the non-recommended push order. [Figure 102] 10 is a flowchart showing a main process in the fourth embodiment. [Figure 103] A flowchart showing the push order instruction number setting process in step S181 of Figure 102. [Figure 104] 103 is a flowchart showing the rendering group number setting process in step S182 of FIG. [Figure 105] FIG. 13 is a diagram showing the relationship between a winning combination (biased combination) and an indication monitor and image display in the fourth embodiment. [Figure 106] 13 is a flowchart showing temporary storage processing 1 in the fourth embodiment. [Figure 107] This is a flowchart continuing from Figure 106. [Figure 108] 108 is a flowchart showing another example of FIG. 107. [Figure 109] 13 is a flowchart showing temporary storage processing 2 in the fourth embodiment. [Figure 110] This is a flowchart continuing from Figure 109. [Figure 111] FIG. 11 is a side cross-sectional view of a slot machine according to a fifth embodiment. [Figure 112] FIG. 13 is a block diagram showing an outline of control of the slot machine in the fifth embodiment. [Figure 113] FIG. 10 is an explanatory diagram (1) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 114] FIG. 13 is an explanatory diagram (2) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 115] FIG. 13 is an explanatory diagram (3) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 116] FIG. 13 is an explanatory diagram (4) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 117] FIG. 13 is an explanatory diagram (5) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 118] FIG. 13 is an explanatory diagram (6) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 119] FIG. 13 is an explanatory diagram (7) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 120] FIG. 10 is an explanatory diagram (8) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 121] FIG. 10 is an explanatory diagram (9) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 122] 10 is a time chart (1) showing the operation mode when an error is detected and released in the fifth embodiment. [Figure 123] 13 is a time chart (2) showing the operation mode when an error is detected and released in the fifth embodiment. [Figure 124] 13 is a time chart (3) showing the operation mode when an error is detected and released in the fifth embodiment. [Figure 125] 13 is a time chart (4) showing the operation mode when an error is detected and released in the fifth embodiment. [Figure 126] 13 is a time chart (5) showing the operation mode when an error is detected and released in the fifth embodiment. [Figure 127] 10 is a time chart (6) showing the operation mode when an error is detected and released in the fifth embodiment. [Figure 128] 10 is a time chart (7) showing the operation mode when an error is detected and released in the fifth embodiment. [Figure 129] 10 is a time chart (8) showing the operation mode when an error is detected and released in the fifth embodiment. [Figure 130] 10 is a time chart (1) showing an operation mode when the power is turned off during door opening notification in the fifth embodiment. [Figure 131] 13 is a time chart (2) showing an operation mode when the power is turned off during door opening notification in the fifth embodiment. [Figure 132] 13 is a time chart (3) showing an operation mode when the power is turned off during door opening notification in the fifth embodiment. [Figure 133] 20 is a time chart showing Example 1 of error notification in the sixth embodiment. [Figure 134] 20 is a time chart showing a second example of error notification in the sixth embodiment. [Figure 135] 20 is a time chart showing Example 3 of error notification in the sixth embodiment. [Figure 136] 20 is a time chart showing an example (Example 4) in which a power outage occurs while a first error occurs in the sixth embodiment. [Figure 137] This is a time cheat showing an example (R5) in which a power outage occurs during the occurrence of the first error in the sixth embodiment, and is a modified example of FIG. [Figure 138]20 is a time chart showing Example 6 of error notification in the sixth embodiment. [Figure 139] 20 is a time chart showing Example 7 of error notification in the sixth embodiment. [Figure 140] 20 is a time chart showing Example 8 of error notification in the sixth embodiment. [Figure 141] 20 is a time chart showing Example 9 of error notification in the sixth embodiment. [Figure 142] FIG. 13 is an external perspective view showing a slot machine in a seventh embodiment. [Figure 143] 13A and 13B are diagrams showing a door key and a door key cylinder in a seventh embodiment, in which (a) is a front view showing the door cylinder, and (b) is a side view showing the state in which the door key is inserted into the door key insertion slot. [Figure 144] FIG. 13 is a front view showing the positional relationship between the door key insertion slot and the door key in the seventh embodiment. [Figure 145] In the seventh embodiment, (a) is a front view illustrating various dimensions of a door key cylinder, and (b) is a plan view and a side view illustrating the dimensions of a power plug. [Figure 146] FIG. 13 is a schematic diagram illustrating a locking device in a seventh embodiment, and is a front view seen from the inside of the front door toward the outside (player side). [Figure 147] FIG. 147 is a diagram showing the state when the cam is rotated 45 degrees counterclockwise from the state of FIG. 146 in the seventh embodiment. [Figure 148] FIG. 147 is a diagram showing the state when the cam is rotated 45 degrees clockwise from the state of FIG. 146 in the seventh embodiment. [Figure 149] FIG. 13 is a front view showing a structure for locking the door key in position after the front door is opened in the seventh embodiment. [Figure 150] 13A and 13B are diagrams showing the setting key and setting key cylinder in the seventh embodiment, in which (a) is a side view showing the state in which the setting key is inserted, and (b) is a side view showing the state in which the setting key is rotated 90 degrees clockwise. [Figure 151]FIG. 13 is a diagram showing the relationship between the rotation angles of the door key and the setting key and the rotation torque corresponding to the rotation angles in the seventh embodiment. [Figure 152] FIG. 13 is a diagram showing a production stage in the eighth embodiment. [Figure 153] FIG. 13 is a diagram showing the types of effects in the eighth embodiment. [Fig. 154] FIG. 13 is a diagram showing the event names, number of cuts, and number of branches for production 01, production 03, and production 14 in the eighth embodiment. [Figure 155] FIG. 13 is a diagram showing the event names, number of cuts, and number of branches of effects 15, 16, and 17 in the eighth embodiment. [Figure 156] FIG. 13 is a diagram showing the event names, the number of cuts, and the number of branches of the eighth embodiment of the present invention, for the effects 18, 20, 21, and 22. [Figure 157] FIG. 13 is a diagram showing the event names, the number of cuts, and the number of branches of the effects 23, 24, and 25 in the eighth embodiment. [Figure 158] FIG. 13 is a block diagram showing a gaming machine (medalless gaming machine) in a ninth embodiment. [Figure 159] 13 is a flowchart showing counting-related processing in the ninth embodiment. [Figure 160] FIG. 23 is a diagram showing the transition of the number of icons in the pull-back zone in the tenth embodiment. [Figure 161] 23 is a flowchart showing a pull-back lottery process for the pull-back zone in the tenth embodiment. [Figure 162] This is a flowchart showing the determination of whether the advantageous zone continues in step S705 of Figure 161 in the 10th embodiment. [Figure 163] 23 is a flowchart showing the withdrawal lottery process in the normal section in the tenth embodiment. [Fig. 164] 13 is a flowchart showing a pull-back lottery process in the transition preparation state in the tenth embodiment. [Figure 165] A flowchart showing the advantageous zone clear counter management process in the 10th embodiment. [Figure 166] 20 is a flowchart showing the flow of a display process of a demonstration image in the tenth embodiment. [Figure 167] This is a flowchart continuing from Figure 166. [Figure 168] 23 is a flowchart showing a control process of an SP flag in the tenth embodiment. [Figure 169] 13 is a flowchart showing the flow of a sub-bonus transfer process in the tenth embodiment. [Figure 170] 23 is a time chart showing the relationship between interrupt processing, "1" / "0" of the 1 to 3 bet lighting data, and lighting / extinguishing of the 1 to 3 bet display LEDs in the eleventh embodiment. [Figure 171] 13 is a time chart showing the relationship between the cycle "T1" of the interrupt process and the time "T2" from clearing the number of bets data to setting the 1 to 3 bet lighting data "1" when a replay is won in the eleventh embodiment. [Fig. 172] 13 is a time chart showing the relationship between the cycle "T1" of interrupt processing and the time "T3" from when the 3-bet switch is turned on until the 1-bet lighting data "1" is set in the 11th embodiment. [Fig. 173] 13 is a time chart showing the relationship between the cycle "T1" of the interrupt process and the time "T3" from when the 3-bed switch is turned on until the 1-bed lighting data "1" is set in the 11th embodiment. [Fig. 174] 68 is a flowchart showing the process of paying out medals due to winning (MS_WIN_PAY) in step S294 during the main process of FIG. [Figure 175] 23 is a time chart showing the relationship between the cycle "T1" of the interrupt process and the time "T6" from the payout number data set until the credit number data is added by "1" in the eleventh embodiment. [Figure 176] 68 is a flowchart showing the process in step S285 in preparation for starting reel rotation during the main process of FIG. 67. [Figure 177]This is a time chart showing the relationship in the 12th embodiment between the length of the wait sound output when the start switch is operated before the minimum game time has elapsed and the length of the reel start-up sound output when the reels start to rotate. [Figure 178] FIG. 23 is a diagram showing the relationship between the volume of the wait sound and the volume of the reel start-up sound at each volume setting in the administrator mode and each volume setting in the player mode in the twelfth embodiment. [Figure 179] In the 12th embodiment, this is a time chart showing the relationship between the timing at which the bet sound output ends when the bet switch is operated and the timing at which the wait sound output begins when the start switch is operated before the minimum playing time has elapsed. [Figure 180] This is a time chart showing that in the 12th embodiment, when transitioning from pseudo-game to actual game, a random delay process is executed to randomize the timing at which each reel starts to rotate, and a reel start-up sound is output when each reel starts to rotate. [Figure 181] This is a time chart showing that in the 12th embodiment, when the start switch is operated before the shortest time until the reels start spinning has elapsed, the start of the reels spinning is delayed until the shortest time has elapsed, and a wait sound is output during that time. [Figure 182] FIG. 23 is an external perspective view of the slot machine according to the thirteenth embodiment, as seen from the front side. [Figure 183] FIG. 22 is a side cross-sectional view of the slot machine according to the thirteenth embodiment. [Figure 184] A diagram showing the medal selector and return member in the 13th embodiment, a front view of the back surface of the front door. [Figure 185] FIG. 22 is an explanatory diagram showing the on / off state of the passage sensor when a medal passes the position of the passage sensor in the medal passage in the thirteenth embodiment. [Figure 186] An explanatory diagram of the state of the movable member and passage sensor of the medal selector when the left side panel of the cabinet is facing downward in the thirteenth embodiment. [Figure 187]FIG. 23 is a rear view of the return member in the thirteenth embodiment. [Figure 188] FIG. 23 is a left side view of the return member in the thirteenth embodiment. [Figure 189] FIG. 23 is a rear view of the return member in the thirteenth embodiment with the left side panel of the cabinet facing downward. [Figure 190] FIG. 23 is a left side view of the return member in the thirteenth embodiment, with the back panel of the cabinet facing downward. [Figure 191] FIG. 23 is a front view and an enlarged view of part A of a slot machine according to a thirteenth embodiment. [Figure 192] FIG. 22 is a cross-sectional side view of the slot machine according to the thirteenth embodiment, showing the flow of liquid inserted through the medal insertion slot with arrows. [Figure 193] FIG. 22 is a block diagram showing an outline of the control of the slot machine in the fourteenth embodiment. [Figure 194] FIG. 23 is an external perspective view of a slot machine according to a fourteenth embodiment. [Figure 195] FIG. 23 is an explanatory diagram of a roulette effect with three squares in the fourteenth embodiment. [Figure 196] FIG. 23 is an explanatory diagram of a roulette effect with four squares in the fourteenth embodiment. [Figure 197] FIG. 23 is a diagram showing an example of an image display of a roulette effect with three squares in the fourteenth embodiment. [Figure 198] FIG. 23 is a diagram showing an example of an image display of a roulette effect with four squares in the fourteenth embodiment. [Figure 199] FIG. 23 is a diagram showing the relationship between the time it takes for the effect display to go around one square in a roulette effect with three squares and the blinking time interval of the effect display when stopped in the fourteenth embodiment. [Figure 200] FIG. 23 is a diagram showing the relationship between the time it takes for the effect display to go around one square in a roulette effect with four squares and the blinking time interval of the effect display when stopped in the fourteenth embodiment. [Figure 201]FIG. 22 is a diagram showing the relationship between the time required for the effect display to move one square in a roulette effect with three squares and the blinking time interval of the effect lamp in the fourteenth embodiment. [Figure 202] FIG. 22 is a diagram showing the relationship between the time required for the effect display to move one square in a roulette effect with four squares and the blinking time interval of the effect lamp in the fourteenth embodiment. [Figure 203] 23 is a time chart showing the relationship between the on / off of the effect display and the on / off of each switch in a roulette effect with three squares in the fourteenth embodiment. [Figure 204] 23 is a time chart showing the relationship between the on / off of the effect display and the on / off of each switch in a roulette effect with four squares in the fourteenth embodiment. [Figure 205] A diagram showing the types of setting values and ball payout rates in the 14th embodiment. [Figure 206] FIG. 23 is a diagram showing a table of setting values for effect purposes in the fourteenth embodiment. [Figure 207] 23 is a flowchart showing the setting increase confirmation effect processing in the fourteenth embodiment. [Figure 208] This figure shows the types of setting values and ball payout rates when setting 3 is removed and setting L is provided in the 14th embodiment. [Figure 209] FIG. 22 is a diagram showing a table of setting numbers for effect purposes relating to setting values when setting 3 is eliminated and setting L is provided in the fourteenth embodiment. [Figure 210] FIG. 23 is a view showing the rear surface of the front door in the fourteenth embodiment. [Figure 211] FIG. 22 is a block diagram showing an outline of the control of the slot machine in the fifteenth embodiment. [Figure 212] FIG. 22 is an external perspective view of a slot machine according to a fifteenth embodiment. [Figure 213] FIG. 23 is a plan view of a control panel of a slot machine according to a fifteenth embodiment. [Figure 214]An explanatory diagram showing the state of each lamp, etc. when the power supply is cut off during game standby in the 15th embodiment. [Figure 215] FIG. 20 is an explanatory diagram showing the state of each lamp, etc. when the power supply is cut off during game standby in the 15th embodiment and then resumed. [Figure 216] FIG. 22 is an explanatory diagram showing the state of each lamp etc. when the power supply is cut off while the reel is rotating at a constant speed in the fifteenth embodiment. [Figure 217] FIG. 22 is an explanatory diagram showing the state of each lamp etc. when the power supply is cut off during constant speed rotation of the reel in the fifteenth embodiment and then resumed. [Figure 218] FIG. 22 is an explanatory diagram showing a modified example of the state of each lamp etc. when the power supply is cut off while the reel is rotating at a constant speed in the fifteenth embodiment. [Figure 219] FIG. 22 is an explanatory diagram showing a modified example of the state of each lamp, etc., when the power supply is cut off during constant speed rotation of the reel in the fifteenth embodiment and then resumed. [Figure 220] 15 is a time chart showing the state of each lamp, etc. when the power supply is cut off during game standby in the fifteenth embodiment and then the power supply is resumed. [Figure 221] 23 is a time chart showing the states of the lamps etc. when the power supply is cut off during constant speed rotation of the reel in the fifteenth embodiment and then resumed. [Figure 222] 23 is a time chart showing a modified example of the state of each lamp etc. when the power supply is cut off during constant speed rotation of the reel in the fifteenth embodiment and then the power supply is resumed. [Figure 223] FIG. 22 is a front view of a slot machine in a fifteenth embodiment that has an image display device in front of the reels. [Figure 224] FIG. 20 is an explanatory diagram showing how the lamps and the like look when they are lit / exited in a slot machine having an image display device in front of the reels in the fifteenth embodiment. [Figure 225]FIG. 20 is an explanatory diagram showing the state of each lamp, etc. when the power supply is cut off during game standby in a slot machine equipped with an image display device in front of the reels in the fifteenth embodiment. [Figure 226] This is an explanatory diagram showing the state of each lamp, etc. when power supply is cut off during game standby and then resumed in a slot machine equipped with an image display device in front of the reels in the 15th embodiment. [Figure 227] FIG. 20 is an explanatory diagram showing the state of each lamp, etc. when the power supply is cut off while the reels are rotating at a constant speed in a slot machine equipped with an image display device in front of the reels in the fifteenth embodiment. [Figure 228] In the 15th embodiment, in a slot machine equipped with an image display device in front of the reels, this is an explanatory diagram showing the state of each lamp, etc. when the power supply is cut off while the reels are rotating at a constant speed, and then the power supply is resumed. [Figure 229] FIG. 20 is an explanatory diagram showing modified states of lamps, etc. when the power supply is cut off while the reels are rotating at a constant speed in a slot machine equipped with an image display device in front of the reels in the fifteenth embodiment. [Figure 230] This is an explanatory diagram showing modified examples of the state of each lamp, etc. when the power supply is cut off while the reels are rotating at a constant speed in a slot machine equipped with an image display device in front of the reels in the 15th embodiment, and then the power supply is resumed. [Figure 231] In the 15th embodiment, in a slot machine equipped with an image display device in front of the reels, this is a time chart showing the state of each lamp, etc. when the power supply is cut off during game standby and then power supply is resumed. [Figure 232] In the 15th embodiment, in a slot machine equipped with an image display device in front of the reels, this is a time chart showing the state of each lamp, etc. when the power supply is cut off while the reels are rotating at a constant speed, and then the power supply is resumed. [Figure 233]In the 15th embodiment, in a slot machine equipped with an image display device in front of the reels, this is a time chart showing modified states of each lamp, etc. when the power supply is cut off while the reels are rotating at a constant speed, and then the power supply is resumed. [Figure 234] FIG. 23 is an explanatory diagram of a menu screen of the slot machine in the fifteenth embodiment. [Figure 235] FIG. 23 is an explanatory diagram of a volume setting screen of the slot machine in the fifteenth embodiment. [Figure 236] FIG. 23 is a front view of the inside of the cabinet of the slot machine according to the fifteenth embodiment. [Figure 237] FIG. 22 is a side cross-sectional view of the slot machine according to the fifteenth embodiment. [Figure 238] FIG. 22 is a side cross-sectional view of the slot machine in the fifteenth embodiment, showing a state in which the motor harness is disconnected from the main control board. [Figure 239] FIG. 22 is a side cross-sectional view of the slot machine in the fifteenth embodiment, showing a state in which the motor harness is disconnected from the motor drive board. [Figure 240] FIG. 22 is a side cross-sectional view of the slot machine in the fifteenth embodiment, showing a state in which the sub-harness is disconnected from the main control board. [Figure 241] FIG. 22 is a side cross-sectional view of the slot machine in the fifteenth embodiment, showing a state in which the sub-harness is disconnected from the sub-control board. [Figure 242] FIG. 22 is an explanatory diagram of the length / distance of each part in the fifteenth embodiment. [Figure 243] FIG. 22 is a side cross-sectional view of the slot machine in the fifteenth embodiment with the front door open. [Figure 244] FIG. 22 is a side cross-sectional view of a slot machine in which a motor drive board is attached to a back plate in the fifteenth embodiment. [Figure 245] FIG. 22 is a side cross-sectional view showing a state in which the front door is open in a slot machine in which a motor drive board is attached to a back plate in the fifteenth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0008] In this specification, the meanings of terms are as follows: "Bet" means to bet medals (game media) to play a game. To bet medals, actual medals are inserted into the medal insertion slot 47, or the bet switch 40 is operated to bet credited (stored) medals. On the other hand, "credits (also called "stored")" differs from the above-mentioned "bet" and refers to storing medals inside the slot machine 10. In this specification, when "credits" is used, it does not include the meaning of "bet." In addition, "inserting" refers to betting or crediting medals. Furthermore, "prescribed number" refers to the number of bets that can be made to start (execute) a game in question. For example, in a game with a prescribed number of "2" or "3," the game can be started with either a bet of "2" or "3," and it is not possible to play with a bet of "1." For convenience of explanation, "prescribed number" is sometimes referred to as "number of bets." On the other hand, when "number of bets" is used, it may also refer to something other than a "prescribed number." For example, in a game with a prescribed number of "2" or "3," when one medal is inserted (before the game begins), the number of bets is "1" (the number bet at that time).
[0009] "Cleaning" refers to a player inserting medals into the medal insertion slot 47 (described below). "Cleaning bet" refers to a player betting medals by depositing medals into the medal insertion slot 47. "Cleaning credit" refers to a player crediting medals (adding credits) by depositing medals into the medal insertion slot 47.
[0010] "Bet medals" refer to medals that have been bet. "Reserved medals" refer to medals that have been credited (reserved). "Reserved bet" refers to a player operating the bet switch 40 (described below) to bet some or all of the credited medals for a game within the range available for betting in that game. "Automatic bet" refers to the automatic betting of the number of medals bet in the previous game by the control processing of the slot machine 10 when a replay is won. Here, the "winning of a minor prize" refers to the stop display of a symbol combination corresponding to a minor prize (meaning that the symbol combination stops on a pay line; the same applies below). On the other hand, the "Rules Concerning the Certification and Model Inspection of Gaming Machines (hereinafter simply referred to as the "Rules")" interprets the stop display of a symbol combination corresponding to a replay as the activation of a condition device related to a replay, not as a "winning prize." However, in this application (this specification, etc.), a replay is also treated as one of the winning combinations (replay winning combination), and the stopped display of a symbol combination corresponding to a replay may be referred to as a "winning replay." "Settlement" refers to the payment of bet medals and / or saved medals to the player. In this embodiment, the settlement process is executed when the settlement switch 43 (described later) is operated.
[0011] "Payout" refers to the payment of medals to a player based on a winning combination, or the payment of medals as a result of the settlement. When medals are paid out to a player based on a winning combination, this includes both storing the medals as credits (adding stored medals, in other words, updating the electronic data stored in the RWM 53 (described later)) and actually paying out medals from a payout port (not shown). For example, the maximum number of medals to be credited is set to "50," and any medals exceeding the credit number of "50" are actually paid out to the player. Note that "payout" may also be referred to as "awarding." Therefore, the "number of payouts" may also be referred to as the "number of awards."
[0012] In this embodiment, the "game medium" is a medal, but in the case of an enclosed (ECO) game machine, for example, electronic information (electronic medals, electronic data) is used as the game medium. Note that, for example, when money (banknotes) is inserted into a lending machine, the "electronic information" is converted into electronic information corresponding to the amount of money, and part or all of the electronic information can be credited to the game machine as game medium for playing games on the game machine. Note that the "game medium" is sometimes referred to as "game value."
[0013] Furthermore, when the gaming medium is electronic information, "paying out medals" means crediting (adding) the medals to a gaming medium credit device provided in the gaming machine. Therefore, "paying out medals" does not only mean actually paying out medals from a hopper 35 (described later), but also includes the process of crediting (adding) electronic information of a payout amount corresponding to a winning combination to the gaming medium credit device.
[0014] When a game progresses from the "N-1"th game, to the "N"th game, to the "N+1"th game, etc. ("N" is an integer of 2 or greater), and the current game is the "N"th game, the "N"th game is referred to as the "current game." The "N-1"th game is referred to as the "previous game." Furthermore, the "N+1"th game is referred to as the "next game."
[0015] In this specification, a number with "(B)" at the end (especially 8-bit) means a binary number. Similarly, a number with "(H)", "H", or "h" at the end means a hexadecimal number. Specifically, for example, a number representing "16" in decimal is written as "00010000(B)" in binary and as "10(H)", "10H", or "10h" in hexadecimal. Furthermore, a number representing a decimal number is written as "16(D)" as necessary. However, when it is clear whether the number is binary, decimal, or hexadecimal, the final symbol "(B)", "(D)", "(H)", "H", or "h" may be omitted.
[0016] Furthermore, the probability that a desired symbol can be stopped on a pay line between the moment the stop switch 42 is operated and the moment the reels 31 stop (maximum number of frames moved) is called the "pull-in rate (PB)." The fact that the target symbol cannot be stopped on a pay line (pull-in to a pay line) unless the stop switch 42 is operated at an appropriate reel 31 position (at an operation timing that allows the target symbol to be stopped on a pay line within the maximum number of frames moved) is called "PB≠1." In contrast, the fact that the target symbol can always be stopped (pull-in to a pay line) regardless of the position of the reels 31 at the moment the stop switch 42 is operated (regardless of the operation timing of the stop switch 42) is called "PB=1."
[0017] Furthermore, the "operation mode" of the stop switch 42 refers to the order in which the stop switch 42 is pressed and / or the operation timing (the timing at which the stop switch is pressed to stop the target symbol on an active line). Furthermore, the "advantageous operation mode" of the stop switch 42 refers to an operation mode in which a symbol combination that has a payout or has a large number of payouts stops, an operation mode in which a symbol combination that transitions (promotes) to an advantageous RT stops, or an operation mode in which a symbol combination that does not transition (falls) to an unfavorable RT stops, in a game in which the operation mode of the stop switch 42 has an advantage / disadvantage in the game result (symbol combination that stops on an active line). The "advantageous operation mode" is also referred to as the correct operation mode or the correct press order.
[0018] "A game in which the operation mode of the stop switch 42 has an advantage / disadvantage in the game result" corresponds to, for example, a game in which multiple types of small roles (bells) with different payout amounts are won (a game in which the so-called "push order bell" is won), in which the type of small role (bell) won (the payout amount is different) differs depending on the operation mode of the stop switch 42. Also, for example, in a game in which multiple types of replays are won (when multiple replays are won, a game in which the so-called "push order replay" is won), the RT also corresponds to a case in which the RT shifts depending on the type of replay won.
[0019] The "instruction function" refers to a function that instructs the player on how to operate the stop switch 42. In principle, the instruction function is a function that instructs the player on the advantageous operation mode of the stop switch 42. In other words, the "instruction function" refers to a device that makes it easier to win. Note that "display" means to visibly show the content of the "instruction," and "notification" means to inform the player of the content of the instruction. Therefore, the "instruction function" is both a "display function" and an "notification function."
[0020] Furthermore, the notification of the operation mode of the stop switch 42 may not be limited to the notification of the most advantageous operation mode. Notification of the most advantageous operation mode of the stop switch 42 may be considered "activation of the instruction function," but notification of any operation mode including the most advantageous operation mode of the stop switch 42 may also be considered "activation of the instruction function." For example, assume that the push order bell has six options for pressing the push order bell, and the payout when the push order bell is won is one, three, four, ten, or no win (no prize), depending on the push order. Here, notifying the push order for winning a 10-coin combination is a notification of an advantageous operation mode of the stop switch 42, and of course, corresponds to "activation of the instruction function." On the other hand, notifying the push order for winning a 1-coin combination, a 3-coin combination, or a 4-coin combination may be considered "notification of an advantageous operation mode (activation of the instruction function)," and need not be considered "notification of an advantageous operation mode."
[0021] The button press sequence for winning a 4-coin combination is not the most advantageous operation mode because it does not result in a 10-coin combination. However, since the payout number is "4" for a bet of "3" and the difference in coins for that game is "+1," it is an operation mode that increases the difference in coins and is not necessarily an unfavorable operation mode. Similarly, the button press sequence for winning a 3-coin combination is not the most advantageous operation mode because it does not result in a 10-coin combination. However, since the payout number is "3" for a bet of "3" and the difference in coins is maintained (the difference in coins does not decrease), it is not necessarily an unfavorable operation mode.
[0022] Similarly, the pressing order to win a 1-coin combination is not the most advantageous operation because it does not result in a 10-coin combination. Furthermore, the payout is "1" for a bet of "3," which reduces the difference in the number of coins. However, since it can also be said to be an operation that does not miss out on a combination, it may not be considered an unfavorable operation.
[0023] In this embodiment, when the push order bell is selected, the instruction function is activated to notify the operation mode (correct push order) that will result in the winning combination with the largest payout. However, for example, when the end condition of the advantageous zone is approaching, when the push order bell is selected, it is possible to notify the push order that will result in the winning combination of, for example, 3 coins or 4 coins, as described above, and control the number of coins difference so that it remains almost the same.
[0024] In addition, in this embodiment, the activation of the instruction function is limited to one specified number. For example, suppose the specified number for activating the instruction function is set to "3." In this case, in a game during AT with a specified number of "2" or "3," if the game is started with a bet number of "3" and the push order bell is won, the instruction function can be activated. In contrast, if the game is started with a bet number of "2," the instruction function cannot be activated even if the push order bell is won.
[0025] The "game zone" includes a "normal zone (non-advantageous zone)" and a "advantageous zone." While the 5.9 machine had a "waiting zone" (a game zone where the player has won the advantageous zone lottery but has not yet transitioned to the advantageous zone), the current 6th generation machine regulations do not provide for a "waiting zone." However, this is not limited to this, and game zones other than the normal zone and the advantageous zone may also be provided. The "normal zone" refers to a game zone in which signals related to the instruction function, specifically, the push order instruction number and the winning and replay condition device number (information that can determine the correct push order) described below, are prohibited from being sent to a peripheral board (e.g., the sub-control board 80), and which does not affect the performance of the instruction function (i.e., no processing related to the instruction function is executed). In other words, the normal zone is a game zone in which operation status cannot be reported. However, in addition to the lottery for winning combinations, a decision (such as a lottery) can be made as to whether to transition to the advantageous zone.
[0026] In the normal section, the instruction function must not be activated, so the push order instruction information cannot be displayed on a predetermined display device (LED, etc.) electrically connected to the main control board 60, and since the signal related to the instruction function is not transmitted to the peripheral board, the image display device 23 electrically connected to the sub-control board 80 does not display (notify) the advantageous operation mode. It cannot be done.
[0027] On the other hand, a "favourable zone" is a play zone that has the capability related to the instruction function (the instruction function may be activated), and specifically, when the instruction function is activated, it refers to a play zone in which a signal related to the instruction function can be sent to the sub-control board 80 only when the main control board 60 displays push order instruction information so that the instruction content (operation mode of the stop switch 42) can be identified. In other words, the favourable zone is a play zone in which the instruction function can be activated (the instruction function may be activated), that is, a play zone in which the operation mode of the stop switch 42 can be displayed (may be displayed). However, the sub-control board 80 cannot output effects that contradict the instructions given by the main control board 60 or the signals related to the instruction function that it has received.
[0028] Furthermore, during advantageous periods, the indication function does not have to be activated even in games where the operation mode of the stop switch 42 has an advantageous / disadvantageous effect on the game result. On the other hand, during advantageous periods, in games where the operation mode of the stop switch 42 has an advantageous / disadvantageous effect on the game result, the indication function may always be activated to display the operation mode of the stop switch 42. The AT (notification game state) is a game state that notifies the operation mode of the stop switch 42 in games where the operation mode of the stop switch 42 has an advantageous / disadvantageous effect on the game result. Therefore, the AT is always executed during advantageous periods, and is never executed during non-advantageous periods.
[0029] Furthermore, the AT may always (100%) report the operation mode of the stop switch 42 in a game in which the operation mode of the stop switch 42 has an advantage / disadvantage in the game outcome, but it may not report the operation mode of the stop switch 42 even in a game in which the operation mode of the stop switch 42 has an advantage / disadvantage in the game outcome, for example, to keep the payout rate for a predetermined period within a range set by the rules. For example, if the AT's termination conditions are approached during the AT, it may be possible to temporarily not report the operation mode of the stop switch 42 (not activate the instruction function) from the perspective of extending the life of the AT.
[0030] The relationship between the advantageous zone and the AT can be set in various ways. For example, the first setting is "advantageous zone = AT." In this case, winning the advantageous zone and winning the AT are equivalent. The AT starts from the first play in the advantageous zone. The AT ends when the advantageous zone ends.
[0031] Secondly, setting "AT ≠ advantageous zone" can be mentioned. In this case, the conditions for starting (executing) the AT are not met simply by moving into the advantageous zone, and whether or not to execute the AT is decided by lottery or the like, provided that the player is in the advantageous zone. If it is decided to execute the AT, the AT is executed until the specified termination conditions for the AT are met. If the player is not in the AT when moving into the advantageous zone, the main gaming state can be set to, for example, the normal zone, premonition, CZ (chance zone (period during which it is easy to win the AT)), etc.
[0032] When transitioning to a premonition after winning the AT, the transition may always be to the real premonition, and transition to the AT may occur after a predetermined number of plays of the real premonition have been completed. Alternatively, whether the premonition is real or false may be determined by lottery or the like, and if it is determined to be a real premonition, transition to the AT may occur after the real premonition has ended. Furthermore, if it is determined to be a false premonition, the advantageous zone may be maintained after the false premonition has ended, or a transition to the normal zone may occur. Furthermore, when the AT termination conditions are met, both the AT and the advantageous zone may be terminated. Alternatively, the AT may end, but if the advantageous zone termination conditions are not met, the advantageous zone may continue (non-AT and advantageous zone). The same applies when the AT is started simultaneously with the advantageous zone.
[0033] Further, the number of times to play in the advantageous zone is determined when the advantageous zone starts, and during the advantageous zone, a lottery or the like is not conducted for the advantageous zone.Furthermore, the initial number of times to play in the advantageous zone is determined when the advantageous zone starts, and during the advantageous zone, a decision (lottery or the like) is made as to whether or not to add (add) the (remaining) number of times to play in the advantageous zone.Furthermore, a predetermined termination condition is set for the advantageous zone, and when the predetermined termination condition of the advantageous zone is met, the advantageous zone is terminated at that point even if there are remaining times to play in the advantageous zone (or remaining times to play the AT).
[0034] Here, the "predetermined end condition" of the advantageous zone is, for example, when the difference counter value described below exceeds "2400 (D)" or when the advantageous zone clear counter (the number of remaining games in the advantageous zone) described below reaches "0." When either of these conditions is met, it is determined that the end condition of the advantageous zone has been met, and the next game will transition to the normal zone (non-advantageous zone). In this case, even if the final game is an AT, the AT will also end at the same time as the end of the advantageous zone.
[0035] In the advantageous zone, the advantageous zone display LED (also referred to as "zone indicator") 77 (see, for example, Figure 58 described below; segment P of digit 4 (the lower digit of the winning number display LED 78)) described later may be lit to notify the player that he or she is in the advantageous zone. However, this is not limited to this, and it is also possible not to provide an advantageous zone display LED 77 or the like and not to notify the player that he or she is in the advantageous zone. The advantageous zone display LED 77 may be lit at all times during the advantageous zone, or it may be lit when a predetermined lighting condition is met after entering the advantageous zone. Here, "predetermined lighting condition" refers to, for example, when the instruction function is activated in a gaming state where the advantageous zone is in effect and the zone Sim payout rate exceeds "1". Note that once the advantageous zone display LED 77 is lit, it remains lit during the advantageous zone.
[0036] The "interval Sim (simulation) payout rate" is the payout rate assuming that the symbol combination corresponding to the winning role always stops (even when a role with "PB≠1" is won, the symbol combination corresponding to that role stops), and assuming that when there are multiple symbol combinations corresponding to the winning role, the symbol combination most advantageous to the player (when the push-order bell is won, the high-numbered bell with the maximum payout) stops. The calculation of the interval Sim payout rate does not include the payouts (number of balls paid out) resulting from the activation of special devices (such as the activation of a single BB). In addition, in a game in which a replay is won, if the number of bets is "3," the number of payouts is counted as "0." In a replay based on a winning replay (the next game after the game in which a replay was won), the number of bets is counted as "0" and the number of payouts is "x" (where "x" is the number of payouts for that game). Alternatively, the number of payouts for the game in which a replay is won and the number of bets for the next game may not be counted. Furthermore, "a gaming state in which the interval Sim payout rate exceeds '1'" includes an RT or main gaming state in which the interval Sim payout rate is set to exceed '1'. Here, an RT in which the interval Sim payout rate exceeds '1' includes, for example, an RT in which the probability of winning a replay is set high. Also, if a normal, CZ (chance zone), AT, pull-back zone, etc. are provided as the main gaming state, an example of a main gaming state in which the interval Sim payout rate exceeds '1' is an AT.
[0037] When the advantageous zone display LED 77 is turned on, the advantageous zone display LED 77 is turned off when the advantageous zone ends, more specifically, in the final game of the advantageous zone, for example, during the game end check process described below, or during the game start set process for the next game of the final game of the advantageous zone. When the advantageous zone end conditions are met, the advantageous zone display LED 77 is turned off in the subsequent interrupt process by executing the initialization process of the advantageous zone display LED flag described below.
[0038] Examples of "processing related to advantageous zones" include the following: 1) Drawing lots for (transition to) advantageous zones 2) Updating advantageous zone clear counters (subtracting, clearing) 3) Updating difference counters (calculating, clearing) 4) Updating advantageous zone type flags 5) Controlling advantageous zone display LED 77 (updating advantageous zone display LED flags)
[0039] Furthermore, "processing related to the instruction function" includes, for example, the following processes: 1) Display of push order instruction information (activation of instruction function) 2) AT lottery 3) In the case of a game number management type AT (a specification that ends the AT when the remaining number of plays reaches "0"), updating of the AT play count counter (subtraction, addition, clearing) 4) In the case of a difference number management type AT (a specification that ends the AT when the remaining difference number reaches "0"), updating of the AT difference number counter (subtraction, addition, clearing)
[0040] The current rules stipulate that processing related to advantageous zones and processing related to instruction functions can be executed in one specified number in one game state (RT), except for the following: In this embodiment, processing related to advantageous zones and processing related to instruction functions can be executed when the specified number is "3," and processing related to advantageous zones and processing related to instruction functions cannot be executed when the specified number is "2." However, during advantageous zones, updating of the advantageous zone clear counter and updating of the difference number counter must be executed regardless of the specified number.
[0041] Also, when the result of the lottery is a non-winning combination, in other words, when the condition device is not activated, it may be specified that the processing related to the advantageous zone (lottery to transition to the advantageous zone) will not be executed. However, this is not limited to this, and the processing related to the advantageous zone may be executed even if the result of the lottery is a non-winning combination. On the other hand, even if the result of the lottery is a non-winning combination, if the probability of not winning is a predetermined value or more (when the probability is not extremely low, for example, "1 / 17500" or more), the processing related to the instruction function (AT lottery processing) may be executable.
[0042] Furthermore, if the result of executing the advantageous zone transition lottery (processing related to the advantageous zone) is that the advantageous zone transition lottery is won, the advantageous zone will be entered from the next game. Therefore, in a game in which the advantageous zone transition lottery (processing related to the advantageous zone) is executed and the advantageous zone is won, notification of the correct button press order (processing related to the instruction function) cannot be executed. However, it is permissible to execute the advantageous zone transition lottery (processing related to the advantageous zone) and the AT lottery (processing related to the instruction function) in a single game. Furthermore, for example, when a specific role lottery result is obtained, the advantageous zone and AT may be determined (without executing the lottery).
[0043] The management information display LED (also called a "role ratio monitor" or "ratio display") 74 consists of, for example, four LEDs, and is composed of a two-digit identification segment (an LED that displays which of the five items below it is using a specified symbol, etc.) and a two-digit ratio segment (an LED for displaying the calculated ratio).
[0044] The management information display LED 74 displays the ratios of the following five items 1) to 5) repeatedly at predetermined intervals. 1) Either the advantageous zone ratio (cumulative) (7U.) or the instructed role ratio (cumulative) (7P.) 2) Continuous role ratio (6000 games) (6y.) 3) Role ratio (6000 games) (7y.) 4) Continuous role ratio (cumulative) (6A.) 5) Role ratio (cumulative) (7A.)
[0045] For example, when displaying the (cumulative) ratio of a reel, if the ratio is 50%, the symbol "7A." indicating the (cumulative) ratio is displayed in the identification segment, and "50" is displayed in the ratio segment. Here, "cumulative" refers to the sum of the values counted up to that point. In this embodiment, counting continues until the number of games reaches at least 175,000. If the cumulative total is less than 175,000, the ratio is displayed, for example, by flashing. If the cumulative total is 175,000 or more, the ratio is displayed, for example, by lighting. Even after the cumulative total reaches 175,000, the total continues to be added until it reaches the value (upper limit) that can be stored in a predetermined address of the RWM 53. Furthermore, "6,000 games" refers to the total number of games played over 15 sets, with one set consisting of 400 games.
[0046] "Advantageous zone ratio" refers to the ratio of the total game zone (non-advantageous zone + advantageous zone) It refers to the ratio (proportion) of players who stayed in the advantageous zone. Specifically, for example, if the number of plays in the entire play zone is "1000" and the number of plays in the advantageous zone within that zone is "700," the advantageous zone ratio is "70%." Also, the "instruction-included feature ratio" is the sum of the number of payouts when the feature is activated and the number of payouts in games where the instruction function is activated, divided by the total number of payouts. Note that for slot machines that do not have a feature, the "instruction-included feature ratio" is the sum of the number of payouts in games where the instruction function is activated, divided by the total number of payouts. The sum of the number of payouts when the feature is activated and the number of payouts in games where the instruction function is activated is counted by the instruction-included feature counter.
[0047] Furthermore, the "number of payouts in a game in which the instruction function is activated" is calculated by operating the stop switch 42 in the order displayed by the instruction function, and when, for example, 10 bells are won, "10" is added to the instruction-included device counter. In contrast, when, in a game in which the instruction function is activated, the stop switch 42 is operated in a different order from the order displayed, and, for example, 1 bell is won, "1" is added to the instruction-included device counter. Similarly, when, in a game in which the instruction function is activated, the stop switch 42 is operated in a different order from the order displayed, and a winning combination is missed (when no winning combination is won), no addition is made to the instruction-included device counter. In other words, the count value from the previous game remains the same.
[0048] When a common bell is won during AT, the instruction function is activated in the same way as when a push order bell is won, and push order instruction information (dummy) is displayed on the winning number display LED 78, or the instruction function is not activated. If the instruction function is activated when a common bell is won, the number of payouts in that game is added to the instruction-included device counter.
[0049] On the other hand, if the common bell is won and the instruction function is not activated, the payout number for that game will not be added to the instruction function counter. However, the total payout number will be added to the counter. In this case, the sub-control board 80 may notify the correct button pressing order by image or sound.
[0050] "Continuous feature ratio" refers to the ratio of the number of payouts when the first-class special feature (RB) is activated to the total number of payouts. Therefore, in this embodiment, it refers to "the number of payouts during 1BB activation to the total number of payouts." For example, if the total number of payouts in "6000" games is "2000 coins," and of those, the number of payouts when the "first-class special feature (RB)" is activated is "500 coins," the "Continuous feature ratio (6000 games)" is "25 (%)."
[0051] Furthermore, the "role ratio" refers to the ratio of the payouts when a role is activated to the total payouts. Here, "role" refers to the above-mentioned first-class special role, as well as the second-class special role (CB), MB (also called 2BB. Second-class role continuous activation device. CB activates continuously), and SB (single bonus). Note that gaming machines that do not have the corresponding function for any of the above five items will display the ratio segment as "--." For example, if a gaming machine does not have an "RB (first-class special role)," there is no continuous role ratio, so when the ratio display numbers "2" and "4" are displayed, the ratio segment will display as "--." As described above, the management information display LED 74 displays five types of ratios, but also displays a test pattern at a predetermined timing when certain conditions are met.
[0052] The rules also stipulate that the advantageous zone ratio and the instructed feature ratio should be 70% or less. The rules also state that the feature ratio should be 70% or less, and that the continuous feature ratio should be 60% or less. Therefore, by looking at the information displayed on the management information display LED 74, it is possible to check whether or not the ratio is within the range stipulated by the rules.
[0053] A gaming machine with a specification that sets the advantageous zone ratio at 70% or less is called a "7U" type, and a gaming machine with a specification that sets the ratio of command-inclusive devices at 70% or less is called a "7P" type. Gaming machines with advantageous zones are either "7U" or "7P" types. In the case of a "7U" type, the advantageous zone ratio (cumulative) is displayed on the management information display LED 74, and in the case of a "7P" type, the ratio of command-inclusive devices (cumulative) is displayed. In the case of a "7U" type, the ratio of advantageous zones to the total gaming zone must be "70"% or less, but in the case of a "7P" type, the number of payouts paid out by the activation of the command function and the activation of the devices only needs to be 70% or less of the total payout number; for example, the entire gaming zone, or most of it, may be an advantageous zone.
[0054] For example, when moving to a non-advantageous zone, it can be set so that there is a 100% probability of winning the advantageous zone lottery, or so that there is a nearly 100% (for example, about 98%) probability of winning the advantageous zone lottery, or so that there is a high probability (for example, 70%) of winning the advantageous zone lottery. The "7U" type cannot refer to the set value itself to perform processing related to the instruction function (for example, AT lottery), but the "7P" type can refer to the set value itself to perform processing related to the instruction function.
[0055] The control information display LED 74 can also be applied to pachinko gaming machines as a performance display monitor. In this case, the control information display LED 74 (performance display monitor) is composed of a two-digit identification segment and a two-digit ratio segment, similar to that of a slot machine (a reel-type gaming machine). It sequentially displays the real-time (currently being measured) base value for every 60,000 out balls (the "base value" indicates the number of safe balls per 100 out balls), as well as the base values for the previous, second, and third times before every 60,000 balls. For example, the identification segment for the real-time base value is displayed as "bL.", the identification segment for the base value one time before is displayed as "b1.", the identification segment for the base value two times before is displayed as "b2.", and the identification segment for the base value three times before is displayed as "b3.". Thus, the control information display LED 74 is applicable not only to slot machines but also to pachinko gaming machines.
[0056] "RT" means that the type (number) of winning combinations to be drawn and their winning probabilities are unique to a particular lottery state, and "RT transition" means that the winning probability of at least one replay to be drawn changes when a transition from one RT to another RT occurs. Therefore, the types of replays and their winning probabilities in one RT are values specific to that RT, and the types of replays and their winning probabilities will not all be the same between one RT and another RT. However, it is acceptable for the combined value of the winning probabilities of replays to be the same between one RT and another RT. Note that "non-RT" does not mean that it is not included in the concept of RT, but is equivalent to "RT0." Therefore, when referring to "RT" in this specification, non-RT is included.
[0057] <First Embodiment> Hereinafter, a first embodiment will be described with reference to the drawings, etc. Fig. 1 is a block diagram showing an outline of control of a slot machine 10, which is an example of a gaming machine in the first embodiment. Representative control boards provided in the slot machine 10 include a main control board 50 and a sub-control board 80. The main control board 50 has an input port 51 and an output port 52, and is equipped with a RWM 53, a ROM 54, a main CPU 55, etc. (This does not mean that only those illustrated in Fig. 1 are equipped).
[0058] 1, the main control board 50 and peripheral devices for game progression, including operation switches such as the bet switch 40, are electrically connected via an input port 51 or an output port 52. The input port 51 is a connection part to which signals from the operation switches etc. are input, and the output port 52 is a connection part to which signals are transmitted to peripheral devices such as the motor 32. In FIG. 1, input peripheral devices are indicated by arrows pointing from the signals from the peripheral devices to the main control board 50, and output peripheral devices are indicated by arrows pointing from the main control board 50 to the peripheral devices (the same applies to the sub-control board 80).
[0059] The RWM 53 is a storage medium capable of storing (updating) various data (variables) based on the progress of the game, etc. The ROM 54 is a storage medium for storing programs and various data (for example, data tables) necessary for the progress of the game, etc. The main CPU 55 refers to a CPU (IC with calculation functions) provided on the main control board 50, and executes programs and performs calculations necessary for the progress of the game, and more specifically, performs the drawing of winning combinations, drive control of the reels 31, and payouts when a prize is won, etc.
[0060] Furthermore, an MPU including a RWM 53, a ROM 54, a main CPU 55, and a register is mounted on the main control board 50. The RWM 53 and ROM 54 may be mounted inside the MPU or may be provided externally. An MPU including a RWM 83, a ROM 84, and a sub-CPU 85 is also mounted on a sub-control board 80 (described later). The RWM 83 and ROM 84 may be mounted inside the MPU or may be provided externally.
[0061] In Fig. 1, medals inserted through medal insertion slot 47 are sent inside the medal selector. Inside the medal selector, as shown in Fig. 1, there are provided (but are not limited to) a passage sensor 46, a blocker 45, and an insertion sensor 44 (a pair of insertion sensors 44a and 44b), which are electrically connected to the main control board 50. A medal inserted through medal insertion slot 47 is configured to be detected first by the passage sensor 46.
[0062] Furthermore, a blocker 45 is provided downstream of the path sensor 46. The blocker 45 is used to permit / prohibit the insertion of medals, and when the insertion of medals is prohibited, it forms a medal path that returns medals inserted through the medal insertion port 47 from the payout port. On the other hand, when the insertion of medals is permitted, it forms a medal path that guides medals inserted through the medal insertion port 47 to the hopper 35. The blocker 45 is composed of, for example, a switching member that blocks an opening (the opening that leads to the medal return port) formed in part of the medal path in the medal selector to form a medal path for guiding medals to the hopper 35 side, and an actuator for driving the switching member, etc.
[0063] Here, the blocker 45 does not permit the insertion of medals during a game (from the time when the reels 31 start to spin until all the reels 31 stop, and until the end of the payout corresponding to the winning combination in the case of a winning combination). In other words, the blocker 45 permits the insertion of medals at least when a game is not being played.
[0064] Within the medal selector, a throw-in sensor (optical sensor) 44 is provided further downstream of the blocker 45. In this embodiment, the throw-in sensor 44 consists of a pair of throw-in sensors 44a and 44b arranged a predetermined distance apart, and is configured so that a medal is detected by one throw-in sensor 44a and then detected by the other throw-in sensor 44b a predetermined time later. Whether the correct medal has been thrown in is determined based on the timing at which the pair of throw-in sensors 44 turn on and off, respectively.
[0065] 1, the main control board 50 is electrically connected with operation switches operated by the player, including a bet switch 40 (40a or 40b), a start switch 41, a (left, center, right) stop switch 42, and a settlement switch 43. Here, the term "operation switch (or simply, "switch")" refers to a device (including an electric circuit and / or an electric component) that switches an electric signal on / off based on (receives an external force) the operation of an operation body by the player (operator), and does not limit the shape of the operation body operated by the player.
[0066] When the operation switch is in the off state, for example, light from the light-emitting element continues to be incident on the light-receiving element (when the light-receiving element continues to detect light, the operation switch is in the off state). When the operation switch (operation body) is operated by a player or the like, the state is changed so that light from the light-emitting element does not enter the light-receiving element. When this state is detected, an electrical signal indicating that the operation switch has entered the ON state is sent to the main control board 50. Note that, conversely to the above, the operation switch may be configured so that when the operation switch is in the OFF state, light from the light-emitting element does not enter the light-receiving element, and the ON state is achieved when light from the light-emitting element enters the light-receiving element.
[0067] In this embodiment, the operating body of the start switch 41 is lever (rod) shaped (for this reason, it is also referred to as the "start lever (switch) 41"), and the operating bodies of the bet switch 40, stop switch 42, and settlement switch 43 are push button shaped (for this reason, they are also referred to as the "bet button (switch) 40," "stop button (switch) 42," and "settlement button (switch) 43").
[0068] Although not shown in Fig. 1, an LED (light emitting means) is provided on the operating body of the operation switch and / or around or near it. When the operation acceptance of the operation switch is in an permitted state, the LED or the like corresponding to the operation switch emits blue light, for example, and when the operation acceptance of the operation switch is in a prohibited state, the LED or the like of the operation switch emits red light, for example, to indicate to the player the permitted / prohibited state of the operation switch.
[0069] Specifically, for example, when all reels 31 are spinning and a stop switch 42 is ready to be operated, the LEDs of all stop switches 42 are illuminated blue to indicate to the player that they are ready to be operated. When one stop switch 42 is operated, the reel 31 corresponding to the operated stop switch 42 is controlled to stop. The remaining stop switches 42 then become operable after the excitation state of the motor 32 corresponding to the stopped reel 31 ends and the detection sensor 42e of the operated stop switch 42 turns off. Therefore, during this time, the LEDs of all stop switches 42 are illuminated red. When the excitation state of the motor 32 corresponding to the operated stop switch 42 ends and the detection sensor 42e corresponding to that stop switch 42 turns off, the LEDs of the stop switches 42 that have already been operated continue to emit red light, but the LEDs of the stop switches 42 that have not yet been operated emit blue light.
[0070] The bet switch 40 is an operation switch that is operated by the player when betting the stored medals for the current game. In this embodiment, it is provided with a 1-bet switch 40a for inserting one medal, and a 3-bet switch 40b for inserting three medals (the maximum number, the specified number). However, it is not limited to this, and a bet switch for betting two medals may also be provided.
[0071] The specified number may be, for example, firstly, predetermined depending on whether the reel is inactive or active. In this case, it may be set to, for example, three medals when the reel is inactive, when the SB is activated, or when the 1BB is activated, and two medals when the 2BB is activated. Operating the 1-bet switch 40a twice allows two medals to be inserted, and operating it three times allows three medals to be inserted. Also, when the specified number is three medals, operating the 3-bet switch 40b allows three medals to be inserted at once, and when the specified number is two medals, operating the 3-bet switch 40b allows two medals to be inserted at once. Operating the 3-bet switch 40b when a number less than the specified number has already been bet is performed to set the bet number to three medals. Also, the specified number may be, for example, secondly, uniformly set (regardless of the game status, etc.) to, for example, "three medals." In the example of the first embodiment below, the specified number is always set to "three medals."
[0072] The start switch 41 is an operation switch operated by the player when starting all of the reels 31 (left, center, and right). Three stop switches 42 are provided corresponding to the three reels 31 (left, center, and right), and are operation switches operated by the player when stopping the corresponding reel 31. The settlement switch 43 is an operation switch operated by the player when paying out medals bet and / or accumulated (credited) inside the slot machine 10.
[0073] As shown in FIG. 1 , a display board 75 is electrically connected to the main control board 50. In reality, a relay board is provided between the main control board 50 and the display board 75, and the main control board 50 and the relay board, and the relay board and the display board 75 are connected to each other; however, the relay board is not shown in FIG. 1 . As described above, the main control board 50 and the display board 75 may be directly connected by a harness or the like, or another board may be interposed between them. Furthermore, the control boards are not limited to being directly connected by a harness or the like, but may be connected via another board (e.g., a relay board). For example, one or more other boards (e.g., a relay board) may be interposed between the main control board 50 and the sub-control board 80.
[0074] The display board 75 is equipped with a credit number display LED 76 and an acquired number display LED 78. The credit number display LED 76 is an LED that displays the number of medals stored (credited) inside the slot machine 10, and is composed of two digits, an upper digit and a lower digit.
[0075] The winning number display LED 78 is an LED that displays the payout number (the number of medals won by the player) when a winning combination is achieved, and is composed of two digits, an upper digit and a lower digit, just like the credit number display LED 76. The winning number display LED 78 may be controlled to turn off when there are no medals to be paid out. Alternatively, the upper digit may be turned off and only the lower digit may display "0".
[0076] Furthermore, the number of wins display LED 78 normally displays the number of wins, but when an error occurs, it functions as an LED that displays the content (type) of the error. Furthermore, in a game in which the push order is notified during the AT, the number of wins display LED 78 functions as an LED that displays push order instruction information (notifies the advantageous push order). Therefore, in this embodiment, the number of wins display LED 78 is an LED that also displays the number of wins, the error content, and the push order instruction information. However, this is not limited to this, and it is of course possible to provide a dedicated LED or the like that displays the push order instruction information. Note that during the AT, notification of the advantageous push order is also performed by the image display device 23 connected to the sub-control board 80.
[0077] 1, motors (stepping motors in this embodiment) 32 of the symbol display device and the like are electrically connected to a main control board 50. The symbol display device includes reels 31 (three in this embodiment) that display symbols, motors 32 that drive each of the reels 31, and reel sensors 33 that detect the position of the reels 31.
[0078] The motor 32 serves as a driving means for rotating the reels 31, is connected to the rotation center of each reel 31, and is controlled by a reel control means 65, which will be described later. Here, the reels 31 consist of a left reel 31, a center reel 31, and a right reel 31, and the stop switch 42 operated to stop the left reel 31 is the left stop switch 42, the stop switch 42 operated to stop the center reel 31 is the center stop switch 42, and the stop switch 42 operated to stop the right reel 31 is the right stop switch 42. The left reel 31 may be referred to as the first reel 31, the center reel 31 may be referred to as the second reel 31, and the right reel 31 may be referred to as the third reel 31.
[0079] The reels 31 are ring-shaped, and a reel tape on which multiple types of symbols (symbols constituting symbol combinations corresponding to winning combinations) are printed is attached to the outer periphery of the reels 31. Each reel 31 is provided with one index (or two or more). The index is provided in a convex shape on the outer periphery of the reel 31, for example, and is used to detect whether the reel 31 has passed a predetermined position or whether it has made one rotation. Each index is detected by a reel sensor 33. The signal from the reel sensor 33 is electrically connected to the main control board 50. When the index detects (breaks) the reel sensor 33, the input signal is input to the main control board 50, and it is detected that the reel 31 has passed a predetermined position.
[0080] In addition, the symbols on the reference position at the moment when the reel sensor 33 detects the index of the reel 31 are stored in advance in the ROM 54. This makes it possible to detect the symbols on the reference position at the moment when the index is detected. Furthermore, it becomes possible to identify how many pulses the (stepping) motor 32 needs to be driven from the moment when the reel sensor 33 detects the index of the reel 31 to stop the symbol on the pay line, counting from the symbol on the reference position.
[0081] In addition, a medal payout device is electrically connected to the main control board 50. The medal payout device includes a hopper 35 for storing medals, a hopper motor 36 that is driven when paying out medals from the hopper 35 through a payout opening, and a payout sensor 37 that detects medals paid out from the hopper motor 36.
[0082] Medals that are fed through the medal insertion slot 47 and accepted (determined to be normal) are stored in the hopper 35. In this embodiment, the payout sensor (optical sensor) 37 consists of a pair of payout sensors 37a and 37b arranged a predetermined distance apart. When a medal is paid out, the medal moves a predetermined moving member. The movement of the predetermined moving member turns the payout sensors 37a and 37b on and off. Whether the medal has been paid out correctly is determined based on whether the payout sensors 37a and 37b have been turned on and off, respectively, within a predetermined time range.
[0083] For example, if the pair of payout sensors 37 are not detected as being on even though the hopper motor 36 is being driven, it is determined that no medals have been paid out, and a hopper error (no medals) is detected. On the other hand, if at least one of the payout sensors 37 continues to output an on signal, it is detected that a medal jam has occurred.
[0084] When a player starts a game, he or she either inserts pre-credited medals by operating the bet switch 40 (a reserve bet) or deposits medals through the medal insertion slot 47 (a maintenance bet). When the start switch 41 is operated after the specified number of medals for the game have been bet, a signal is generated and input to the main control board 50. Upon receiving this signal, the main control board 50 (specifically, the reel control means 65, described later) performs a lottery using the winning combination lottery means 61 and controls the driving of all motors 32 to rotate all reels 31. As the reels 31 are rotated by the motors 32 in this way, the symbols on the reels 31 are displayed moving up and down within the display window at a predetermined speed.
[0085] Then, the player presses a stop switch 42 to stop the rotation of the reel 31 corresponding to that stop switch 42 (for example, the left reel 31 corresponding to the left stop switch 42). When the stop switch 42 is operated, a signal is generated at that time and input to the main control board 50. Upon receiving this signal, the main control board 50 (specifically, the reel control means 65, which will be described later) drives and controls the motor 32 corresponding to that stop switch 42, and performs stop control of the reel 31 related to that motor 32 so as to correspond to the lottery result of the role lottery means 61 (the result determined by the internal lottery means).
[0086] The game result of the current game is displayed based on the symbol combinations when all the reels 31 stop. When the symbol combination corresponding to that winning combination stops on an active line (when that winning combination is won), medals corresponding to the winning combination are paid out.
[0087] Next, we will explain the specific configuration of the main control board 50. As shown in Figure 1, the main CPU 55 of the main control board 50 is equipped with the following role selection means 61, etc. The following means in this embodiment are examples, and are not limited to the means shown in this embodiment.
[0088] The winning combination lottery means 61 draws (determines, selects) winning numbers. For this reason, the winning combination lottery means 61 is also referred to as "winning number drawing (determining, selecting) means." Here, "drawing of winning numbers by the winning combination lottery means 61" is the same as "internal lottery" in the Amusement and Entertainment Act Regulations (regulations regarding the certification and model inspection of gaming machines, etc.; hereinafter simply referred to as "Regulations"). The result of the lottery by the winning combination lottery means 61 is the same as "the result determined by internal lottery" in the Regulations. Therefore, the winning combination lottery means 61 is also referred to as "internal lottery means 61" in accordance with the Regulations. The winning combination lottery means 61 includes, for example, random number generation means for the lottery (such as hardware random numbers), random number extraction means for extracting random numbers generated by the random number generation means, and winning number determination means for determining winning numbers based on the random number values extracted by the random number extraction means.
[0089] The random number generating means generates random numbers in a predetermined range (for example, "0" to "65535" in decimal notation). The random numbers are generated by a counter that counts one cycle, for example, every 200 n (nano) seconds, from "0" to "65535," and the counter continues to count random numbers while the slot machine 10 is powered on.
[0090] The random number extraction means extracts the random number generated by the random number generation means at a predetermined time, in this embodiment, when the player operates (turns on) the start switch 41. The determination means determines the winning number corresponding to the area to which the random number value belongs by comparing the random number value extracted by the random number extraction means with a lottery table described later.
[0091] When the winning number is determined by the role lottery means 61, a condition device number (a prize and replay condition device number, and a role condition device number) is determined based on the winning number, and the prize and replay condition devices and role condition devices that will be operable in the game are determined. For this reason, the role lottery means 61 is also referred to as a condition device number determination (lottery or selection) means, a winning role determination (lottery or selection) means, etc. The "role condition device number" is a condition device number that corresponds to a special role (role). Furthermore, the "prize and replay condition device number" is a condition device number that corresponds to a small role or a replay.
[0092] The winning flag control means 62 controls the on / off of a winning flag corresponding to each role based on the lottery result by the role lottery means 61. In this embodiment, a winning flag is provided for each role for all roles. When any role is won in the lottery by the role lottery means 61, the winning flag for that role is turned on (the winning flag is set). Note that winning roles can be classified into two cases: when there is one winning role (single win) and when there are multiple winning roles (multiple win).
[0093] The push order instruction number selection means 63 selects (determines) a push order instruction number (a number corresponding to the correct push order) based on the result of the lottery for the winning number by the role lottery means 61 (when a push order bell or push order replay is won). The "push order" of the push order instruction number selected here refers to a push order (correct push order) that is advantageous to the player. For example, when a push order bell is won, it refers to a push order (correct push order) that will result in a high bell being won. Also, when a replay is won twice, it refers to a push order that will promote the player to an advantageous RT or a push order that will not cause the player to fall into an unfavorable RT.
[0094] In this embodiment, each winning number is provided with its own unique push order instruction number. When a push order bell or push order replay is won during the AT, the main control board 50 displays push order instruction information corresponding to the push order instruction number, specifically information such as "=*" ("*" = 1, 2, ...), on the above-mentioned winning number display LED 78. In this way, the function of displaying push order instruction information when a condition device with an advantageous push order is activated is also referred to as an instruction function. Furthermore, when a push order bell or push order replay is won during the AT, the main control board 50 sends a command corresponding to the push order instruction number to the sub-control board 80 at the start of play (after the start switch 41 is operated and the winning number is determined). When the sub-control board 80 receives this command, it displays an image of the correct push order on the image display device 23.
[0095] Note that the push order instruction number selected by the main control board 50 can only be transmitted to the sub-control board 80 during the advantageous zone (AT). Therefore, even if a push order instruction number is selected by the push order instruction number selection means 63 during the normal zone, that push order instruction number will not be transmitted to the sub-control board 80. Note that it is not necessary to select a push order instruction number during the normal zone.
[0096] The effect group number selection means 64 selects an effect group number corresponding to the winning number, which is to be transmitted to the sub-control board 80. The effect group number corresponding to the winning number is determined in advance. When the start switch 41 is operated to determine the winning number, the effect group number selection means 64 selects an effect group number corresponding to the winning number of the game, and the main control board 50 transmits the selected effect group number to the sub-control board 80. The sub-control board 80 outputs an effect related to the winning role based on the received effect group number. Unlike the push order instruction number described above, the effect group number is selected for each game and transmitted from the main control board 50 to the sub-control board 80.
[0097] In addition, the main control board 50 does not transmit the winning number for that game to the sub-control board 80. Therefore, the sub-control board 80 cannot know the winning number for that game. However, since the sub-control board 80 receives an effect group number for each game, it is able to output an effect based on the received effect group number. However, even when the push order bell or push order replay is won, the correct push order cannot be determined from the effect group number, so the sub-control board 80 does not announce the correct push order based on the effect group number. In contrast, during AT, when the push order bell or push order replay is won, the main control board 50 sends a push order instruction number to the sub-control board 80. This allows the sub-control board 80 to announce the correct push order based on the received push order instruction number.
[0098] When the reel control means 65 receives a command to start the rotation of the reels 31, particularly when it detects the operation of the start switch 41 in this embodiment, it controls all (three) reels 31 to start rotating. Furthermore, after the winning number is determined by the winning lottery means 61, the reel control means 65 references the on / off state of the winning flag for the current game and selects a stop position determination table corresponding to the on / off state of the winning flag, and when the stop switch 42 is operated, it determines the stop position of the reel 31 corresponding to the stop switch 42 based on the timing when it detects the operation of the stop switch 42, and drives and controls the motor 32 to stop the reel 31 at the determined position.
[0099] For example, in a game in which at least one winning flag is on, the reel control means 65 controls the reel 31 to stop so that a symbol combination corresponding to a winning role (a role for which the winning flag is on) can be stopped on an effective line within the range of the stop control of the reel 31, and also controls the reel 31 to stop so that a symbol combination corresponding to a role other than the winning role (a role for which the winning flag is off) cannot be stopped on an effective line.
[0100] Here, "within the range of reel 31 stop control" means the range of the time from the moment the stop switch 42 is operated until the reel 31 actually stops or the range of the amount of rotation of the reel 31 (the number of moving symbols (frames)). In this embodiment, the reel 31 rotates at a constant speed of approximately 80 rotations per minute. When the stop switch 42 is operated, the time from the moment the stop switch 42 is operated until the reel 31 is stopped is set to within 190 ms, except for a predetermined reel 31 during MB operation (for example, the center reel 31). Thus, in this embodiment, the maximum number of moving symbols from the symbol at the moment the stop switch 42 is operated until the reel 31 stops is set to four, except for a predetermined reel 31 during MB operation.
[0101] On the other hand, for a predetermined reel 31 during MB operation, the time from the moment the stop switch 42 is operated until the reel 31 is stopped is set to within 75 ms. As a result, for a predetermined reel 31 during MB operation, the maximum number of moving symbols from the symbol at the moment the stop switch 42 is operated until the reel 31 stops is set to one symbol.
[0102] Then, at the moment when the operation of the stop switch 42 is detected, if any of the symbols within the range of the stop control of the reels 31 is a symbol that should be stopped on a predetermined pay line, the symbol is controlled to stop on the predetermined pay line when the stop switch 42 is operated. In other words, if the symbol of the winning combination corresponding to the winning number does not stop on the predetermined pay line when the reels 31 are stopped immediately at the moment when the stop switch 42 is operated, the reels 31 are controlled to rotate and move within the range of the stop control of the reels 31 until the reels 31 are stopped, thereby controlling the symbol of the winning combination corresponding to the winning number to stop on the predetermined pay line as much as possible (pull-in stop control).
[0103] Conversely, if the reels 31 are stopped immediately the moment the stop switch 42 is operated, and a symbol combination of a winning combination that does not correspond to the winning number stops on an active line, when the reels 31 are stopped, the reels 31 are controlled to rotate and move within the range of the stop control of the reels 31 so that the symbol combination of a winning combination that does not correspond to the winning number does not stop on an active line (kick-off stop control). Furthermore, in a game in which multiple winning combinations are won (for example, when the push order bell is won), the priority of winning combinations is predetermined according to the push order of the stop switch 42 and the operation timing of the stop switch 42, and the pull-in stop control of the symbol corresponding to the most prioritized winning combination is performed according to the predetermined priority.
[0104] The winning determination means 66 determines whether the symbol combination of the reels 31 that has stopped on an active line when the reels 31 have stopped is a symbol combination that corresponds to any winning combination. Here, the winning determination means 66 does not actually detect whether the symbol combination that corresponds to the winning combination has stopped on an active line. Specifically, based on the condition device that has been activated in the game and the order in which the stop switch 42 is pressed and / or the operation timing of the stop switch 42, the winning determination means 66 determines in advance the symbol combination that will stop on an active line before the reels 31 actually stop, or determines in advance the symbol combination that will stop on an active line after the reels 31 have stopped.
[0105] The control command transmitting means 71 transmits to the sub-control board 80 information (control commands) required for the effects to be output by the sub-control board 80. Examples of control commands include information when the bet switch 40 is operated, information when the start switch 41 is operated, push order instruction number (only during AT and when a winning number with the correct push order is won), effect group number, RT (game status) information, information when the stop switch 42 is operated, information on the winning combination, etc.
[0106] The main control board 50 is provided with a setting value display LED 73. The "setting value" relates to the degree of advantage of the player, and in this embodiment, although not shown, there are six levels, setting 1 to setting 6. The higher the setting value, the higher the degree of advantage of the player. Furthermore, when the power is off, the setting key switch (see FIG. 112 (part 1) to be described later) can be used to set the value. When the setting key switch 152 in the fifth embodiment is turned on and the power is turned on in this state, the device transitions to a setting change state (setting change mode) in which the setting values can be changed. At this time, an initialization process (RWM clear process) is executed to initialize a predetermined storage area of the RWM 53. Furthermore, when the setting key switch is turned on while the power is on, the device transitions to a setting confirmation state (setting confirmation mode) in which the setting values cannot be changed but can be confirmed.
[0107] In FIG. 1, the sub-control board 80 controls the selection and output of effects (information) during game play and game standby. Here, the main control board 50 and the sub-control board 80 are electrically connected, and the main control board 50 (control command transmission means 71) transmits information (control commands) required to output effects to the sub-control board 80 in one direction via parallel communication. Note that the main control board 50 and the sub-control board 80 are not limited to being electrically connected, but may also be connected using optical communication means. Furthermore, both the electrical connection and the optical communication connection are not limited to parallel communication, but may be serial communication, or a combination of serial communication and parallel communication may be used.
[0108] The sub-control board 80, like the main control board 50, is equipped with an input port 81, an output port 82, an RWM 83, a ROM 84, a sub-CPU 85, and the like. The sub-control board 80 is electrically connected to the following performance peripherals, such as the performance lamps 21 shown in FIG. 1, via the input port 81 or the output port 82. However, the performance peripherals are not limited to these. The RWM 83 is a storage medium that can temporarily store data, etc., acquired when the sub-CPU 85 controls the performance. The ROM 84 is a storage medium that stores programs and various data, etc., used when conducting lotteries related to the performance, as performance data.
[0109] The effect lamps 21 are made up of, for example, LEDs, and light up in a predetermined pattern when predetermined conditions are met. The effect lamps 21 include a back lamp that is arranged on the inner periphery of each reel 31 and illuminates the symbols displayed on the reel 31 (three consecutive symbols visible through the display window) from behind, a fluorescent lamp that illuminates the symbols on the reel 31 from above the reel 31, and a frame lamp that is arranged in front of the front door of the slot machine 10 and flashes when a winning combination is achieved.
[0110] The speaker 22 outputs a predetermined sound when a predetermined condition is met in order to perform various effects during a game. The image display device 23 is composed of a liquid crystal display, an organic EL display, a dot display, etc., and displays various effect images (correct button press order, effects corresponding to condition devices activated in the game, etc.) during a game, game information (when a role is activated, the number of games played during an advantageous zone (AT), the number of coins won, etc.), etc.
[0111] FIG. 2 is a diagram showing the arrangement of symbols on the reels 31 in the first embodiment. As shown in FIG. 2, in the first embodiment, each reel 31 has 20 frames. Also, in the first embodiment, the maximum number of moving symbols from the moment the stop switch 42 is operated until the reel 31 stops is set to "4." Therefore, if four predetermined symbols are arranged on one reel 31 at intervals of five symbols, the predetermined symbols can always be stopped and displayed on an active line, regardless of the position at which the stop switch 42 is operated. Specifically, for example, on the left reel 31, "replays" are arranged at numbers 17, 12, 7, and 2. Therefore, four "replays" on the left reel 31 are arranged at intervals of five symbols. Therefore, for the left reel 31, "replays" can always be stopped on an active line, regardless of the timing at which the left stop switch 42 is operated. This symbol arrangement is sometimes referred to as a "PB=1 arrangement." On the other hand, when the pattern arrangement is not as described above, it is sometimes called a "PB≠1" arrangement.
[0112] On the left reel 31, "Replay," "Watermelon," and "Bell A" are each in the "PB=1" configuration. On the center reel 31, "Replay," "Bell A," and "Bell B" are each in the "PB=1" configuration. Furthermore, on the right reel 31, "Replay," "Watermelon," and "Bell A" are each in the "PB=1" configuration. Furthermore, on the left reel 31, for example, "Blank B" and "Cherry" are in the "PB=1" configuration when these two symbols are combined. Therefore, regardless of when the left stop switch 42 is operated, either "Blank B" or "Cherry" can be stopped and displayed on an active line. In this way, there are locations where two symbols are combined to form a "PB=1" configuration. Furthermore, on the left reel 31, for example, "White BAR," "Red 7," "Black BAR," and "Blank A" are in the "PB=1" configuration when these four symbols are combined. Therefore, no matter when the left stop switch 42 is operated, any of the "white bar," "red 7," "black bar," and "blank A" can be stopped on an active line. In this way, there is a location where the "PB=1" symbol is arranged in total for the four symbols.
[0113] 3(A) is a diagram showing the display window 18, the relative positions of the reels 31, and the pay lines (display lines that display symbol combinations).
[0114] In the first embodiment, the pay line is one line in the middle horizontal row. Each reel 31 is arranged so that three consecutive symbols are visible from above and below through the display window 18. Therefore, a total of nine symbols (frames) are visible through the display window 17 of the slot machine 10. In the first embodiment, the positions of the symbols when stopped that are visible through the display window 18 are referred to as the "upper row," "middle row," and "lower row" from top to bottom, and in the case of the left reel 31, they are referred to as the "upper left row," "middle left row," and "lower left row," respectively.
[0115] 4 to 11 are diagrams showing the types of winning combinations (e.g., winning combinations corresponding to winning numbers drawn by the winning combination drawing means 61), symbol combinations, payout numbers, etc. in the first embodiment. As shown in FIG. 4, the game states in the first embodiment include when the winning device is not activated (non-special game state) and when the RB is activated (when the winning device is activated, special game state), and the specified number (number of bets) for these game states is set to "3." As shown in FIG. 4, the only special winning combination (winning device) is 1 BB (first-type winning device continuous activation device; first-type big bonus) with winning number "001." When 1 BB is won, the winning is carried over to the next game until 1 BB is won. A state in which 1 BB is not carried over is called "non-internal mode," and a state in which 1 BB is carried over is called "internal mode." A game in which 1 BB is won is also called "non-internal mode." In other words, when the term "internal mode" is used, it refers to a state in which 1 BB has been won by the previous game. The timing of the transition to the internal state can be set as appropriate. For example, in a game in which 1 BB is won, the transition to the internal state of 1 BB may occur after all reels 31 have stopped. Alternatively, the transition to the internal state of 1 BB may not occur in the game in which 1 BB is won, but may occur in the next game. If 1 BB is won in a non-special game state (when the special feature is not activated) and 1 BB is won, no medals will be paid out in the current game, but the next game will transition to the 1 BB game (special game state), and during the 1 BB game, the RB will be continuously activated (the special feature is activated) until the end condition of the 1 BB game is met. Here, in the first embodiment, it is not assumed that 1 BB will be won, and the game will continue while remaining in the internal state of 1 BB. In contrast to the 1 BB win, which is carried over to the next game, the replay and small win are valid only in the game in question and are not carried over to the next game.
[0116] In addition to the 1BB mentioned above, another special role is the MB (second-class special role continuous operation device; second-class big bonus). When an MB is won and the symbol combination corresponding to the MB stops on an active line (MB win), no medals are paid out in the current game, but the MB game will begin from the next game. During the MB game, the CB (second-class special role) game is continuously executed. In the CB game, regardless of the results of the lottery by the role lottery means 61, all minor roles are won, and for a specific reel 31 (e.g., the left reel 31), the time from the moment the stop switch 42 is operated to the reel 31 stopping is within 75 ms (maximum number of moving frames is 1 frame). The CB game ends after one game. If the number of medals paid out during the MB game exceeds the predetermined number, the MB game ends, and the game state before the transition to the MB game is resumed from the next game.
[0117] As shown in Figures 4 to 7, the types of replays in the first embodiment include Replay 01 to Replay 22. If a symbol combination corresponding to any of the replays is displayed as stopped, the game will be replayed. The symbol combination of Replay 04 with role number "008" is a "red 7" combination, and as will be described in detail later, if the stop switch 42 is operated in the specified pressing order when a predetermined condition device including Replay 04 in the winning role is activated, a "red 7" combination can be displayed as stopped, and a transition to a sub-bonus (also called a "sub-bonus game", which is the same as "AT", and will be described in detail later) can be made.
[0118] As shown in Figures 7 to 11, the types of small wins in the first embodiment include small win 01 to small win 87. Small win 01 to small win 08 are small wins that pay out 14 coins, and can be won by operating the stop switch 42 in a push order that makes it possible to win a 14-coin win when a predetermined condition device (a prize-winning A condition device or a prize-winning B condition device, described later) is activated, where the game result differs depending on the push order (also referred to as an "advantageous push order" or "correct push order"). Also, small win 09 to small win 13 are small wins that pay out 3 coins, and can be won by operating the stop switch 42 in a push order that makes it possible to win a 3-coin win when a specific condition device (a prize-winning C condition device, a prize-winning D condition device, or a prize-winning E condition device, described later) is activated, where the game result differs depending on the push order (also referred to as an "advantageous push order" or "correct push order" as above). In addition, small prize 14 to small prize 69 (1 piece prize) are prizes that can be won when the stop switch 42 is operated in an unfavorable pressing order when a condition device in which the game result differs depending on the pressing order is activated.
[0119] FIG. 12 is a diagram showing RT transitions in the first embodiment. First, when the RWM 53 is initialized, it transitions to non-RT. The "RWM initialization" here is executed, for example, when the power is turned on with a setting change, and indicates the initialization of the entire range of the RWM 53, including the information on whether 1 BB has been won and the initialization of the RT state. When the RT state data is initialized, it becomes "0", and when the RT state data is "0", it corresponds to non-RT. Non-RT is when 1 BB is not inside and continues until 1 BB is won. As will be described later, the probability of winning 1 BB in non-RT is "7564 / 65536 (approximately 11%)".
[0120] If a symbol combination corresponding to 1 BB is not displayed in a game in which 1 BB is won, the next game will enter RT1 (within 1 BB). In this embodiment, once RT1 (within 1 BB) is entered, there are no non-winning games of small wins and replays. Therefore, 1 BB does not win in RT1. Therefore, 1 BB wins are limited to games in which 1 BB is won in non-RT. Furthermore, in this embodiment, games in which 1 BB is won include a single win of 1 BB and a double win of 1 BB and small win (win E). In a game in which 1 BB and small win (win E) are won, the symbol corresponding to the small win (win E) is displayed first, so 1 BB does not win in that game. Therefore, 1 BB wins only in games in which 1 BB is won in non-RT (as will be described later, the probability of this is 4 / 65536). Therefore, such cases rarely occur. On the other hand, when the symbol combination corresponding to 1BB is displayed in a game where 1BB is won, the game enters a 1BB operation (RB operation) (special game state), and the game continues until the end condition of 1BB operation is met (for example, 100 coins are paid out). When the termination condition for 1BB operation is met, it will transition to non-RT again.
[0121] 13 to 18 are diagrams showing the number of places (winning probability) for each winning number in the first embodiment. FIGS. 13 and 14 show a number of places table for non-RT, FIGS. 15 and 16 show a number of places table for RT1, and FIGS. 17 and 18 show a number of places table for when RB is activated. Dividing the value in each number of places table by "65536" gives the winning probability. For example, in FIG. 13, the number of places for winning number "1" (Replay A) is "8943" for all settings, so the winning probability is "8943 / 65536" (approximately "1 / 7.3"). Similarly to the first embodiment, the "setting value" relates to the player's advantage and has six levels, "setting 1" to "setting 6." In this way, the number of places is determined for each RT (game state) and setting value.
[0122] In addition, in each number table, the "advantageous zone" indicates whether or not a lottery for transition to the advantageous zone will be held. "○" means that the lottery for the advantageous zone will be held when the winning number is selected, and "?" means that the lottery for the advantageous zone will not be held when the winning number is selected. "-" means that the number is not subject to the lottery (because the number of positions is "0") and therefore is not subject to the lottery for the advantageous zone. Furthermore, in this embodiment, when the lottery for transition to the advantageous zone is held, the probability of winning the advantageous zone is set to "1 / 1." For example, if the game is in the normal zone and the winning number "1" (Replay A) in FIG. 13 is selected, the game will definitely be selected for transition to the advantageous zone, and the game will become an advantageous zone from the next game. Note that the lottery for transition to the advantageous zone will not be held when the game is in the advantageous zone. Also, as shown in FIGS. 13 and 15, in both non-RT and RT1, when the winning number "2" (Replay B) is selected, the lottery for transition to the advantageous zone will not be held and the game will not transition to the advantageous zone. Therefore, if the winning number "2" is drawn in the normal zone, the next game will also be in the normal zone. Furthermore, as shown in FIG. 16, if the winning numbers "60" to "71" (prize E1 to prize 12) are drawn in RT1, the lottery for transitioning to the advantageous zone is not executed, and the player will not transition to the advantageous zone. Therefore, similar to the winning number "2," if the winning numbers "60" to "71" are drawn in the normal zone, the next game will also be in the normal zone. Note that a winning number that transitions to the advantageous zone may be determined in advance without executing the lottery for transitioning to the advantageous zone, and when the winning number is drawn, the player may transition to the advantageous zone from the next game. For example, when the winning number marked with a "○" in the advantageous zone column in each of the number placement tables shown in FIGS. 13 to 16 is drawn, the player may transition to the advantageous zone from the next game without executing the lottery for transitioning to the advantageous zone.
[0123] As shown in FIGS. 13 and 14, the winning of 1 BB in non-RT (non-internal) mode includes the winning number "0," which is a sole win, and the winning numbers "60" to "71," which are double wins with the prize E. In contrast, there is no chance of winning 1 BB in RT1 (internal mode). Therefore, there is no chance of winning the winning number "0" in RT1. Winning the winning numbers "60" to "71" in RT1 results in a sole win of the prize E. In this embodiment, the non-RT mode occurs after RWM initialization, i.e., after the power is turned on with a setting change, as shown in FIG. 12. Assuming that 1 BB is not won in a game in which 1 BB is won, the mode remains RT1 (internal mode) after the 1 BB is won. Meanwhile, as will be described in detail later, the advantageous period ends at the end of a game in which the difference in number (the number of payouts minus the number of insertions) from the start of the advantageous period exceeds 2400, and the next game in which the difference in number exceeds 2400 begins the normal period. However, even after transitioning to the normal zone, the 1 BB win is carried over, so the zone remains RT1. Therefore, in the case of this embodiment, after RWM initialization (after setting change), the zone is non-RT and normal, but if 1 BB is won, the zone becomes RT1, and if a winning number that transitions to the advantageous zone is won, the zone will transition to the advantageous zone from the next game. Then, after transitioning to RT1 and the advantageous zone, if the difference number exceeds "2400", the next game will be RT1 and the normal zone. If a winning number that transitions to the advantageous zone is won in the RT1 and normal zone, the zone will be RT1 and the advantageous zone from the next game.
[0124] 19 to 26 are diagrams showing condition device numbers, condition devices, winning combinations, etc. First, the winning combination selection means 61 selects winning numbers with winning probabilities corresponding to the above-mentioned number table according to each game state. For example, if the winning number "0" (1BB) is selected in a non-RT mode, the game becomes a game in which the 1BB condition device with the role condition device number "1" is operable. Then, in a game in which the 1BB condition device is operable, the winning combination included in the 1BB condition device, i.e., the symbol combination corresponding to 1BB, can stop on an active line. Also, for example, if the winning number "1" (Replay A) is selected in a non-RT mode, the game becomes a game in which the Replay A condition device can be operated among the minor combinations and replay condition devices. Then, in a game in which the Replay A condition device is operated, the winning combination included in the Replay A condition device, specifically, any one of the symbol combinations Replay 01, 03 to 05, can stop on an active line.
[0125] In addition, in this embodiment, when the Replay B condition device is activated, operating the stop switch 42 in the reverse order (push order 321 (right, center, left)) stops the symbol combination (a line of "red 7s") corresponding to Replay 04, and operating the stop switch 42 in any other order stops the symbol combination corresponding to Replay 01. Furthermore, when the Replay A, Replay C, or Replay G condition device is activated, the symbol combination corresponding to Replay 01 can be stopped regardless of the order in which the stop switch 42 is pressed. For example, the symbol combination of Replay 01 is "blank B"-"blank B"-"replay" with the combination number "001" in FIG. 4, but the "blank B" on the left and center reels 31 is in the "PB=1" configuration, and the "replay" on the right reel 31 is in the "PB=1" configuration. Therefore, when the Replay A to Replay G condition device is activated, Replay 01 can be stopped and displayed regardless of the order in which the stop switch 42 is pressed.
[0126] In addition, the winning symbol combinations of Replay 01 to 05 included in the Replay B condition device are as follows: Replay 01: "Blank B" - "Blank B" - "Replay" Replay 02: "Bell A" - "Replay" - "Bell A" Replay 03: "White BAR" - "Replay" - "Red 7" Replay 03: "Red 7" - "Replay" - "Red 7" Replay 03: "Black BAR" - "Replay" - "Red 7" Replay 03: "Blank A" - "Replay" - "Red 7" Replay 04: "Red 7" - "Red 7" - "Red 7" Replay 05: "White BAR" - "Red 7" - "Red 7" Replay 05: "Black BAR" - "Red 7" - "Red 7" Replay 05: "Blank A" - "Red 7" - "Red 7". Then, in a game when the Replay B condition device is activated, if it is possible to stop "Red 7" at the first stop on the right, for example, "Red 7" is stopped in the middle right row. If it is not possible to stop "Red 7" in the middle right row, "Replay" is stopped in the middle right row. After "Replay" is stopped in the middle right row, "Blank B" is then stopped in the middle middle row, and "Blank B" is stopped in the middle left row.
[0127] On the other hand, after stopping the "Red 7" at the first right stop, if it is possible to stop the "Red 7" in the middle middle row at the second middle stop, it will stop in the middle middle row. If it is not possible to stop the "Red 7" in the middle middle row, a "Replay" will stop in the middle right row. Note that if a "Red 7" is stopped at the first right stop and a "Replay" is stopped at the second middle stop, a "White BAR," "Red 7," "Black BAR," or "Blank A" (a symbol with a total of four symbols that makes "PB=1") will stop at the third left stop. This causes Replay 03 to stop and be displayed. Next, if a "Red 7" is stopped at the first right stop and a "Red 7" is stopped in the middle middle row at the second middle stop, and if it is possible to stop the "Red 7" in the middle left row at the third left stop, a "Red 7" will stop in the middle left row. This causes the symbol combination of Replay 04 to stop and be displayed. On the other hand, if you cannot stop "Red 7" in the middle left row at the time of the third stop on the left, stop "White BAR", "Black BAR" or "Blank A" in the middle left row. This will cause Replay 05 to stop and be displayed.
[0128] Furthermore, when the first stop is on the left reel 31, "Bell A" is stopped in the left middle row (PB=1). After that, when the center reel 31 stops, "Replay" is stopped in the middle middle row (PB=1), and when the right reel 31 stops, "Bell A" is stopped in the right middle row (PB=1). This causes Replay 02 to stop and be displayed. The same applies when the first stop is on the center reel 31. When the center reel 31 stops, "Replay" is stopped in the middle middle row, and then when the left reel 31 stops, "Bell A" is stopped in the left middle row, and when the right reel 31 stops, "Bell A" is stopped in the right middle row.
[0129] Furthermore, since RT1 carries over the winning of 1 BB, when any replay is won, the 1 BB condition device and the winning replay condition device are activated. However, in a game where both 1 BB and replay can be displayed, priority is given to displaying the replay. Furthermore, the replay is "PB=1." Therefore, in RT1, when the replay condition device is activated, the 1 BB is not displayed. Furthermore, in RT1, when any small win is won, the 1 BB condition device and the winning small win condition device are activated. However, in a game where both 1 BB and small win can be displayed, priority is given to displaying the small win. Here, small wins include small wins where "PB=1" and small wins where "PB=1" are not. However, if priority is given to displaying the small win, the 1 BB is not displayed. In other words, even in a game where a small win cannot be displayed, the 1 BB is not displayed. Specifically, when playing a game by pressing the buttons in order, in order to display a 1BB symbol combination, the left reel 31 must stop with a "blank B" in the middle left row. However, the only symbols on the left reel 31 that display a "blank B" are the small symbol 72 with the symbol number "276," the small symbol 76 with the symbol number "280," and the small symbol 78 with the symbol number "282." However, when the small symbol condition device is activated, the display of the small symbol 72, the small symbol 76, or the small symbol 78 does not take priority. For example, the winning A1 condition device includes the small symbol 72 as a winning symbol, but when pressing the buttons in order, the display of the small symbol 52 or 54 takes priority. Therefore, in RT1, there is no game in which the 1BB symbol combination is displayed when any of the condition devices are activated.
[0130] Next, we will explain the condition devices for the so-called push order bell. The condition devices for the push order bell are composed of the following types. Prize A condition device: Prize A1 condition device to Prize A16 condition device Prize B condition device: Prize B1 condition device to Prize B16 condition device Prize C condition device: Prize C1 condition device to Prize C8 condition device Prize D condition device: Prize D1 condition device to Prize D12 condition device Prize E condition device: Prize E1 condition device to Prize E12 condition device The prize A condition device and prize B condition device are condition devices that make the push order correct by pressing irregularly (first stop on the middle or first stop on the right). In games when these condition devices are activated, if the push order is correct, a small role with a payout of 14 coins will be won, and if the push order is incorrect, a small role with a payout of 1 coin will be won or the prize will be missed. On the other hand, the prize C condition device is a condition device that makes the push order correct by pressing in order (first stop on the left). In the game when the winning C condition device is activated, if the pressing order is correct, a small role that pays out three coins will be won, and if the pressing order is incorrect, a small role that pays out one coin will be won or will be missed. Also, in the game when the winning D condition device is activated, in the game when the winning D1 to D4 condition device is activated, the first stop on the left is the correct pressing order, in the game when the winning D5 to D8 condition device is activated, the first stop on the middle is the correct pressing order, and in the game when the winning D9 to D12 condition device is activated, the first stop on the right is the correct pressing order. And, this In games when these condition devices are activated, if the button presses are correct, a small win with a payout of three coins will be won, and if the button presses are incorrect, a small win with a payout of one coin will be won or a miss will result. Furthermore, among games when the winning E condition devices are activated, in games when the winning E1 to E4 condition devices are activated, the first left stop is the correct press order, in games when the winning E5 to E8 condition devices are activated, the first middle stop is the correct press order, and in games when the winning E9 to E12 condition devices are activated, the first right stop is the correct press order. In games when these condition devices are activated, if the button presses are correct, a small win with a payout of three coins will be won, and if the button presses are incorrect, a small win with a payout of one coin will be won or a miss will result.
[0131] Below, we will explain the reel stop control when the condition device is activated by selecting several condition devices related to the push order bell. Also, in the following explanation, the stop control related to 1 BB will be omitted even if a win of 1 BB is carried over in RT1. (Example 1) Small Role A1 Condition Device (Push Order 213 Correct) For example, in a game where the winning number is "8" in RT1 and the small role A1 condition device is activated, as shown in Figure 19, any of the small roles 01, 14, 32, 52, 54, and 70 to 72 can be won. However, the small roles that can actually be won are any of the small roles 01, 14, 32, 52, and 54. The small roles 70 to 72 are control roles (control roles are roles that change the stop control of the reel 31, not roles that result in a win). As explained in the first embodiment, when multiple types of small wins are won simultaneously, the reels 31 are stopped with priority given to the number of coins if the button press is correct, and with priority given to the number of coins if the button press is incorrect. As shown in Figure 19, when the winning A1 condition device is activated, the following can be won: Button press 123 (incorrect): small win 52, 54 (1 coin) (winning rate "1 / 2") Button press 132 (incorrect): small win 52, 54 (1 coin) (winning rate "1 / 2") Button press 213 (correct): small win 01 (14 coins) (PB = 1) Button press 231 (incorrect): small win 14 (winning rate "1 / 2") Button press 312 (incorrect): small win 32 (winning rate "1 / 8") Button press 321 (incorrect): small win 32 (winning rate "1 / 8") As in the first embodiment, each of the push orders shown above means: Push order 123: Push order left center right Push order 132: Push order left right center Push order 213: Push order center left left Push order 231: Push order center right left Push order 312: Push order right left center Push order 321: Push order right center left
[0132] Furthermore, the symbol combinations corresponding to each small win included in the winning A1 condition device are as follows: Small prize 01: "Watermelon" - "Bell A" - "Watermelon" Small prize 14: "White BAR" - "Bell A" - "Bell A" Small prize 14: "Red 7" - "Bell A" - "Bell A" Small prize 32: "Black BAR" - "White BAR" - "Replay" Small prize 32: "Blank A" - "White BAR" - "Replay" Small prize 52: "Replay" - "Watermelon" - "White BAR" Small prize 52: "Replay" - "Watermelon" - "Black BAR" Small prize 54: "Replay" - "Blank B" - "White BAR" Small prize 54: "Replay" - "Blank B" - "Black BAR" Small prize 70: "Bell A" - "Replay" - "Watermelon" Small prize 71: "Cherry" - "Replay" - "Red 7" Small prize 72: "Cherry" - "Replay" - "Blank B" Minor win 72: "Blank B" - "Replay" - "Blank B" First, when the middle stop is the first, the pressing order is correct at this point, so "Bell A" is stopped in the middle middle row by number priority (PB = 1) to win minor win 01. Next, when the left stop is the second, the pressing order is correct at this point, so "Watermelon" is stopped in the middle left row by number priority (PB = 1). Then, when the right stop is the third, "Watermelon" is stopped in the middle right row (PB = 1). This wins minor win 01. Also, after the middle stop is the second right stop, the pressing order is incorrect at this point, so "Bell A" is stopped in the middle right row by number priority (PB = 1). Then, when the left stop is the third, if "White BAR" or "Red 7" can be stopped in the middle left row, one of these symbols is stopped (PB ≠ 1). If "White BAR" or "Red 7" can be stopped in the middle left row, minor win 14 is won. Here, the "white bar" on the left reel 31 is positioned at number "16" and the "red 7" is positioned at number "11". Therefore, the probability of being able to pull the "white bar" or the "red 7" into the middle left row (pulling rate (PB)) is "1 / 2". Therefore, when the push order is 231, the small prize 14 can be won, and the winning rate is "1 / 2".
[0133] Next, at the first stop on the right, the push order is incorrect at this point. Therefore, if number priority is adopted, the symbols with the most occurrences on the right reel 31 are "Bell A," "Replay," "White BAR," "Black BAR," and "Blank B" (two of each). Since multiple symbols can be selected as the maximum occurrence, the "Replay" symbol is prioritized and the "Replay" symbol is stopped in the right-middle row (PB=1). At this point, only the minor prize 32 is possible. Next, at the second stop on the left, if either the "Black BAR" or the "Blank A" symbol can be stopped in the left-middle row, either of these symbols is stopped in the left-middle row. The probability of the "Black BAR" or the "Blank A" symbol being pulled into the left-middle row is 1 / 2. Furthermore, at the third stop in the middle row, if the "White BAR" symbol can be stopped in the middle-middle row, the symbol is stopped in the middle-middle row. The probability of the "White BAR" symbol being pulled into the middle-middle row is 1 / 4. Therefore, when the push order is 312, minor prize 32 can be won, and the winning rate is "1 / 8". Also, after the first stop on the right, when the second stop in the middle, the "white bar" stops with a retraction rate of "1 / 4" as above. Furthermore, when the third stop on the left, the "black bar" or "blank A" stops with a retraction rate of "1 / 2" as above. Therefore, when the push order is 321, minor prize 32 can be won, and the winning rate is "1 / 8".
[0134] Next, when the first left reel stops, the push order is incorrect. Therefore, if number priority is adopted, the most common symbol on the left reel 31 is "Replay" (4 symbols). Therefore, it is determined that "Replay" (PB=1) will stop. Then, at this point, minor prize 52 or 54 becomes a possible prize. Next, when the second middle reel stops, if "Watermelon" or "Blank B" can stop in the middle middle row, either of these symbols will stop in the middle middle row (total of "PB=1"). Furthermore, when the third right reel stops, if "White BAR" or "Black BAR" can stop in the middle right row, either of these symbols will stop in the middle right row. The chance of "White BAR" or "Black BAR" reaching the middle right row is "1 / 2." Therefore, when the push order is 123, minor prize 52 or 54 becomes a possible prize, and the chance of winning is "1 / 2." Also, after the first stop on the left, when the second stop on the right, the "white bar" or "black bar" can be stopped with a pull rate of "1 / 2" as above. Furthermore, when the third stop in the middle, the "watermelon" or "blank B" can be stopped in the middle row with "PB=1" as above. Therefore, when the push order is 132, small prizes 52 or 54 can be won, and the winning rate is "1 / 2".
[0135] (Example 2) Small win A13 condition device (correct push order 321) In a game in which the small win A13 condition device is activated, as shown in Figure 21, any of the small wins 04, 20, 36, 60, 62, 77, 78, and 80 can win. When the winning A13 condition device is activated, the following can win: Press order 123 (incorrect): Small win 60, 62 (1 coin) (winning rate "1 / 4") Press order 132 (incorrect): Small win 60, 62 (1 coin) (winning rate "1 / 4") Press order 213 (incorrect): Small win 36 (1 coin) (winning rate "1 / 8") Press order 231 (incorrect): Small win 36 (1 coin) (winning rate "1 / 8") Press order 312 (incorrect): Small win 20 (1 coin) (winning rate "1 / 2") Press order 321 (correct): Small win 04 (14 coins) (PB = 1) The symbol combinations for each small win are as follows. Small prize 04: "Watermelon" - "Watermelon" - "Replay" Small prize 04: "Watermelon" - "Blank B" - "Replay" Small prize 20: "Bell A" - "White BAR" - "Replay" Small prize 20: "Bell A" - "Red 7" - "Replay" Small prize 36: "White BAR" - "Replay" - "White BAR" Small prize 36: "Red 7" - "Replay" - "White BAR" Small prize 60: "Replay" - "Bell A" - "Red 7" Small prize 62: "Replay" - "Watermelon" - "Red 7" Small prize 77: "Cherry" - "Bell B" - "Watermelon" Small prize 78: "Blank B" - "Bell B" - "Watermelon" Small prize 80: "Black BAR" - "Black BAR" - "Watermelon" Small prize 80: "Blank A" - "Black BAR" - "Watermelon"
[0136] Here, we will use push order 123 and push order 132 (which result in a winning probability of 1 / 4) as examples. When the first stop on the left reel is reached, the push order is incorrect at this point, so the symbols are stopped in order of number priority. In this case, the number of symbols is "Watermelon," "Bell A," and "Replay," each of which is "2." Here, we define "Replay" (PB = 1). Also, when the center (second or third) stop occurs, if "Bell A" or "Watermelon" can be stopped in the middle row, one of these symbols is stopped. Note that the center reel 31 only has "Bell A," so "PB = 1." Furthermore, when the right (second or third) stop occurs, if "Red 7" can be stopped in the middle right row, that symbol is stopped (PB ≠ 1). Note that there is only one "Red 7" on the right reel 31, so the winning probability is "1 / 4." Therefore, when the small win A13 condition device is activated, the winning rate of small win 60 or 62 in push order 123 and push order 132 is "1 / 4".
[0137] (Example 3) Small win B15 condition device (push order 321 correct) In a game in which the small win B15 condition device is activated, as shown in FIG. 23, any of the small wins 08, 21, 50, 64, 65, 77 to 79 can be won. In addition, when the winning B15 condition device is activated, the following can be won: Press order 123 (incorrect): Small prize 64, 65 (1 coin) (winning rate "3 / 4") Press order 132 (incorrect): Small prize 64, 65 (1 coin) (winning rate "3 / 4") Press order 213 (incorrect): Small prize 50 (1 coin) (winning rate "1 / 8") Press order 231 (incorrect): Small prize 50 (1 coin) (winning rate "1 / 8") Press order 312 (incorrect): Small prize 21 (1 coin) (winning rate "1 / 2") Press order 321 (correct): Small prize 08 (14 coins) (PB = 1) In addition, the pattern combinations for each small prize are as follows. Small prize 08: "Watermelon" - "Replay" - "Replay" Small prize 21: "Bell A" - "Black BAR" - "Replay" Small prize 21: "Bell A" - "Cherry" - "Replay" Small prize 50: "Black BAR" - "Bell A" - "Cherry" Small prize 50: "Blank A" - "Bell A" - "Cherry" Small prize 64: "Replay" - "Watermelon" - "Blank B" Small prize 65: "Replay" - "Blank B" - "Blank B" Small prize 77: "Cherry" - "Bell B" - "Watermelon" Small prize 78: "Blank B" - "Bell B" - "Watermelon" Small prize 79: "White BAR" - "White BAR" - "Watermelon" Small prize 79: "Red 7" - "White BAR" - "Watermelon"
[0138] Here, we will use push order 123 and push order 132 (which result in a winning probability of 3 / 4) as examples. When the first stop occurs on the left reel, the push order is incorrect, so the symbols are stopped in order of number priority. In this case, the number of symbols for "Watermelon," "Bell A," and "Replay" is "2," but here we define "Replay" (PB = 1). Also, when the center (second or third) stop occurs, if a "Watermelon" or "Blank B" can be stopped in the middle row, one of these symbols is stopped. Note that the center reel 31 has two symbols, "Watermelon" and "Blank B," for a combined PB of 1. Furthermore, when the right (second or third) stop occurs, if a "Blank B" can be stopped in the middle row on the right, that symbol is stopped (PB ≠ 1). Note that "Blank B" symbols are located in three places on the right reel 31, spaced every five symbols, so the winning probability is 3 / 4. Therefore, when the small win B15 condition device is activated, the winning rate of small win 64 or 65 in press order 123 and press order 132 is 3 / 4.
[0139] That's all. As such, when playing with the Winning A Condition Device and the Winning B Condition Device activated, pressing the buttons in an irregular sequence is considered the correct sequence, and if the sequence is correct, a 14-coin combination is won with "PB=1." Also, if the first stop is correct but the second stop is incorrect, a 1-coin combination is won with a winning probability of "1 / 2." Furthermore, if the first stop on the left (sequential pressing) is correct, a 1-coin combination is won with a winning probability of "1 / 1," "1 / 2," "1 / 4," or "3 / 4." Furthermore, if the first stop is incorrect with an irregular sequence, a 1-coin combination is won with a winning probability of "1 / 8."
[0140] (Example 4) Winning C1 Condition Device (First correct answer on the left) In a game where the small win C1 condition device is activated, any of the small wins 09, 28, 29, 44, and 45 can win, as shown in Figure 23. Also, when the winning C1 condition device is activated, the following can win: Press order 1-- (correct answer): Small win 09 (3 coins) (PB = 1) Press order -1- (incorrect answer): Small win 44, 45 (1 coin) (winning rate "1 / 4") Press order -1 (incorrect answer): Small win 28, 29 (1 coin) (winning rate "1 / 4") Also, the pattern combinations for each small win are as follows. Minor prize 09: "Replay" - "Replay" - "Watermelon" Minor prize 28: "White BAR" - "White BAR" - "Replay" Minor prize 28: "Red 7" - "White BAR" - "Replay" Minor prize 29: "White BAR" - "Red 7" - "Replay" Minor prize 29: "Red 7" - "Red 7" - "Replay" Minor prize 44: "White BAR" - "Bell A" - "White BAR" Minor prize 44: "Red 7" - "Bell A" - "White BAR" Minor prize 45: "White BAR" - "Bell A" - "Black BAR" Minor prize 45: "Red 7" - "Bell A" - "Black BAR" First, when it stops on the first left (correct push order), stop "Replay" in the middle left row (PB=1). Furthermore, if the machine subsequently stops in the middle, "Replay" will be stopped in the middle row (PB=1), and if the machine subsequently stops on the right, "Watermelon" will be stopped in the middle row on the right (PB=1). This will result in small win 09. If the machine subsequently stops on the first middle, the push order will be incorrect at this point, and "Bell A," which has the most symbols, will be stopped in the middle row (PB=1) due to the priority of the number of symbols. If the machine subsequently stops on the left, "White BAR" or "Red 7" will be stopped in the middle row on the left (the combined pull rate of the two symbols is "1 / 2"). Furthermore, if the machine subsequently stops on the right, "Cherry" or "Blank A" will be stopped in the middle row on the right (the combined pull rate of the two symbols is "1 / 2"). Therefore, if the machine subsequently stops on the first middle, small win 44 or 45 will be displayed with a winning rate of "1 / 4". Next, if it is the first stop on the right, the push order is incorrect at this point, and the "Replay" with the most symbols is stopped in the middle right row (PB=1) due to the priority of the number of symbols. Also, if it subsequently stops on the left, a "White BAR" or "Red 7" is stopped in the middle left row (the combined pull rate of the two symbols is "1 / 2"). Furthermore, if it subsequently stops in the middle row, a "Black BAR" or "Cherry" is stopped in the middle middle row (the combined pull rate of the two symbols is "1 / 2").Therefore, when the first stop occurs on the right, small symbols 28 or 29 will be displayed with a winning probability of 1 / 4.
[0141] (Example 5) Winning D5 Condition Device (First Correct Answer) In a game where the small win D5 condition device is activated, as shown in Figure 24, any of the small wins 11, 52, or 66 can win. Also, when the winning D5 condition device is activated, the following can win: Press order 1-- (incorrect answer): Small win 52 (1 coin) (winning rate "1 / 4") Press order -1- (correct answer): Small win 11 (3 coins) (PB=1) Press order -1 (incorrect answer): Small win 66 (1 coin) (winning rate "1 / 4") The symbol combinations for each small win are as follows. Minor prize 11: "Watermelon" - "Bell A" - "Replay" Minor prize 52: "Replay" - "Watermelon" - "White BAR" Minor prize 52: "Replay" - "Watermelon" - "Black BAR" Minor prize 66: "White BAR" - "White BAR" - "Bell A" Minor prize 66: "White BAR" - "Red 7" - "Bell A" Minor prize 66: "Red 7" - "White BAR" - "Bell A" First, when it is the first middle stop (correct push order), "Bell A" is stopped in the middle middle row (PB=1). Also, when it subsequently stops on the left, "Watermelon" is stopped in the middle middle row (PB=1), and when it stops on the right, "Replay" is stopped in the right middle row (PB=1). This will result in minor prize 11 being won. Also, if the first stop is on the left, the push order is incorrect at this point, and either "Replay," "White BAR," or "Red 7" will be stopped in the middle left row due to the number priority, but here it is decided that "Replay" will be stopped (PB=1). Also, if the next stop is on the middle row, "Watermelon" will be stopped in the middle middle row (with a draw rate of "1 / 2"). Furthermore, if the next stop is on the right, "White BAR" or "Black BAR" will be stopped in the middle right row (with a draw rate of "1 / 2" for the two symbols combined). Therefore, if the first stop is on the left, the small win 52 will be displayed with a winning rate of "1 / 4." Next, if the first stop is on the right, the push order is incorrect at this point, and "Bell A," which has the most symbols, will be stopped in the middle right row due to the number priority (PB=1). Also, if the next stop is on the left, "White BAR" or "Red 7" will be stopped in the middle left row (with a draw rate of "1 / 2" for the two symbols combined). Furthermore, at the time of subsequent center stop, "white BAR" or "red 7" is stopped in the middle middle row (the pull-in rate is "1 / 2" for the total of two patterns). Therefore, at the first stop on the right, the small winning combination 66 is displayed with a winning rate of "1 / 4".
[0142] (Example 6) Winning E9 Condition Device (First Correct Answer on the Right) In a game where the small win E9 condition device is activated, any of the small wins 12, 42, 43, and 52 can win, as shown in Figure 25. Also, when the winning E9 condition device is activated, the following can win: Press order 1-- (incorrect answer): Small win 52 (1 coin) (winning rate "1 / 4") Press order -1- (incorrect answer): Small win 42, 43 (1 coin) (winning rate "1 / 4") Press order -1 (correct answer): Small win 12 (3 coins) (PB=1) Also, the symbol combinations for each small win are as follows: Minor prize 12: "Watermelon" - "Bell B" - "Replay" Minor prize 42: "Black BAR" - "Replay" - "Cherry" Minor prize 42: "Blank A" - "Replay" - "Cherry" Minor prize 43: "Black BAR" - "Replay" - "Blank A" Minor prize 43: "Blank A" - "Replay" - "Blank A" Minor prize 52: "Replay" - "Watermelon" - "White BAR" Minor prize 52: "Replay" - "Watermelon" - "Black BAR" First, when it stops first on the right (correct push order), "Replay" is stopped in the middle right row due to number priority (PB=1). Also, when it stops on the left after that, "Watermelon" is stopped in the middle left row (PB=1), and when it stops in the middle, "Bell B" is stopped in the middle right row (PB=1). This will result in minor prize 12 being awarded. Also, if the first stop is on the left, the push order is incorrect at this point, and based on the number priority, either "Replay," "Black BAR," or "Blank A" will be stopped in the middle left row, but here it is decided that "Replay" will be stopped (PB = 1). Also, at the next middle stop, "Watermelon" will be stopped in the middle middle row (the pull rate is "1 / 2"). Furthermore, at the next right stop, "White BAR" or "Black BAR" will be stopped in the middle right row (the pull rate for the two symbols combined is "1 / 2"). Therefore, at the first stop on the left, the small win 52 will be won with a winning rate of "1 / 4." Next, if the first stop is on the middle, the push order is incorrect at this point, and based on the number priority, "Replay," which has the most symbols, will be stopped in the middle middle row (PB = 1). Also, at the next left stop, "Black BAR" or "Blank A" will be stopped in the middle left row (the pull rate for the two symbols combined is "1 / 2"). Furthermore, when the reel stops on the right after that, "Cherry" or "Blank A" will stop in the middle middle row (the draw rate is "1 / 2" for the two symbols combined). Therefore, when the reel stops in the middle, small wins 42 or 43 will be won with a winning rate of "1 / 4".
[0143] In non-RT or RT1, there are cases where winning numbers "72" to "75" are won (Figs. 14 and 16), and when these winning numbers are won, the prize F condition device, prize G condition device, prize H condition device, and prize I condition device are activated, respectively. Also, during RB operation, there are cases where winning numbers "76" to "78" are won (Fig. 18), and when these winning numbers are won, the prize J condition device, prize K condition device, and prize L condition device are activated, respectively. Explanation of reel stop control when these condition devices are activated will be omitted.
[0144] FIG. 27 is a diagram showing the effect group number in the first embodiment. In the main processing, an effect group number corresponding to the winning combination lottery result (winning number) is selected for each game (effect group number selection means 64 in FIG. 1), and the selected effect group number is sent to the sub-control board 80. The sub-control board 80 determines and outputs the effect for the current game based on the received effect group number. A feature of the first embodiment is that the winning combinations A1 to A16, B1 to B16, and C1 to C8 all share the same effect group number "8." Therefore, when the sub-control board 80 receives effect group number 8, it can determine that the current game has been won by one of the winning combinations A1 to A16, B1 to B16, or C1 to C8, but it cannot determine the correct button press order.
[0145] Here, among the effect group number "8," the correct button press sequences for the winning A1-A16 and the winning B1-B16 are all irregular button press sequences. Therefore, depending on the number of winning numbers placed and the number of coins paid out in the correct button press sequence, the expected value of pressing the irregular button presses may exceed the specified number (number of bets). However, in this embodiment, even if a player presses the irregular button presses knowing that the effect group number for the current game is "8," the expected value of the current game is set to be less than the specified number. This prevents the player from winning more medals than the specified number, even if the effect group number transmitted from the main control board 50 to the sub-control board 80 is fraudulently obtained, for example, through cheating.
[0146] FIG. 28 is a diagram explaining the expected value when the effect group number is "8" in the first embodiment. Here, push order 213 is taken as an example of irregular pushes. Note that, although calculations are omitted, the expected value is the same for all of push orders 213, 231, 312, and 321 in irregular pushes. Also, push order 123 is taken as an example of regular pushes. Although calculations are omitted, the expected value for push order 123 and push order 132 are the same. First, when one of the winning combinations A1 to A16 is won, the payout of 14 coins in push order 213 is when the winning combinations A1 to A4 are won. Therefore, when the winning combinations A1 to A4 are won in push order 213, the winning rate is "1 / 1" and a 14-coin combination is won, so the expected value is "14 (coins)". Furthermore, in the pressing order 213, when the winning numbers are A5 to A8, the winning probability is 1 / 2 and a 1-coin role will be won, so the expected value is 0.5 (pieces). Furthermore, in the pressing order 213, when the winning numbers are A9 to A16, the winning probability is 1 / 8 and a 1-coin role will be won, so the expected value is 0.125 (pieces). The same applies to the winning numbers B1 to B16. Furthermore, in the pressing order 213, when the winning numbers are C1 to C8, the winning probability is 1 / 4 and a 1-coin role will be won, so the expected value is 0.25 (pieces).
[0147] Next, in the pressing order 123, if the winning combination is A1 to A8, the winning probability is "1 / 2" and a 1-coin role will be won, so the expected value is "0.5 (pieces)". Furthermore, in the pressing order 123, if the winning combination is A9 to A12, the winning combination is "PB=1" and a 1-coin role will be won, so the expected value is "1 (piece)". Furthermore, in the pressing order 123, if the winning combination is A13 to A14, the winning combination is "1 / 4" and a 1-coin role will be won, so the expected value is "0.25 (pieces)". Furthermore, in the pressing order 123, if the winning combination is A15 to A16, the winning probability is "3 / 4" and a 1-coin role will be won, so the expected value is "0.75 (pieces)". The above is also true for the winning combinations B1 to B16. Furthermore, in the push order 123, when the winning numbers are C1 to C8, "PB=1" results in a 3-piece winning combination, so the expected value is "3 (pieces)".
[0148] From the above, in the case of the pressing order 213, the expected value when the winning numbers are A1 to A16 and B1 to B16 is "3.6875 (pieces)". Also, in the case of the pressing order 213, the expected value when the winning numbers are C1 to C8 is, The expected value is "0.25 (pieces)". On the other hand, when the pressing order is 123, the expected value for winning A1 to A16 and winning B1 to B16 is "0.625 (pieces)". Also, when the pressing order is 123, the expected value for winning C1 to C8 is "3 (pieces)". The winning probability (number of places "1112") for winning A1 to A16 is the same. Furthermore, the winning probability (number of places "1112") for winning B1 to B16 is the same. Furthermore, the winning probability (number of places "1113") for winning C1 to C8 is the same. Therefore, the total number of places for winning A1 to A16, winning B1 to B16, and winning C1 to C8 is 1112 x 16 + 1112 x 16 + 1113 x 8 = 44488. Therefore, the probability of winning A1 to A16 when the effect group number is "8" is (1112 x 16) / 44488 ≒ 0.399928. The probability of winning B1 to B16 when the effect group number is "8" is also "0.399928" as above. Furthermore, the probability of winning C1 to C8 when the effect group number is "8" is (1113 x 8) / 44488 ≒ 0.200144.
[0149] Therefore, when the effect group number is "8" and the button press sequence is 213, the expected value is 0.399928 x 3.6875 + 0.399928 x 3.6875 + 0.200144 x 0.25 ≒ 2.9995 (pieces), which is less than the required number of "3." Also, when the effect group number is "8" and the button press sequence is 123, the expected value is 0.399928 x 0.625 + 0.399928 x 0.625 + 0.200144 x 3 ≒ 1.1003 (pieces), which is less than the required number of "3." Therefore, even if you press the buttons in an irregular order knowing that the current game is effect group number "8," the expected value cannot exceed the required number of "3."
[0150] As described above, when the effect group number is "8," the expected value when irregular buttons are pressed is higher than the expected value when buttons are pressed in order. However, in the first embodiment, in a current game in which irregular buttons are pressed during a non-AT period, the sub-bonus (equivalent to an AT) lottery is not executed, the sub-bonus lottery executed during the current game is invalidated, or a sub-bonus lottery with a lower winning probability than when buttons are pressed in order is executed. In other words, the expectation level for the AT in a current game in which irregular buttons are pressed during a non-AT period is relatively lower than the expectation level for the AT in a current game in which regular buttons are pressed during a non-AT period. In cases where the sub-bonus lottery executed during the current game is invalidated, for example, the sub-bonus lottery executed during the start switch 41 is executed as usual (because whether or not irregular buttons will be pressed has not been determined at this point), and when it is determined that irregular buttons have been pressed during the full stop period, the sub-bonus lottery for the current game is invalidated (cleared or discarded). Therefore, the total ball payout performance is higher when playing non-AT with sequential button presses and following the button press instructions during the AT than when playing non-AT with irregular button presses and following the button press instructions during the AT. Here, the lower the base during non-AT, the higher the ratio of instructed role effects. Therefore, providing a common bell is one way to lower the ratio of instructed role effects. However, since the common bell is a role that can be won regardless of the button press order (position), the ball payout rate when irregular button presses are used increases. Therefore, by providing a left-biased bell (a button press order bell where sequential button presses are the correct answer) as in this embodiment, the base during non-AT when playing with sequential button presses can be lowered while suppressing the ratio of instructed role effects. Furthermore, the ball payout rate when irregular button presses are used can be suppressed compared to when a common bell is provided to suppress the ratio of instructed role effects.
[0151] Furthermore, in the first embodiment, an SP flag is provided. The SP flag is a flag for determining whether or not irregular button presses were performed in the previous game. For example, when the current game is stopped, the SP flag is temporarily turned off. If it is determined that the current game was performed using normal button presses, the SP flag is turned on. Conversely, if it is determined that the current game was performed using normal button presses, the SP flag remains off. Then, upon transition to the next game, if the SP flag is on, a normal sub-bonus lottery is performed. If the SP flag is off, a normal sub-bonus lottery is not performed (either the sub-bonus lottery is not performed, or the sub-bonus lottery itself is performed but the result of the sub-bonus lottery is subsequently invalidated, or a sub-bonus lottery with a lower winning probability than normal button presses is performed). When the next game is stopped, the SP flag is temporarily turned off. Then, if it is determined that the next game was performed using normal button presses, the SP flag is turned on. Conversely, if it is determined that the next game was performed using normal button presses, the SP flag remains off. In this way, it is possible to prevent a strategy of pressing the buttons in order only when an exciting effect is output when the start switch 41 is operated (when there is a reasonable expectation of winning the sub-bonus), and pressing the buttons in an irregular order otherwise, for example, when an effect specific to that game is not output when the start switch 41 is operated.
[0152] Next, the mode lottery in the first embodiment will be described. As described above, the first embodiment includes a sub-bonus, which is the same concept as the AT. When the sub-bonus starts, a unique symbol combination (a line of "red 7s") indicating the start of the sub-bonus is displayed statically. Then, as with the AT, when the sub-bonus transitions to the sub-bonus, if a push-order bell (for example, the above-mentioned prizes A to E) is won, the correct push-order is announced. The sub-bonus continues until the number of payout coins reaches a predetermined number (for example, 300 coins). The sub-bonus ends with the game in which the number of payout coins reaches the predetermined number, and the game transitions to non-AT (normal game). The mode lottery in the first embodiment includes: 1) an initial normal mode lottery in the normal zone; 2) a normal mode lottery executed in the first game in the advantageous zone when transitioning from the normal zone to the advantageous zone; and 3) a mode transition lottery executed at the start of the sub-bonus. The expected probability of transitioning to the sub-bonus (expected probability of winning, ceiling number of games, expected probability of transitioning to a more advantageous mode) differs for each mode (see Figure 31(a) described later).
[0153] FIG. 29 shows the initial normal mode lottery in the normal zone in the first embodiment. (a) shows a flowchart of the normal zone lever process (meaning the process when the start switch 41 is operated), and (b) shows the lottery number. There are two cases where the game stays in the normal zone. First, when the power is turned on and the RWM is initialized (settings are changed), the game zone is cleared and the normal zone is entered. Therefore, the first game after the RWM is initialized is the normal zone. Second, when the end condition of the advantageous zone is met, the next game transitions to the normal zone. In this embodiment, when the difference in number from the start of the advantageous zone exceeds "2400 (pieces)," the end condition of the advantageous zone is met, the advantageous zone ends, and the next game becomes the normal zone. Here, it is known that the advantageous zone ends when the number of games since the start of the advantageous zone reaches a predetermined number (for example, 1500 games, 3000 games, etc.). In the first embodiment, the advantageous zone is configured not to end based on the number of games.
[0154] In FIG. 29(a), when the normal zone starts, in step S492, it is determined whether the effect group number corresponding to the winning number of the current game is effect group number "2." The effect group number "2" corresponds to a win of Replay B (winning number "2"). If it is determined that the effect group number is not "2," the process proceeds to step S493, and if it is determined that the effect group number is "2," the process according to this flowchart ends. In other words, when the effect group number is "2" (when Replay B is won), the advantageous zone transition lottery is not executed, so there is no transition to the advantageous zone (see FIG. 13). Therefore, when it is determined that the effect group number is "2," the following initial normal mode lottery is not executed, the next game will also be in the normal zone, and the normal zone lever process is executed again. When it proceeds to step S493, it is determined whether the current game is non-RT. The main control board 50 stores the current RT information in a predetermined storage area of the RWM 53, and makes the determination based on this information. If it is determined that it is not RT (not in 1 BB internal), proceed to step S495, and if it is determined that it is not non-RT, proceed to step S494. Note that RT transition occurs at the end of the current game. Therefore, even if 1 BB is won in the current game, it is determined that it is not RT in step S493.
[0155] Here, after the RWM is initialized after power-on, it is non-RT. This is because after the RWM is initialized after power-on, even if 1 BB was won before power-on, the winning information for that 1 BB is cleared, and the RT information is also cleared (the RT state becomes non-RT). In the following explanation, the period not inside 1 BB will be referred to as "first in the morning," and the advantageous zone that transitioned while not inside 1 BB will be referred to as "advantageous zone transitioned to first in the morning." On the other hand, the period inside 1 BB will be referred to as "not first in the morning," and the advantageous zone that transitioned while inside 1 BB will be referred to as "advantageous zone transitioned to other than first in the morning." Furthermore, when it is unclear whether it is an advantageous zone that transitioned first in the morning, it may be referred to as "first in the morning uncertain."
[0156] If it is determined in step S493 that the game is not non-RT, the program proceeds to step S494, where it is determined whether the effect group number for the current game is "10." The effect group number "10" corresponds to winning the prize E (winning numbers "60" to "71"; see FIG. 16). If it is determined that the effect group number is not "10," the program proceeds to step S495, and if it is determined that the effect group number is "10," the program terminates processing according to this flowchart. As shown in FIG. 16, when the prize E is won in RT1, the advantageous zone transition lottery is not executed, so there will be no transition to the advantageous zone in the next game. Therefore, even in this case, the normal zone lever processing is executed again in the next game. As described above, the normal zone lever processing is executed (no transition to the advantageous zone) in the next game when the effect group number becomes "2" regardless of non-RT or RT1 (when Replay B is won), or when the effect group number becomes "10" (when Prize E is won) other than early in the morning (RT1).
[0157] When the process proceeds to step S495, an initial normal mode lottery is executed. Then, the process proceeds to step S496, where the lottery result is saved (stored), and the process according to this flowchart ends. The initial normal mode lottery in step S495 is executed based on the number of coins placed as shown in FIG. 29(b). The denominator of the number of coins placed as shown in FIG. 29(b) is "240," and when the number of coins placed is "240," the winning probability is "1 / 1." First, when the effect group number is "0" (a single 1BB win) in a non-RT game, or when the effect group number is "10" (a double win of 1BB and prize E), normal mode 0 is won. Winning 1BB here confirms that the game before the start of this game was non-RT (not 1BB internal), and therefore, it is confirmed that it was first thing in the morning. Similarly, when the effect group number is "10" instead of non-RT, the initial normal mode lottery is not executed, and therefore, the effect group number "10" in the current game indicates non-RT. Therefore, if the effect group number for the current game is "10", it is confirmed that it is first thing in the morning.
[0158] On the other hand, in non-RT or RT1, when the effect group number is "1", "3" to "9", or "11" to "14", normal mode 1 is won. The above effect group numbers have the possibility of winning both in the morning and other times, and if the above effect group number is won, it will move to the advantageous zone regardless of whether it is in the 1BB non-internal zone or not, so in the game with the above effect group number, the morning is uncertain. From the above, normal modes 0 and 1 are drawn when moving to the advantageous zone from the next game in the normal zone, and whether it is in the morning or not, This is a mode for determining whether or not the first thing in the morning will happen. If the normal mode is 0, the first thing in the morning will be confirmed, and if the normal mode is 1, the first thing in the morning will be uncertain.
[0159] FIG. 30 shows the normal mode transition process, where (a) shows a flowchart and (b) shows the number of lottery entries. When transitioning from the normal zone to the advantageous zone, a normal mode lottery is executed in the first game of the advantageous zone. As described below, the normal modes from the second game of the advantageous zone onward are numbered from "2" to "9." Therefore, in the advantageous zone, the first game is normal mode 0 or 1, and from the second game onward, the number is one of "2" to "9." In FIG. 30(a), when the normal mode transition process is initiated, step S502 determines whether the mode is normal mode 0 or 1. If the mode is normal mode 0 or 1, the process proceeds to step S503. If the mode is not normal mode 0 or 1, the process according to this flowchart ends. That is, in this example, the normal mode transition process is executed for each game during the advantageous zone, but since step S502 returns "No" in the advantageous zone except for the first game, the normal mode lottery is not executed in step S503. If it is determined in step S502 that the mode is normal mode 0 or 1 (first play in the advantageous zone), the process proceeds to step S503, where a lottery is held to determine the normal mode.Then, the process proceeds to step S504, where the normal mode determined by lottery is saved (stored), and the process according to this flowchart ends.
[0160] Figure 29(b) shows the number of places for the normal mode lottery in four different patterns. First, "non-RT and normal mode 0" corresponds to the case where the effect group number is "0" (1 BB is won alone) first thing in the morning and 1 BB is won in that game. Note that the normal mode lottery is not executed during 1 BB play (the normal mode transition process does not begin). Therefore, "non-RT and normal mode 0" refers to the normal mode lottery in the first game (non-RT) after the end of 1 BB play. While this can actually occur, it is a rare case. Furthermore, "RT1 and normal mode 0" corresponds to the case where the effect group number is "0" (1 BB is won alone) first thing in the morning and 1 BB is not won, or the case where the effect group is "10" (1 BB and winning E are both won) first thing in the morning (in this case, the minor role included in winning E takes priority, so 1 BB does not win), and the game transitions to the advantageous zone. Furthermore, "non-RT and normal mode 1" corresponds to the case where the effect group number is other than "0" or "10" first thing in the morning and the player moves into the advantageous zone. Furthermore, "RT1 and normal mode 1" corresponds to the case where the player moves into the advantageous zone other than first thing in the morning. Note that the effect group number will never be "0" (a single 1BB win) other than first thing in the morning. Furthermore, the effect group number will never be "10" and the player will never move into the advantageous zone other than first thing in the morning. Therefore, the case where the player moves into the advantageous zone other than first thing in the morning corresponds to the case where the effect group number is "1," "3" to "9," or "11" to "14" other than first thing in the morning.
[0161] In the normal mode lottery described above, the winning number is one of the following: Winning number "0": Heaven B preparation mode Winning number "1": Normal A mode Winning number "2": Normal B mode Winning number "3": Normal C mode Winning number "4": Heaven A mode Normal A mode, normal B mode, and normal C mode are modes that are not advantageous to the player (making it difficult to win the sub-bonus). On the other hand, Heaven B preparation mode and Heaven A mode are modes that are advantageous to the player (making it easy to win the sub-bonus).
[0162] In "non-RT and normal mode 0," "RT1 and normal mode 0," and "non-RT and normal mode 1," the number of balls placed to transition to Heaven B preparation mode is "0," and the number of balls placed to transition to Heaven A mode is "1," so in most cases the mode will not transition to a mode advantageous to the player. In contrast, in "RT1 and normal mode 1," transition to Heaven B preparation mode occurs with a 100% probability. Here, there is no case where the effect group number becomes "0" (a single 1BB win) other than first thing in the morning, and if the effect group number becomes "10" other than first thing in the morning, the advantageous zone transition lottery is not executed, so the mode will not transition to an advantageous zone. Therefore, if the normal mode lottery is executed other than first thing in the morning, transition to Heaven B preparation mode (a mode advantageous to the player) occurs with a 100% probability, and if the normal mode lottery is executed first thing in the morning, transition to a mode advantageous to the player is almost never executed. Therefore, the payout rate of the advantageous zone transitioned to other than first thing in the morning is configured to be higher than the payout rate of the advantageous zone transitioned to first thing in the morning. In other words, the advantageous zone that transitions first thing in the morning (non-internal) can be made less favorable to the player (by lowering the payout rate) than the advantageous zone that transitions other than first thing in the morning (internal), so that the advantageous zone first thing in the morning when the settings are changed can be prevented from becoming excessively advantageous (so-called morning countermeasures). Furthermore, since advantageous zones that transition other than first thing in the morning always start from Heaven B preparation mode, motivation to play can be increased even after the advantageous zone has been completed. Note that, conversely to the above, if it is made advantageous to the player when transitioning to an advantageous zone first thing in the morning (by increasing the payout rate), it can encourage play first thing in the morning.
[0163] FIG. 31 is a diagram illustrating the types and characteristics of normal modes "2" to "9." (a) in the diagram illustrates the characteristics of each normal mode (2 to 9), and (b) in the diagram illustrates the transition probability (number of winning symbols) of the normal mode at the start of a sub-bonus. As described above, the normal mode is selected by lottery during the first play of the advantageous zone, and thereafter, a normal mode transition lottery is held each time a sub-bonus starts. In (a) in the diagram, the normal modes advantageous to the player are Heaven B Preparation Mode, Heaven A Mode, Heaven B Mode, and Heaven C Mode. Furthermore, Heaven B Pullback Mode is advantageous to the player in terms of the probability of winning the sub-bonus. Each normal mode has a ceiling number of games until the sub-bonus is won and a winning probability of the sub-bonus. During each normal mode, a sub-bonus is selected for each play based on the winning number, with the winning probability shown in (a) in FIG. 31. Furthermore, each normal mode has a ceiling number of games. If the ceiling number of games is reached without winning the sub-bonus, the winning flag for the sub-bonus is forcibly set (the sub-bonus is won). After winning the sub-bonus, after a predetermined number of premonition games have been played, the symbol combination corresponding to the sub-bonus (a line of "red 7") can be displayed. When the symbol combination corresponding to the sub-bonus (a line of "red 7") has stopped, the sub-bonus will be executed from the next game.
[0164] On the other hand, regardless of the normal mode the player is in, if the winning number "2" (Replay B) is won, the sub-bonus is won. When the winning number "2" is won, as described above, the symbol combination corresponding to Replay 04, i.e., the "red 7" combination, can be stopped by pressing the stop switch 42 in the reverse order. Therefore, in a game in which the winning number "2" is reached, a notification is issued instructing the player to press the stop switch 42 in the reverse order, making it possible to stop the "red 7" combination, and when the "red 7" combination is stopped and displayed in that game, the sub-bonus will start from the next game.
[0165] Here, if the winning number "2" is drawn and the stop switch 42 is pressed backward to display a "red 7" combination, the game is a regular game. In contrast, any other game in which a "red 7" combination is displayed is not a regular game but a pseudo (also called "quasi") game effect. Herein, a "quasi game effect" refers to an effect in which, after the reels 31 start to rotate, the reels 31 are pseudo-stopped (this stop is also called a "temporary stop" or "quasi-stop"; hereinafter referred to as a "temporary stop") by operating the stop switch 42 to activate the rotation stop device, and an arbitrary symbol combination is displayed. A "quasi game effect" is also called a "reel effect." Meanwhile, in contrast to the "quasi game effect," a game for displaying a symbol combination (a symbol combination corresponding to the result of the winning combination lottery) as a game result is called a "regular game." The symbol combination temporarily stopped by the pseudo game effect does not represent the game result. After the symbol combination is temporarily stopped by the pseudo game effect, the game result is displayed when the symbol combination is stopped and displayed by the actual game.
[0166] In particular, in this embodiment, when a sub-bonus is won and the conditions for executing the pseudo game effect are met (for example, when the number of premonition games has been exhausted), the pseudo game effect is executed up to four times until the "red 7" combination is temporarily stopped. Furthermore, during the pseudo game effect, the player may be notified that the pseudo game effect is not a real game, in other words, that it is not a real game. This prevents the player from mistaking the pseudo game effect for a real game. Furthermore, when all reels 31 are temporarily stopped during the pseudo game effect, the motor 32 may be driven and controlled so that the reels 31 do not remain still but the symbols move up and down at predetermined time intervals (so that they vibrate slightly up and down) (referred to as "swing fluctuation" or "swing fluctuation control"). This may inform the player that the stop is not a stop that displays the game result (real stop) in the real game, but a temporary stop in the pseudo game effect. Then, when all the reels 31 are stopped by the pseudo game presentation and then the game is shifted to the main game, when the start switch 41 is operated, the rotation start timing of each reel 31 is made to be different by random delay processing.
[0167] FIG. 32 is a flowchart showing the pseudo game effect when the winning number "2" is drawn and the "red 7" is displayed by pressing the button backward. This flowchart does not include the actual game when the winning number "2" is drawn and the "red 7" is displayed by pressing the button backward. First, in step S581, the main control board 50 determines whether the start switch 41 has been operated. If it is determined that the start switch 41 has been operated, the process proceeds to step S582. In step S82, the process determines whether the conditions for starting the pseudo game are met. Here, this refers to the sub-bonus confirmed state (main game state) after the sub-bonus has been won and the number of premonition games has been exhausted. If it is determined that the conditions for starting the pseudo game are met, the process proceeds to step S583. If it is determined that the conditions are not met, the process terminates. In step S583, the main control board 50 adds "1" to the number of consecutive pseudo game effects, "N." The initial value of "N" is "0."
[0168] Next, the process proceeds to step S584, where the main control board 50 determines whether "N" is "4." If it is determined that "N" is not "4," the process proceeds to step S585; if it is determined that "N" is "4," the process proceeds to step S591. In step S585, the sub-control board 80 outputs an effect informing the player that they should aim for "red 7" by pressing the buttons in order. The process then proceeds to step S586. In step S586, the main control board 50 determines whether the stop switch 42 has been operated. If it is determined that the stop switch 42 has been operated, the process proceeds to step S587. In step S587, the reel control means 65 executes a temporary stop process to pull "red 7" onto an active line within a maximum range of four frames. Next, the process proceeds to step S588, where the main control board 50 determines whether all reels 31 have been temporarily stopped. If it is determined that all the reels 31 have temporarily stopped, the process proceeds to step S589, and if it is determined that all the reels 31 have not temporarily stopped, the process returns to step S586.
[0169] In step S589, the main control board 50 determines whether or not the "red 7" alignment has temporarily stopped on an active line. If it is determined that the "red 7" alignment has temporarily stopped, the process proceeds to step S590, where the process moves to the sub-bonus. In contrast, if it is determined that the "red 7" alignment is not temporarily displayed, the "red 7" alignment pseudo game presentation is repeated. On the other hand, if it is determined in step S584 that "N" is "4", the process proceeds to step S591. In step S591, the reel control means 65 automatically temporarily stops all of the reels 31 that are spinning, and temporarily stops them when the "red 7" alignment is reached. Here, the reels 31 may be temporarily stopped in the order of the left, center, and right reels 31, or all of the reels may be temporarily stopped. Alternatively, the balls 31 may be temporarily stopped almost simultaneously. Then, the process proceeds to step S590, and the sub-bonus is initiated. Although the pseudo game presentation described above allows the player to complete the "red 7" sequence, if the player fails to complete the "red 7" sequence three times in a row, the "red 7" sequence is automatically temporarily stopped in the fourth pseudo game presentation without the player having to operate the stop switch 42. This allows the transition to the sub-bonus to be performed quickly.
[0170] Although not shown, when the winning number "2" is won when not in the sub-bonus mode, the sub-control board 80 outputs a display informing the player to aim for the "red 7" by pressing the reels backward. When the stop switch 42 is operated by pressing the reels backward, the reel control means 65 executes a stop control process (this game) to draw up to four "red 7"s onto an active line. As described above, in a game in which the winning number "2" is won, pressing the reels backward allows the "red 7" combination, i.e., the symbol combination corresponding to Replay 04, to be stopped on an active line. Furthermore, if the "red 7" combination cannot be stopped by pressing the reels backward (the player fails to press the reels correctly), the symbol combination corresponding to Replay 01 is stopped and displayed. Furthermore, even in a game in which the winning number "2" is won, if the stop switch 42 is not operated by pressing the reels backward, the symbol combination corresponding to Replay 01 is stopped and displayed. If the "red 7" line cannot be displayed in a game in which the winning number "2" is won, a "red 7" line pseudo game presentation (pseudo game) is executed in the next game. However, this is not limited to this, and if the "red 7" line cannot be displayed in a game in which the winning number "2" is won, the sub-bonus may be started in the next game without going through the pseudo game. Note that even if the main game state is in a sub-bonus confirmed state, the sub-state may be in a premonition state (a state in which the confirmation screen is not displayed). In such cases, it is up to the player to determine whether or not the conditions for starting the pseudo game are met. However, since the sub-state is in a premonition state, a notification of the "red 7" line is not executed, but if the main game state is in a sub-bonus confirmed state, a pseudo game is executed, and the player can aim for the "red 7" and stop in the pseudo game.
[0171] Returning to Figure 31 for explanation, as mentioned above, Heaven B preparation mode is a normal mode that is selected with a 100% probability when transitioning from the normal zone to the advantageous zone occurs other than early in the morning. When a sub-bonus is initiated in Heaven B preparation mode, a normal mode transition lottery is held. As shown in Figure 31(b), there is a 50% (120 / 240) probability of no transition (remaining in Heaven B preparation mode even after the sub-bonus ends) and a 50% probability of transitioning to Heaven B mode. In other words, while remaining in Heaven B preparation mode, Heaven B preparation mode is either maintained or transitions to Heaven B mode, which is advantageous for the player. Furthermore, normal A mode, normal B mode, and normal C mode are modes that are disadvantageous to the player. The modes are closer to heaven as they progress from normal A mode to normal B mode and normal C mode. For example, normal A mode has the highest probability of no transition, and if a transition occurs, there is the highest probability of transitioning to normal B mode. Furthermore, in normal B mode, the probability of no transition is the highest, and if a transition occurs, the probability of transitioning to normal C mode is the highest. Furthermore, there is no chance of falling from normal B mode to normal A mode. Furthermore, in normal C mode, the probability of transitioning to heaven A mode is the highest, and there is no chance of falling to normal A mode or normal B mode. As shown in Figure 31(b), when transitioning from normal A mode to another normal mode, there is a transition to normal B mode, and when transitioning from normal B mode to another normal mode, there is a transition to normal C mode. Therefore, when staying in normal C mode, there is a high probability that the player will stay in normal mode for the longest time. And, among normal A mode, normal B mode, and normal C mode, normal C mode is the most likely to transition to heaven C mode. In other words, when transitioning to normal mode, the difference counter value is not referenced, but the longer a normal C mode has been in a state unfavorable to the player, the more likely it is to transition to heaven C mode.
[0172] Heaven A mode is a mode that does not transition (loops) with a 60% (144 / 240) probability, and if it misses the loop, it will transition to normal A mode or normal B mode. Heaven B mode is a mode that does not transition (loops) with a 90% (216 / 240) probability, and if it misses the loop, it will transition to Heaven B pull-back mode. Heaven B pull-back mode has a 20% (48 / 240) pull-back rate to Heaven B mode, and if it cannot be pulled back, it will transition to normal A mode or normal B mode. Heaven C mode is a mode that does not transition, and is maintained until the end of the advantageous zone, that is, until the difference from the start of the advantageous zone exceeds "2400", also known as the completion mode. In addition, the conditions for transitioning to Heaven C mode are set. If you are selected to transition to Heaven C mode, you will transition to Heaven C mode if the remaining difference at that time is "1000" or more. On the other hand, if you win the transition to Heaven C mode and the remaining difference at that time is less than "1000", you will transition to Heaven A mode.
[0173] For example, the advantageous zone ends when: 1) the difference in the advantageous zone exceeds 2400 after a 60% loop in Heaven A mode; 2) Heaven B preparation mode is maintained or transitions to Heaven B mode and the difference in the advantageous zone exceeds 2400; or 3) Heaven C mode is transitioned to and the difference in the advantageous zone exceeds 2400. When the advantageous zone ends, the next game transitions to the normal zone. When transitioning to the normal zone, the normal zone lever process shown in Figure 29 is executed, and normal mode 1 is entered. In the case of RT1 and normal mode 1, Heaven B preparation mode is always won, as shown in Figure 30. When transitioning to Heaven B preparation mode, the mode remains in Heaven B preparation mode until transitioning to Heaven B mode. After transitioning to Heaven B mode, Heaven B mode loops with a 90% chance. This increases the likelihood that the difference in the advantageous zone will exceed 2400 and end the advantageous zone in the next advantageous zone. In this way, it is possible to repeat advantageous zones that end with a difference exceeding 2400 multiple times.
[0174] FIG. 33 is a flowchart showing the presentation process when the advantageous zone is repeated multiple times as described above. This process is performed by the sub-control board 80. First, in step S622, it is determined whether or not the advantageous zone has started. If it is determined that the advantageous zone has started, the process proceeds to step S623. In step S623, it is determined whether or not the heaven mode of the advantageous zone (heaven A mode, heaven B preparation mode, heaven B mode, or heaven C mode) is continuous. Here, if the end of the previous advantageous zone was heaven A mode, heaven B preparation mode, heaven B mode, or heaven C mode, and the start of the next advantageous zone is heaven B preparation mode, it is determined that the heaven mode of the advantageous zone is continuous. If it is determined that the heaven mode of the advantageous zone is continuous, the process proceeds to step S624, and if it is determined that the heaven mode of the advantageous zone is not continuous, the process according to this flowchart ends.
[0175] In step S624, the sub-control board 80 increments the consecutive advantageous zone counter by one. The process then proceeds to step S625, where the sub-control board 80 executes consecutive advantageous zone effects. Based on the value of the consecutive advantageous zone counter, for example, when the value of the consecutive advantageous zone counter is one (the number of consecutive advantageous zones is two), the frame lamp among the effect lamps 21 is illuminated in blue; when the value of the consecutive advantageous zone counter is two, the frame lamp is illuminated in yellow; and when the value of the consecutive advantageous zone counter is three, the frame lamp is illuminated in green. In other words, by viewing the effects of the frame lamp (cabinet) of the gaming machine 10, it is possible to roughly grasp how many consecutive advantageous zone heaven mode events have occurred. Furthermore, the sub-control board 80 visually displays the total number of coins won in heaven mode during the previous advantageous zone and stores the total number of coins won. Then, after moving to the next advantageous zone, if the game is in Heaven mode, the cumulative value from the total number of coins won in Heaven mode in the previous advantageous zone is displayed as an image, and if a sub-bonus starts within a predetermined number of games (for example, 100 games) from the start of the current advantageous zone, Heaven mode is considered to be continuing, and the display of the total number of coins continues. Note that while the Heaven mode loop is in progress, the total number of coins won may be displayed even if the sub-bonus is not in progress, but the total number of coins may be displayed only during the sub-bonus.
[0176] Furthermore, when displaying the total number of coins won across multiple advantageous zones, a predetermined image (e.g., an icon) is displayed each time the number of coins won reaches "+2000" until the heaven loop is broken (the predetermined image is changed or increased each time the number reaches "+2000" thereafter). At the end of the advantageous zone, the main control board 50 clears the parameters related to the advantageous zone, but the sub-control board 80 does not clear the parameters related to the advantageous zone (such as the total number of coins won). However, it is not limited to the above, and the total number of coins won may not be carried over and may be reset when the advantageous zone is crossed.
[0177] After outputting the advantageous zone continuous presentation in step S625, the next step S626 determines whether the advantageous zone has ended. If it is determined that the advantageous zone has ended, the process returns to step S622. If it is determined that the advantageous zone has not ended, the process proceeds to step S627. In step S627, it is determined whether the heaven mode of the advantageous zone has ended. Here, if the heaven mode loop has been exited, it is determined that the heaven mode of the advantageous zone has ended. If it is determined that the heaven mode of the advantageous zone has ended, the process proceeds to step S628. If it is determined that the heaven mode of the advantageous zone has ended, the process proceeds to step S625. In step S628, the continuous presentation of the advantageous zone ends. For example, if a frame lamp presentation is being executed as described above, the presentation ends. Also, if the total number of coins won since the previous heaven mode of the advantageous zone is displayed, the display ends. Next, the process proceeds to step S629, where the advantageous zone continuous counter is cleared. Then, the process according to this flowchart ends. In this manner, by executing the continuous presentation of the advantageous zone, the player can show others that he or she has won a large number of medals. In particular, in the case of medalless gaming machines described below, the actual medals won are not visible, making the consecutive advantageous zone presentation even more effective. Furthermore, in the example of FIG. 33, the consecutive advantageous zone presentation ended when the heaven mode ended. However, this is not limited to this. The consecutive advantageous zone presentation may continue after the heaven mode ended, for example, for approximately 100 plays. Furthermore, in this embodiment, when the advantageous zone ends and the game transitions to the normal zone, in most cases the first play in the normal zone results in a win in the advantageous zone transition lottery, and the advantageous zone re-enters the normal zone from the next play. In this case, the consecutive advantageous zone presentation may be executed, including the normal zone between the advantageous zone and the next advantageous zone. If the consecutive advantageous zone presentation is executed during the normal zone, it is possible to notify the player that the heaven loop is continuing even during the normal zone, thereby preventing the player from accidentally quitting the game. On the other hand, the consecutive advantageous zone presentation may not be executed during the normal zone. In this case, it is possible to prevent the player from mistakenly believing that the AT lottery is being executed even during the normal zone.
[0178] Next, the complete function in the first embodiment will be explained. The "complete function" corresponds to the game stopping function of the gaming machine (ending play from that day onwards). In the first embodiment, first, the difference number in the advantageous zone is counted by a difference number counter. Here, the "difference number in the advantageous zone" refers to the difference number when the start of the advantageous zone is set to "0". In other words, the difference from the minimum value in the advantageous zone Instead of the number (MY), the start of the advantageous period is used as the base ("0"). Therefore, when the difference number becomes a negative value during the advantageous period, the negative value is counted. Also, as with the other embodiments described above, the difference number counter does not count the number of games played during the normal period. For example, the difference number counter is a 2-byte decrement counter. When the difference number during the advantageous period exceeds "+2400 (pieces)", it is determined that the end condition of the advantageous period has been met. Here, a first example of the difference number counter is a method in which "+2415" (pieces) ("096Fh" in hexadecimal) is initially set at the start of the advantageous period, and when the difference number for the current game is negative, the difference number is added to the difference number counter, and when the difference number for the current game is positive, the difference number is subtracted from the difference number counter. Specifically, the difference counter is set to "+2415" at the start of the advantageous period, and when the difference in the first game is "-3 (coins)" (number of bets: "3", number of payouts: "0"), "3" is added to the difference counter, and the difference counter is updated to "+2418". On the other hand, when the difference in the first game is "+11 (coins)" (number of bets: "3", number of payouts: "14"), "11" is subtracted from the difference counter, and the difference counter is updated to "+2404". When the difference counter reaches "0", it is determined that the difference in the advantageous period has exceeded "+2400", and the advantageous period ends. Note that the difference counter in the examples of Figures 34 and 35 described below increases as the difference in the current game increases.
[0179] A second example of the difference counter is a method in which the start of the advantageous period is set to "0," and when the difference counter exceeds "+2400" (coins) (specifically, when the difference counter value is equal to or greater than "0961h" in hexadecimal), it is determined that the end condition of the advantageous period is met. Note that in the difference counter and play stop counter shown below, when a hexadecimal number is indicated, an "h" is added to the number. When an "h" is not added to a number, a decimal number is indicated. Furthermore, when a minus sign is not added to the difference counter value, it indicates a positive number. Furthermore, as mentioned above, in the first embodiment, the number of games played during the advantageous period is not included in the end condition of the advantageous period, so the number of games played during the advantageous period is not counted. In both the first and second examples above, the difference counter is cleared when the advantageous period ends.
[0180] Secondly, in the first embodiment, a stop counter counts MY from when the power is turned on. Here, "MY" is the value when the minimum value is "0", just like the difference counter in the other embodiments described above. The stop counter is initialized to "0000h" when the power is turned on. For example, when the power is turned on, 1st game: Number of bets "3", number of payouts "0", stop counter "0000h" 2nd game: Number of bets "3", number of payouts "14", stop counter "000Bh" 3rd game: Number of bets "3", number of payouts "0", stop counter "0008h" 4th game: Number of bets "3", number of payouts "0", stop counter "0005h" 5th game: Number of bets "3", number of payouts "0", stop counter "0002h" 6th game: Number of bets "3", number of payouts "0", stop counter "0000h" Here, in the first game, the difference is "-3," so adding the difference "-3" to the initial value of the play stop counter, "0000h," results in "FFFDh." However, if a borrow occurs, it is corrected to "0000h." Similarly, in the sixth game, the difference is "-3," so adding the difference "-3" to the play stop counter, "0002h," results in "FFFFh." However, after correction, it becomes "0000h." Then, when the value of the play stop counter since power-on reaches "19000" (4A38h), the complete function is activated, the gaming machine 10 is stopped, and subsequent play (operation for that day) is ended. Note that, unlike the difference counter, the play stop counter counts MY even during the normal interval.
[0181] FIG. 34 is a diagram showing the transition of the difference counter and the stop counter in the first embodiment. First, the point when the power is turned on and the RWM is initialized corresponds to "A" in the diagram. At point "A" in the diagram, both the difference counter and the stop counter are "0". Then, since the normal interval occurs immediately after power is turned on to initialize the RWM, the normal interval begins, and at point "B" in the diagram, the transition to the advantageous interval occurs. Therefore, at this point "B" (the start of the advantageous interval), the difference counter is "0". During the normal interval, the difference counter is not updated.
[0182] Furthermore, the difference number decreases from point "B" in the figure, and when it reaches point "C," the difference number counter value at this point "C" is "BC." The play-stop counter value is also "0." Then, if a sub-bonus or the like is executed in the advantageous zone, the difference number increases, and when it reaches point "D," the difference number "DB" exceeds "2400," the end condition of the advantageous zone is met at point "D," and the advantageous zone ends. The next game then enters the normal zone, and if the transition condition for the advantageous zone is further met in the normal zone, the game transitions to the advantageous zone. Next, when it reaches point "E" in the figure, the play-stop counter value "EC" reaches "19000," the complete function is activated, and play of the gaming machine 10 is stopped.
[0183] In Figure 34, the dashed line indicates the case where the difference continues to increase after the power is turned on and the play stop counter reaches "19000" in the shortest time. In the figure, "FA" is "19000." Here, the minimum play time (the shortest time from the start of the reel 31 spinning in the current play to the start of the next play spin) is set at "4.1" seconds. Meanwhile, the Act on the Regulation and Proper Management of Amusement and Entertainment Businesses (hereinafter referred to as the "Amusement Business Act," "Amusement Business Law," or "Amusement and Entertainment Business Act") defines pachinko parlors as "Type 4 businesses." Furthermore, the Entertainment Business Act prohibits all entertainment businesses from operating between midnight and 6:00 AM (Article 13 of the Act). Therefore, the maximum daily operating hours for pachinko parlors is 18 hours. Furthermore, the shortest business hours stipulated by prefectural ordinances are 13 hours. Furthermore, while specific calculations are omitted, based on the above-mentioned number table and condition device, assuming that the game moves from the normal zone to the advantageous zone and then to the sub-bonus in the shortest time possible, the sub-bonus continues until the difference counter exceeds 2400, and when the difference counter exceeds 2400, the advantageous zone ends and the game moves back to the normal zone, the net increase in coins per game is set to approximately 6 coins. In other words, if one game is played in 4.1 seconds and the net increase in coins per game is 6 coins, the net increase in coins per hour is approximately 5268 coins. Therefore, it takes approximately 3.6 hours for MY to reach 19000. Therefore, there is a possibility that the play limit counter will reach 19000 within one business day (a minimum of 13 hours and a maximum of 18 hours). In this way, by setting the value of the play limit counter at which the complete function is activated and the net increase in the number of coins per game so that the complete function can be activated within the pachinko parlor's business hours for one day, it is possible to prevent the player's gambling instincts from being significantly stimulated.
[0184] FIG. 35 shows the relationship between the difference counter and the stop counter and the power on / off state. The "power off" and "power recovery" graphs in FIG. 35 simply represent power on / off, without RWM clearing (setting change). As shown in FIG. 35, if power is cut off when the stop counter and difference counter values are at a predetermined value and then power is restored, the stop counter is cleared. Therefore, after power recovery, the value starts from "0000h" (dotted line in the figure). In contrast, the difference counter is not cleared. Therefore, after power recovery, the value resumes from the value before power loss (solid line in the figure). The bottom table in FIG. 35 shows the status of the difference counter and the stop counter when power is on / off without RWM clearing and when power is on / off with RWM clearing. As mentioned above, when power is on / off without RWM clearing, the difference counter is maintained, but the stop counter is cleared. On the other hand, when the power is turned on / off with RWM cleared (for example, when changing settings), both the difference counter and the stop counter are cleared.
[0185] The "complete function activation flag" is a flag that turns on when the play stop counter reaches "19000" and the complete function is activated, and is composed of, for example, 1 byte of data, and is "00h" when off and "FFh" when on. Furthermore, the "complete function temporary flag" is a flag that turns on when the play stop counter reaches "19000" but the complete function cannot be activated, for example, when the game is in a special game state (when a special device is activated), and is composed of, for example, 1 byte of data, and is "00h" when off and "FFh" when on. These complete function activation flags and complete function temporary flags are configured so that they are not cleared by turning the power on / off without clearing the RWM.
[0186] Therefore, as will be described in detail later, for example, when the play stop counter reaches "19000" during a special game state, the complete function activation flag remains off, but the complete function provisional flag is turned on. If the power is cut off before the special game state ends and then restored, the complete function provisional flag is restored to its on state. Therefore, when the special game state ends after power is restored from the power cut, the complete function activation flag is turned on, and the complete function can be activated. However, when the power is turned on / off (when the settings are changed) with the RWM cleared, both the complete function activation flag and the complete function provisional flag are cleared.
[0187] FIG. 36 is a flowchart showing the flow from power-on to main processing, including processing related to the complete function. First, when the power is turned on in step S511, power-on processing is executed in the next step S512. One part of this power-on processing is initialization processing of a predetermined storage area. Here, when the power is turned on without clearing the RWM, one part of the initialization processing is initialization processing (clearing processing) of the stop counter. In contrast, initialization processing of the difference counter, the complete function activation flag, and the complete function provisional flag is not executed. On the other hand, when the power is turned on with clearing the RWM, the stop counter, the difference counter, the complete function activation flag, and the complete function provisional flag are all initialized. Next, the flow proceeds to step S513, where error processing is executed. During this error processing, processing related to the complete function is executed, as described below.
[0188] In the next step S515, the main control board 50 executes the process of accepting the insertion and settlement. In the next step S516, the main control board 50 determines whether the start switch 41 has been operated, and if it is determined that the start switch 41 has been operated, the process proceeds to step S517. In step S517, the role drawing means 61 draws a role (winning number). Then, in the next step S518, the reel control means 65 starts the rotation of the reels 31. In step S519, the main control board 50 determines whether the stop switch 42 has been operated, and if it is determined that the stop switch 42 has been operated, the process proceeds to step S520, where the reel control means 65 controls to stop the reel 31 corresponding to the operated stop switch 42. In the next step S521, the main control board 50 determines whether all the reels 31 have stopped, and if it is determined that all the reels 31 have not stopped, the process returns to step S519, and if it is determined that all the reels 31 have stopped, the process proceeds to step S520. If so, the process proceeds to step S522. In step S522, the winning determination means 66 determines the winning combination. Then, the process proceeds to step S523, where the payout means 67 pays out medals corresponding to the winning combination. Next, the process proceeds to step S524, where the main control board 50 performs processing to update the combination ratio monitor (management information display LED 74). Next, the process proceeds to step S525, where the main control board 50 executes a complete function calculation process. This process includes processing to update the play stop counter, and is the process shown in Figure 38, which will be described later. Next, the process proceeds to step S526, where the main control board 50 executes a game status update process. Then, the process returns to step S513.
[0189] FIG. 37 is a flowchart showing the error processing in step S513 of FIG. 36. First, in step S531, the main control board 50 determines whether or not the game is in a special game state (a special device is operating). In this embodiment, the complete function is not activated even if the activation conditions for the complete function (play stop conditions) are met in the special game state. If it is determined that the game is in a special game state, the process proceeds to step S537, where error processing other than the processing related to the complete activation is executed. On the other hand, if it is determined in step S531 that the game is not in a special game state, the process proceeds to step S532. In step S532, the complete function activation flag is read. Then, in the next step S533, it is determined whether or not the complete function activation flag is "FFh" (on). If it is determined that the flag is "FFh", the process proceeds to step S534; if it is determined that the flag is not "FFh", the process proceeds to step S537.
[0190] In step S534, the main control board 50 notifies the operation of the complete function. This process sends a complete function activation signal to the sub-control board 80, and notifies the operation of the complete function on the image display device 23, etc. Next, the process proceeds to step S535, where the main control board 50 executes automatic settlement processing. Note that when the complete function is activated, it is optional whether or not to automatically settle the credited medals. If automatic settlement is to be executed when the complete function is activated, the automatic settlement processing is executed in step S535. On the other hand, if automatic settlement is not to be executed when the complete function is activated, the process of step S535 is not executed. Next, the process proceeds to step S536, where a complete signal is output to the outside. This ends the error processing. Furthermore, when the process proceeds to step S536, the process does not proceed to step S515 and subsequent steps in FIG. 36. As a result, the operation switches (bet switch 40, start switch 41, stop switch 42) are not accepted, and the game cannot proceed. In this example, processing related to the operation of the complete function is executed within the error processing of step S513, but this is not limited to this. For example, processing related to the operation of the complete function may be set up independently as the processing following the error processing, and the processing of steps S531 to S536 in Figure 37 may be executed.
[0191] FIG. 38 is a flowchart showing the complete function calculation process in step S525 of FIG. 36. First, in step S541, the main control board 50 determines whether the complete function provisional flag is on (FFh). If it is determined that the complete function provisional flag is not on, the process proceeds to step S542. If it is determined that the complete function provisional flag is on, the process proceeds to step S548. In step S542, the main control board 50 determines whether the complete function activation flag is on (FFh). If it is determined that the complete function is on, that is, if it is determined that the complete function is already activated, the process according to this flowchart ends. This is because if the complete function is already activated, the process of updating the play stop counter, etc., is not executed. If it is determined that the complete function activation flag is not on in step S542 and the process proceeds to step S543, the main control board 50 determines whether the replay operation is in progress. In this embodiment, the play stop counter is not updated during the replay operation, so if it is determined that the replay operation is in progress, the process according to this flowchart ends. If it is determined that the replay operation is not in progress, the process proceeds to step S544. In step S544, the play end counter is updated based on the number of bets and the number of payouts in the current game.
[0192] In the next step S545, it is determined whether the stop counter has become less than "0", i.e., whether a borrow has occurred. If it is determined that the stop counter is not less than "0", the process proceeds to step S546; if it is determined that the stop counter is less than "0", the process proceeds to step S551. In step S551, the stop counter value is corrected to "0". As a result, the minimum value of MY becomes "0". The process then ends according to this flowchart. On the other hand, when proceeding from step S545 to step S546, the main control board 50 determines whether the stop counter value has reached "19000". As described above, if the stop counter value is "4A38h" or greater, it is determined that it has reached "19000". If it is determined that the stop counter has reached "19000", the process proceeds to step S547; if it is determined that it has not reached "19000", the process ends according to this flowchart.
[0193] In step S547, the complete function provisional flag is set to ON (FFh). Next, the process proceeds to step S548, where it is determined whether the current game is in a special game state (such as 1BB game or RB game). Note that if the special game state has ended in the current game (for example, if it is the final game of 1BB game), the special game state has ended at the time of step S525, so it is determined that the special game state is not in effect. If it is determined that the special game state is in effect, the processing according to this flowchart is terminated. Therefore, in the special game state, when the play stop counter reaches "19000," the complete function provisional flag is set to ON in step S547, but since step S549 is not executed, the complete function activation flag is not set to ON (FFh). Therefore, the complete function does not operate in the special game state. On the other hand, if it is determined that the special game state is not in effect in step S548, the process proceeds to step S549. In step S549, the main control board 50 turns the complete function activation flag on (FFh). Next, the process proceeds to step S550, where the complete function temporary flag is turned off (00h). The process then ends. When the complete function activation flag is turned on in step S549, the complete function is activated at the start of the next game according to step S513 in FIG. 36 and FIG. 37. Also, when the complete function temporary flag is turned on in step S547 during a special game state, the complete function temporary flag remains on (the complete function activation flag is off) until the special game state ends, and when the special game state ends, the complete function activation flag is turned on (step S549) and the complete function temporary flag is turned off (step S550).
[0194] Next, image control by the sub-control board 80 regarding the complete function will be explained. Figure 39 shows images that notify (pre-warn) the activation of the complete function, with (a) the game screen, (b) the demonstration screen, and (c) the menu screen. After power is turned on, the sub-control board 80 counts the play stop counter independently. However, this is not limited to this, and the main control board 50 may transmit the play stop counter value to the sub-control board 80 at the end of each game. If the complete function were suddenly activated when the play stop counter reached "19000," it would be a surprise to the player. Therefore, when the activation of the complete function is approaching, a warning of the activation of the complete function is given to the player.
[0195] The sub-control board 80 notifies the user of the activation of the complete function when the stop counter reaches "18,900," i.e., when there are 100 coins remaining until the complete function is activated. As shown in (a), (b), and (c) of the figure, the game screen, demonstration screen, and menu screen all display "100 coins remaining until the complete function is activated," as in this example. Furthermore, when the stop counter reaches "+11" coins in the next game, the notification image for the activation of the complete function is updated to display "89 coins remaining until the complete function is activated." In this way, the notification of the activation of the complete function is performed so that the quantitative change until the complete function activation condition (the stop counter reaching "19,000") is visually recognized. In the figure, the area of the notification image for the activation of the complete function is indicated by a dot pattern, and this dot pattern area represents the frontmost layer. Therefore, for example, if there is an area where a predetermined display on the screen and a preview image for the activation of the complete function overlap, the preview image for the activation of the complete function is displayed in the overlapping area, and the predetermined image (back layer) is not displayed. In other drawings described later, the area indicated by the dot pattern refers to the forefront layer.
[0196] In the above example, when the complete function is activated when the stop counter reaches "19000," the activation of the complete function is predicted when the stop counter reaches "18900." If the stop counter value reaches "19000" without decreasing after the complete function activation is predicted, the complete function activation is predicted from the time the stop counter reaches "18900" until it reaches "19000." In contrast, if the stop counter value decreases after reaching "18900," the prediction of the complete function activation ends when the stop counter value reaches a predetermined value. If the stop counter fluctuates with the threshold value of "18900" as the game progresses, the state in which the complete function activation is predicted and the state in which it is not predicted will frequently alternate, resulting in, for example, the display of a prediction image for the complete function activation being displayed and not being displayed. Therefore, in this embodiment, once a notice of the activation of the complete function is given, the notice of the activation of the complete function is maintained until the strike stop counter becomes less than a predetermined value ("18850" in this embodiment).
[0197] Figure 40 is a diagram showing the transition between periods when the complete function is predicted (advance warning) and periods when it is not. In the figure, the solid lines indicate periods when the complete function is predicted, and the wavy lines indicate periods when it is not predicted. In Figure 40, when the value of the play stop counter reaches "A" in the figure (MY1="18900"), the conditions for predicting the activation of the complete function are met, and from this point on, the complete function is predicted. Then, as the game progresses, the value of the play stop counter falls below "MY1 (18900)" at time "B" in the figure, but the prediction of the complete function activation continues. Then, when the value of the play stop counter falls below "MY2 (18850)" at time "C" in the figure, the prediction of the complete function activation ends and the game transitions to a period when it is not predicted.
[0198] Once the game has entered a non-announcement period, it will not enter a period in which the complete function will be activated until the stop counter reaches "18900" (MY1). In the example of Figure 40, the stop counter reaches "18900" (MY1) at point "D" in the figure, and the game once again enters a period in which the complete function will be activated. When the stop counter reaches "19000", the complete function is activated, and the announcement of the complete function will end. In addition, the difference "MY1-MY2" between the stop counter "MY1", which is the period in which the complete function will be activated, and the stop counter "MY2", which is the period in which the complete function will not be activated, is set to "50" in this example. Here, it is preferable that "MY1-MY2" is greater than the maximum difference in one game ("11" in the first embodiment). In this way, the complete function It is possible to prevent the interval in which an operation is predicted and the interval in which an operation is not predicted from being (frequently) switched in one game.
[0199] FIG. 41 shows an example of a full-screen image display indicating the activation of the complete function. In the figure, the dot pattern display area is the image display area for the activation of the complete function. Therefore, when the full-screen image indicating the activation of the complete function is displayed as in this example, the game screen and other information up to that point become completely invisible. Here, activation of the complete function can either automatically settle the balance or not. When the complete function is activated, operation of the bet switch 40, start switch 41, and stop switch 42 is invalidated, preventing further gameplay. However, for gaming machines 10 that allow operation of the settlement switch 43, after activation of the complete function, all of the stored medals can be discharged to the medal tray by operating the settlement switch 43. In this case, a display prompting settlement is displayed, as shown in FIG. 41(a). On the other hand, when the complete function is activated and automatic settlement is performed, all of the stored medals are automatically discharged to the medal tray without the player having to operate the settlement switch 43. In this case, as shown in (b) of the figure, a message to that effect is displayed during automatic settlement. Furthermore, in the case of a "medalless gaming machine" described in the 18th embodiment (FIG. 52) described later, when the counting switch 47 is operated, gaming media (electronic medals) stored in the gaming machine 10 are transmitted to the lending unit 200. In the case of a medalless gaming machine, when the complete function is activated, it is necessary to operate the counting switch 47 to transmit gaming media to the lending unit 200. In this case, as shown in (c) of the figure, a message prompting counting is displayed.
[0200] FIG. 42 shows an example of an image display of the complete function activation in a partial area. In the figure, the dot pattern display area is the image display area for the complete function activation. (a) in the figure shows an example in which the complete function is activated during a sub-bonus game (AT), for example. The image layer for the complete function activation is displayed overlaid on the game screen layer. Therefore, in the area where the game image and the image for the complete function activation overlap, the image for the complete function activation is displayed on top. Note that the image for the complete function activation may be transparent so that the game screen can be seen below the image for the complete function activation. Furthermore, if the game screen is left as is for a predetermined time, it transitions to a demonstration screen, as shown in (b) in the figure. Even when transitioning to the demonstration screen, the image for the complete function activation continues to be displayed without being erased. Furthermore, in the area where the image for the demonstration screen and the image for the complete function activation overlap, the image for the complete function activation is displayed as the foreground layer. Furthermore, even after the complete function activation, it is possible to transition to the menu screen. Even when the screen switches to the menu screen, the image indicating the completion function is active remains displayed without being erased. Furthermore, in the area where the image on the menu screen and the image indicating the completion function are overlapping, the image indicating the completion function is displayed as a layer on the front side.
[0201] FIG. 43 shows an example of when the stop counter reaches "19000" during a special gaming state (e.g., during 1 BB gaming or RB gaming), where (a) shows a time chart and (b) and (c) show image display examples. The first embodiment provides a gameplay in which the sub-bonus (AT) can be executed within 1 BB (without winning 1 BB). In contrast, the example in FIG. 43 shows an example in which, for example, 1 BB or RB (a role) is won during gaming, and the stop counter reaches "19000" during a special gaming state (during 1 BB gaming or RB gaming). In FIG. 43 (a), when the special gaming state is started, the stop counter is less than "18900," the complete function provisional flag is off, and the complete function activation flag is off. First, when the stop counter reaches "18900," the sub-control board 80 displays an image announcing the activation of the complete function. (b) in the figure shows the image at this time. On the game screen in the special game state, a preview image of the complete function activation is displayed superimposed on a portion of the screen. Next, when the play stop counter reaches "19000" in the special game state, the complete function provisional flag is turned on. However, since the special game state is in effect, the complete function activation flag remains off. Furthermore, based on the complete function provisional flag being turned on, the sub-control board 80 displays an image indicating that the activation of the complete function is on hold (the complete function will activate after the special game state ends). (c) in the figure shows the image at this time. Therefore, based on the play stop counter reaching "19000", the image display changes from (b) in the figure to (c) in the figure. By configuring it in this way, it is possible to inform the player that the play stop counter has reached "19000" during the special play state (meaning that no more play is possible on that day), thereby preventing trouble between the pachinko parlor staff and the player when play stops on the gaming machine 10 after the special play state ends.
[0202] When the special game state ends, the complete function activation flag is turned on (the temporary complete function flag is turned off). This causes the image in FIG. 38 to switch from the image in FIG. 38(c) to the image shown in FIG. 41 or FIG. 42(a), for example. Note that once the stop counter reaches "19000" during the special game state, the stop counter stops counting. However, even if the number of medals acquired subsequently decreases (for example, if the stop counter reaches "19000" and continues counting without ending, and the count value becomes less than "19000" at the end of the special game state), the temporary complete function flag remains on and the complete function activation flag is turned on at the end of the special game state. Note that in the example of FIG. 38, if the temporary complete function flag is on ("Yes" in step S541), step S544 is not executed, and the stop counter is not updated. Therefore, in this case, the stop counter does not change even if the number of medals acquired subsequently decreases in the special game state. However, this is not limiting, and the play stop counter may be updated even after the complete function provisional flag is turned on. In this case, even if the play stop counter is less than "19000" at the end of the special game state, if the complete function provisional flag was once turned on during the special game state, the complete function activation flag is turned on at the end of the special game state, and play of the gaming machine 10 is stopped.
[0203] Also, in Figure 43, after the play stop counter reaches "19000," if the power is turned off before the special game state ends, and then the power is turned on and the special game state ends, the complete function is activated when the special game state ends. When the play stop counter reaches "19000" during the special game state, the complete function activation flag is not turned on, but the complete function temporary flag is turned on. Then, while the play stop counter is cleared by turning the power on / off, the complete function temporary flag is not cleared by turning the power on / off. Therefore, after the power is turned on and before the special game state ends, the complete function temporary flag is on and the complete function activation flag is off. Then, when the special game state ends, the complete function temporary flag is turned off and the complete function activation flag is turned on, and the complete function is activated. By configuring it in this manner, even if a power outage occurs after the play stop counter has reached "19000" but the gaming machine 10 has not yet reached play stop (for example, a situation in which the play stop counter has reached "19000" during a special game state), and the power is then turned on and the play stop counter is cleared, the gaming machine 10 can be brought to a play stop based on the complete function provisional flag and the complete function activation flag, thereby preventing the player's gambling instincts from being significantly stimulated.
[0204] FIG. 44 is a time chart showing an example in which a power outage occurs in a game in which the complete function is activated after a payout (a game in which the play stop counter reaches "19000"; the same applies below) in a state where the complete function is activated (for example, the state shown in FIG. 43(b)), and the payout process ends before the power outage process begins. First, assume that in a situation in which the complete function is activated, the stop switch 42 is operated, the last stop switch 42 is released, and the payout process is performed. Then, assume that a power outage occurs just before the payout process ends, and the payout process ends before the power outage process begins. When the payout process ends, the play stop counter is updated, and the play stop counter reaches "19000," resulting in a transition from the complete function activation warning state to the complete function activation state. A power outage occurs around the moment the warning state switches to the activation state, but the activation state begins before the power outage process begins. Therefore, the complete function activation flag is turned on before the power outage process begins. After the power-off process is complete, the power is turned off. Next, when the power is turned on, the power-on process is executed. After the power-on process is complete, the complete function is restored to its active state. As described above, when the power is turned on / off, the stop counter is cleared, but the complete function active flag is not cleared. Therefore, the value of the complete function active flag is read during the power-on process, and if the complete function active flag is on, the complete function is activated.
[0205] FIG. 45 is a time chart showing an example in which a power outage occurs during the payout process in a game in which the complete function activation is in a warning state and the complete function is activated after a payout, and the power-off process is initiated. FIG. 45 illustrates Example 1 (a) and Example 2 (b). First, we will explain Example 1 (a). Assume that the stop switch 42 is operated during the warning state of the complete function activation, and the last stop switch 42 is released, performing the payout process. Assume that a power outage occurs during the payout process, and the power-off process is initiated before the entire payout process is completed (before all medals are paid out). Therefore, when the power-off process is completed and the power is turned off, the play stop counter has not yet reached "19000." Therefore, the power is turned off while the complete function activation warning state remains. In other words, the complete function activation flag is off when the power is turned off. Note that when the power is turned off, the payout process up to that point and the warning state of the complete function activation are backed up.
[0206] Next, when the power is turned on, the power-on process is executed. When the power-on process is finished, the payout process continues based on the backup data. Also, based on the backup data at the time of power-off, the state returns to the notification state of the complete function operation. When the payout process is finished, the stop counter is updated, but the stop counter is cleared when the power is turned off. Therefore, even if the next payout process is executed after the power is turned on and the stop counter is updated, the stop counter does not reach "19000". Furthermore, the value of the stop counter has not reached the value required to enter the notification state of the complete function operation (for example, "18900" in the example of Figure 40). Therefore, after the payout process is finished, the state does not enter the notification state of the complete function operation, and the state transitions to the normal state. Also, Example 2 in the figure (b) is an example in which the notification state of the complete function operation is not backed up when the power is turned off. Therefore, after the power is turned on, the state does not return to the notification state of the complete function operation. Therefore, when the power-on process is finished, the state returns to the normal state. Note that Figure 45 is in the notification state of the complete function operation, This also applies if the complete function does not operate after payout (if the stop counter does not reach "19000"). Also, in Example 2 of the figure (b), the advance notice state of the complete function operation is backed up when the power is turned off, but it may be configured so that the advance notice state of the complete function operation is cleared when the power is restored. This processing is also the same for Figures 46(b), 47(b), and 48(b), which will be described later.
[0207] FIG. 46 is a time chart showing an example in which, in a game in which the complete function is activated after a payout, a power outage occurs before the last stop switch is released, and the payout process is completed partway through, during a game in which the complete function is activated after a payout is made. FIG. 46 illustrates Example 1 (a) and Example 2 (b). First, we will explain Example 1 (a). Assume that, in the complete function activation notification state, the stop switch 42 is operated, the last stop switch 42 is released, and the payout process is completed. Here, we assume that the power outage occurs before the last stop switch 42 is released. Furthermore, we assume that the power outage process begins before the entire payout process is completed (before all medals are paid out). Therefore, when the power outage process is completed and the power is turned off, the play stop counter has not yet reached "19000." Therefore, the power is turned off while the complete function is activated. Note that, when the power is turned off, the payout process and the complete function activation notification state are backed up.
[0208] Next, when the power is turned on and the power-on process is executed, the payout process continues based on the backup data. The system also returns to the complete function activation warning state based on the backup data from when the power was turned off. When the payout process is completed, the stop counter is updated, but the stop counter is cleared when the power is turned off. Therefore, even if the subsequent payout process is executed after the power is turned on and the stop counter is updated, the stop counter does not reach "19000." Furthermore, the value of the stop counter has not yet reached the value required to enter the complete function activation warning state. Therefore, after the payout process is completed, the system does not enter the complete function activation warning state, but instead transitions to the normal state. Also, Example 2 in Figure (b) is an example in which the complete function activation warning state is not backed up when the power is turned off. Therefore, after the power is turned on, the system does not return to the complete function activation warning state. Therefore, when the power-on process is completed, the system returns to the normal state. Note that Figure 46 applies even when the complete function is not activated after a payout (the stop counter does not reach "19000"), even though the complete function is not activated after the payout (the stop counter does not reach "19000"). Furthermore, comparing the example of Figure 45 with the example of Figure 46, the results are identical. In the example of Figure 45, a power outage occurs after the last stop switch 42 is released, while in the example of Figure 46, the last stop switch 42 is released after the power outage. In both cases, the power outage process is terminated in the middle of the payout process. As a result, after power is turned on, the payout process continues, and if the complete function activation notification state is backed up, the system returns to the complete function activation notification state. However, since the stop counter is cleared, the system then returns to the normal state. Note that there are two methods for updating the stop counter when the power is turned on / off. The first method is to update the stop counter based on the number of payouts and the number of bets in the game. The second method is to update the stop counter based on the number of coins paid out after power is turned on.For example, in a game in which three coins are bet and ten coins are to be paid out, if the power-off process is completed when five of the ten coins have been paid out, and then the power is turned on and the remaining coins are paid out, if the first method is adopted, the stop counter is updated by seven coins as a difference after the power is turned on. This simplifies the process because even if the power is turned on / off during the payout process, the difference can be updated to the same value as when the power is not turned on / off. However, the value of the stop counter updated after the power is turned on may not match the number of coins paid out after the power is turned on. On the other hand, if the second method is adopted, the stop counter is updated by five coins paid out after the power is turned on. This simplifies the process because the value of the stop counter updated after the power is turned on matches the number of coins paid out after the power is turned on, preventing player confusion when a warning of the completion function activation is given after the power is turned on.
[0209] FIG. 47 is a time chart showing an example of a game in which the complete function is activated after a payout and the player releases the last stop switch just before the power-off process begins (T1) or after the power-off process (T2). The result is the same whether the player releases the last stop switch just before the power-off process begins (T1) or between the end of the power-off process and the power-on process (T2). FIG. 46 illustrates Example 1 (a) and Example 2 (b). First, we will explain Example 1 (a). Assume that the player operates the stop switch 42 in the complete function activation warning state, and then releases the last stop switch 42 just before the power-off process begins (T1) or after the power-off process (T2). Releasing the last stop switch 42 initiates the payout process. However, because the player releases the last stop switch 42 just before the power-off process begins (T1) or after the power-off process (T2), the power-off process ends before the payout process begins. Therefore, when the power-off process is completed and the power is turned off, the play counter has not yet reached "19000." Therefore, the power is turned off while the completion function is still in the warning state. When the power is turned off, the winning combination and the warning state of the completion function are backed up.
[0210] Next, when the power is turned on and the power-on process is executed, the payout process is executed based on the backup data. The system also returns to the complete function activation warning state based on the backup data from when the power was turned off. When the payout process is completed, the stop counter is updated, but the stop counter is cleared when the power is turned off. Therefore, even though the payout process is executed after the power is turned on and the stop counter is updated, the stop counter does not reach "19000." Furthermore, the value of the stop counter has not yet reached the value required to enter the complete function activation warning state. Therefore, after the payout process is completed, the system does not enter the complete function activation warning state, but instead transitions to the normal state. Also, Example 2 in Figure (b) is an example in which the complete function activation warning state is not backed up when the power is turned off. Therefore, after the power is turned on, the system does not return to the complete function activation warning state. Therefore, when the power-on process is completed, the system returns to the normal state.
[0211] FIG. 48 is a time chart showing an example in which the machine is in a state where the complete function is about to be activated, and the last stop switch is released after a power outage occurs and the power is turned on. Even if the last stop switch 42 is released after a power outage occurs and the power is turned on, the situation is the same as the example in FIG. 47 described above. Specifically, as in (a) Example 1, if the complete function activation notification state is backed up at the time of the power outage, the machine will return to the complete function activation notification state based on the backup data after the power-on process and before the payout process ends. Then, after the payout process ends, the machine will transition to the normal state. In contrast, as in (b) Example 2, if the complete function activation notification state is not backed up at the time of the power outage, the machine will return to the normal state after the power-on process.
[0212] Figure 49 is a time chart showing an example of a power outage occurring during a sub-bonus when the complete function is about to be activated. In this example, it is assumed that there is no payout processing before or after the power outage. Since the sub-bonus is in a state where the complete function is about to be activated, the number of coins remaining until the complete function is activated is displayed as an image. For example, the image shown in Figure 43(b) is displayed. The number of coins acquired during the sub-bonus is also displayed as an image. If a power outage occurs while the number of coins remaining until the complete function is activated and the number of coins acquired during the sub-bonus are displayed as an image, the power-on process is executed when the power is turned on. When the power-on process is completed, the stop counter is cleared, so the value of the stop counter does not reach the value required to activate the complete function. As a result, the complete function is not activated. Therefore, after the power is turned on, the number of coins remaining until the complete function is activated is not displayed as an image. On the other hand, when the power-on process is completed, the number of coins acquired during the sub-bonus is displayed as an image based on the backup data. As described above, before the power is turned off, the number of coins remaining until the complete function is activated and the number of coins won during the sub-bonus are displayed as an image, but after the power is turned on, the number of coins won during the sub-bonus is displayed as an image.
[0213] Figure 50 shows an example in which a hopper empty error occurs during automatic settlement after a dispensing process, when a notification of the activation of the complete function is given and the complete function is activated after the dispensing process. (a) shows a time chart, and (b) to (d) show the image display contents. In (a) of the figure, when a notification of the activation of the complete function is given and the dispensing process is completed, the stop counter reaches "19000" and the complete function activation flag is turned on. This notifies the operation of the complete function. In (b) of the figure, "Complete function activated. Please call an attendant" is an example of a notification of the operation of the complete function. Also, in this example, as in the example of Figure 41(b), automatic settlement is assumed to occur when the complete function is activated. Therefore, when the activation of the complete function is notified, automatic settlement begins. In the figure, (b) is an example in which the activation of the complete function is notified and automatic settlement is being notified.
[0214] Next, if a hopper empty error occurs during automatic settlement, the hopper empty error is notified. (c) in the figure is an example in which the operation of the complete function is notified and the occurrence of a hopper empty error is notified. Then, when the hopper empty error is resolved and automatic settlement is completed, only the operation of the complete function is notified, as shown in (d) in the figure. Note that in the case of (c) in the figure, if priority is given to the occurrence of a hopper empty error, the notification of the hopper empty error may be displayed larger than the notification of the operation of the complete function. Alternatively, if priority is given to the notification of the operation of the complete function, the notification of the operation of the complete function may be displayed larger than the notification of the hopper empty error.
[0215] Figure 51 is an example in which the activation of the complete function is notified after automatic settlement when a notice of the activation of the complete function is given and the complete function is activated after the payout process. Furthermore, it is a diagram showing an example in which a hopper empty error occurs during the automatic settlement. (a) shows a time chart, and (b) to (d) show the image display contents. Figure 51 differs from Figure 50 in that it is an example in which the activation of the complete function is not notified during automatic settlement after the payout process, but is notified after automatic settlement. In (a) of the figure, when the payout process is completed in a situation in which the advance notice of the activation of the complete function is given, the stop counter reaches "19000", so the complete function activation flag is turned on. Next, the automatic settlement process is executed before the operation of the complete function is notified, so a message is displayed indicating that automatic settlement is in progress. Figure (b) shows the state at this time.
[0216] In the example of FIG. 37, if it is determined in step S533 that the complete function activation flag is on, the process proceeds to step S534, where activation of the complete function is notified. Next, the process proceeds to step S535, where automatic settlement processing is executed. Therefore, this example of a flowchart is the example of FIG. 50. In contrast, when processing as shown in FIG. 51, if it is determined in step S533 in FIG. 37 that the complete function activation flag is on, the process proceeds to step S535, where automatic settlement processing is executed. After automatic settlement processing, the process proceeds to step S534, where activation of the complete function is notified. Then, if a hopper empty error occurs during automatic settlement, the display changes from "Automatic settlement in progress" to "Hopper empty error," as shown in FIG. 37(c). Then, when the hopper empty error is resolved and automatic settlement is completed, activation of the complete function is notified, as shown in FIG. 37(d). By configuring it in this way, the operation of the complete function is not notified when automatic settlement is not completed, which prevents the player from quitting the game before automatic settlement is completed and incurring losses.
[0217] In the example of FIG. 51, when the payout process is completed, the play stop counter reaches "19000," at which point the complete function activation flag is turned on and the complete function is activated. However, the operation of the complete function is not notified during the automatic settlement process that is executed after the payout process. Here, if the power is turned off during a hopper empty error during automatic settlement, and then the power is turned on and the hopper empty error is cleared, the game machine 10 notifies the player that automatic settlement is in progress (without notifying the operation of the complete function) before the automatic settlement process ends, and then notifies the player that the complete function is activated once the automatic settlement process ends. As a result, even if a hopper empty error occurs during automatic settlement when the complete function is activated and the power is turned off while the hopper empty error is occurring, the game machine 10 can be stopped based on the complete function activation flag and the complete function temporary flag after the hopper empty error is cleared, thereby preventing the player's gambling desire from being significantly stimulated.
[0218] Next, the power restoration process in the sub-control board 80 will be described in the first embodiment. In the first embodiment, the restoration screen after a power outage varies depending on whether the gaming state before the power outage was advantageous to the player. Here, the "gaming state advantageous to the player" is not limited to the sub-bonus (AT) but may also include the main premonition of the sub-bonus (AT) or the so-called chance zone (CZ) where the probability of winning in the AT is high. In the main premonition, it includes both cases where the player is notified of a win in the sub-bonus (AT). However, the "gaming state advantageous to the player" does not include a simple advantageous zone (when the AT is not won). Also, unlike the specifications of the first embodiment, in the case of a specification in which a winning special combination is won and a special game is executed (transition to a special gaming state), the "gaming state advantageous to the player" is not limited to the special gaming state, but may also include an internal state in which the winning of the special combination is carried over. Furthermore, in the internal state, it includes both cases in which the winning of the special combination is notified and cases in which the winning of the special combination is not notified.
[0219] In this embodiment, if the game state was not favorable to the player before the power outage, a game standby screen (normal return screen) is displayed after recovery from the power outage. In contrast, if the game state was favorable to the player before the power outage, a predetermined return screen is displayed. This allows, for example, a hall attendant, when powering on the gaming machine 10, to determine whether the game ended in a favorable state for the player at the end of the hall's business hours the previous day (when the power was out), and thus allows the attendant to appropriately choose whether to change the settings and resume business in a normal state, or to resume business in a favorable state for the player without changing the settings. Furthermore, if the complete function activation screen was displayed before the power outage, the game state before the power outage was favorable to the player. However, if the game state was favorable to the player and the complete function activation screen was displayed before the power outage, the complete function activation screen is displayed in preference to the predetermined return screen after recovery from the power outage. This allows the hall attendant to know that game play will not be possible unless the settings are changed.
[0220] The main control board 50 transmits information such as the current game state, whether a sub-bonus (AT) has been won, and whether a special combination has been won to the sub-control board 80. Based on this information, the sub-control board 80 determines whether the current game state is favorable to the player. For example, a flag is set that is turned on when the game state is favorable to the player (including during the above-mentioned main premonition and internal combination), and whether the game state is favorable to the player is stored. Furthermore, if a predetermined error (such as a selector error or door open error) occurs while the predetermined return screen is displayed, the error screen is switched to instead of the predetermined return screen, in order to prioritize notification of the predetermined error. However, a part of the predetermined return screen may display a message indicating that a predetermined error has occurred. Alternatively, a part of the error screen may display a message indicating that the predetermined return screen is being displayed. In other words, when a message indicating that a predetermined error has occurred while the predetermined return screen is displayed is displayed, both the predetermined return screen and the error screen may be displayed in a distinguishable manner. In addition, if the power is cut off while the reels 31 are rotating and then restored, the error screen is not displayed while the reels 31 are rotating, and the error notification is made after the reels 31 are completely stopped. However, this is not limited to this, and the error notification may be made while the reels 31 are rotating.
[0221] When the complete function activation screen is displayed, it will not be erased unless the power is turned on / off, which involves changing the settings. In contrast, the display of the predetermined return screen ends when a game is started (when the start switch 41 is operated). However, it does not end simply by placing a bet. Furthermore, when a predetermined time has elapsed after the power is turned on and the predetermined return screen is displayed, the display of the predetermined return screen ends and the display transitions to a demonstration screen. Here, if the time from when the game standby screen is displayed to when the display transitions to the demonstration screen is T1 and the time from when the predetermined return screen is displayed to when the display transitions to the demonstration screen is T2, then the relationship T2 > T1 is established.
[0222] As a result, when the power is turned on in the hall and the predetermined return screen is displayed, it takes longer to switch to the demonstration screen than to switch to the game standby screen (a game screen that is displayed after a full stop as the game progresses in one game, and is not a dedicated screen. It is also a different screen from the demonstration screen), making it easier for hall staff to notice that the predetermined return screen is being displayed. Note that if a predetermined time has passed without any operation from a predetermined timing after the end of the game (after all reels 31 have stopped, after the payout process has ended, etc.), the display will switch to the demonstration screen. If the time from the end of the game to the transition to the display of the demonstration screen is T0, then T0 ≒ T1. Therefore, T2 > T0.
[0223] Furthermore, if a bet operation is performed after the display has shifted from the game standby screen or the predetermined return screen to the demonstration screen, the display of the demonstration screen will end and the display will return to the game standby screen. Then, if the start switch 41 is operated from the game standby screen, the game start screen (the normal presentation screen displayed at the start of a game) will be displayed. Furthermore, if a bet operation is performed while the demonstration screen is displayed and the display has shifted to the game standby screen, the display will not shift to the demonstration screen even after some time has passed.
[0224] 52 is a flowchart showing the flow of processing of the return screen after power is turned off in the sub-control board 80. First, in step S561, the sub-control board 80 determines whether or not it is in the setting change mode. When the power is turned on in the setting change mode, the main control board 50 sends a command to the sub-control board 80 indicating that it is in the setting change mode, and it is determined whether or not it is in the setting change mode based on the reception of that command. If it is determined that it is not in the setting change mode, proceed to step S562, and if it is determined that it is in the setting change mode, end the processing according to this flowchart. In this way, if it is in the setting change mode, it transitions to the setting change mode without displaying a predetermined return screen or the like (it displays a screen specific to the setting change mode).
[0225] When the process proceeds from step S561 to step S562, the sub-control board 80 determines whether the complete function operation screen was displayed before the power was turned off. When the power was turned off, information on whether the complete function operation was being notified is also backed up. If it is determined that the complete function operation screen was not displayed before the power was turned off, the process proceeds to step S563. If it is determined that the complete function operation screen was displayed before the power was turned off, the process terminates. In step S563, the sub-control board 80 determines whether the game state before the power was turned off was advantageous to the player. As described above, the sub-control board 80 stores whether the game state was advantageous to the player based on information transmitted from the main control board 50. The sub-control board 80 then backs up this information when the power is turned off, and reads this information when the power is turned on to determine the game state before the power was turned off. If it is determined that the game state before the power was turned off was advantageous to the player, the process proceeds to step S564. If it is determined that the game state before the power was turned off was not advantageous to the player, the process proceeds to step S572.
[0226] When the process proceeds to step S564, that is, when the complete function operation screen was not displayed before the power was turned off and the state before the power was turned off was advantageous to the player, the sub-control board 80 displays a predetermined return screen. Then, the process proceeds to step S565. In step S565, the sub-control board 80 determines whether medals have been bet. If it is determined that medals have been bet, the process proceeds to step S576; if it is determined that no medals have been bet, the process proceeds to step S566. In step S566, the sub-control board 80 determines whether time T2 has elapsed since the start of displaying the predetermined return screen. If it is determined that time T2 has elapsed, the process proceeds to step S567; if it is determined that time T2 has not elapsed, the process returns to step S565. When the process proceeds to step S567, the sub-control board 80 ends display of the predetermined return screen and starts displaying a demonstration screen. Next, the process proceeds to step S568, where the sub-control board 80 determines whether medals have been bet. If it is determined that medals have been bet, the process proceeds to step S569. That is, the demonstration screen continues until medals are bet. When it is determined that medals have been bet and the process proceeds to step S569, the sub-control board 80 displays a game standby screen.
[0227] After displaying the game standby screen in step S569, the process proceeds to step S570, where the sub-control board 80 determines whether or not the start switch 41 has been operated. In other words, in step S570, it is determined whether or not a game has started. If it is determined that the start switch 41 has been operated, the process proceeds to step S571, where the game start screen is displayed. Then, the processing according to this flowchart ends. On the other hand, after displaying the predetermined return screen in step S564, if it is determined in step S565 that medals have been bet and the process proceeds to step S576, the sub-control board 80 determines whether or not the start switch 41 has been operated. Note that at the stage of step S576, the predetermined return screen is being displayed. If it is determined in step S576 that the start switch 41 has been operated, the process proceeds to step S571, where the game start screen is displayed. On the other hand, if it is determined in step S576 that the start switch 41 has not been operated, the process proceeds to step S572, where the game start screen is displayed. The process proceeds to step S577. In step S577, the sub-control board 80 determines whether or not time T2 has elapsed since the start of display of the predetermined return screen. If it determines that time T2 has elapsed, the process proceeds to step S578, and if it determines that time T2 has not elapsed, the process returns to step S576. In step S578, the sub-control board 80 ends the display of the predetermined return screen and begins displaying the demonstration screen. Next, the process proceeds to step S579, where the sub-control board 80 determines whether or not the start switch 41 has been operated. If it determines that the start switch 41 has been operated, the process proceeds to step S571, and the game start screen is displayed.
[0228] On the other hand, if it is determined in step S563 that the game state before the power outage was not advantageous to the player, and the process proceeds to step S572, the sub-control board 80 displays a game standby screen. Next, the process proceeds to step S573, where the sub-control board 80 determines whether medals have been bet. If it is determined that medals have been bet, the process proceeds to step S575. If it is determined that medals have not been bet, the process proceeds to step S574. In step S574, the sub-control board 80 determines whether time T1 has elapsed since the start of display of the game standby screen. As described above, "time T1 < time T2." If it is determined that time T1 has not elapsed, the process returns to step S573 and the game standby screen is maintained. On the other hand, if it is determined that time T1 has elapsed, the process proceeds to step S567 and a demonstration screen is displayed. If it is determined that medals have been bet in step S573 and the process proceeds to step S575, the sub-control board 80 determines whether the start switch 41 has been operated. If it is determined that the start switch 41 has been operated, the process proceeds to step S571, where a game start screen is displayed. Note that, after the predetermined return screen is displayed in step S564, if it is determined in step S565 that a bet has been placed before it is determined in step S566 that time T2 has elapsed, the process may proceed to step S579 (instead of step S576). In other words, after a bet has been placed, the demonstration screen may not be displayed even after time T2 has elapsed, and the predetermined return screen may be maintained on display until the start switch 41 is operated. Alternatively, after the predetermined return screen is displayed in step S564, the predetermined return screen may be maintained on display until a bet is placed and the start switch 41 is operated. In other words, after step S564, the process proceeds to step S570, and the predetermined return screen may be maintained on display until (a bet is placed and) the start switch 41 is operated in step S570.
[0229] The first embodiment of the present invention has been described above, but the present invention is not limited to the above embodiment and various modifications are possible, for example, as follows. (1) In the above embodiment, when a sub-bonus is won, a predetermined number of premonition games and pseudo games (games with a "red 7" combination) are played before the sub-bonus starts. However, this is not limited to this, and a pseudo game may be played in the game next to the game in which the sub-bonus is won, and the sub-bonus may be started. (2) In the above embodiment, a game in which the winning number "2" (Replay B) is won is considered a sub-bonus winning game, and "red 7" combination is achieved by pressing the buttons backward. However, for example, even if the winning number is "1" (Replay A), since the winning combination includes Replay 04, it may be possible to display "red 7" combination (Replay 04) by pressing the buttons backward. Furthermore, since the winning number "1" has an approximately 1 in 7.3 chance of being won, when the winning number "1" is won after winning the sub-bonus, an effect of aiming for a "red 7" by pressing the buttons in reverse may be output, and when a "red 7" is displayed, the sub-bonus may be started from the next game. (3) In the above embodiment, the condition for ending the advantageous zone is set to the difference in number during the advantageous zone exceeding "2400." However, the advantageous zone may also end, for example, when the number of games in the advantageous zone reaches a predetermined number. Examples of the "predetermined number" include "3000" games or "4000" games. In this case, the advantageous zone ends when either the difference in number during the advantageous zone exceeds "2400" or the number of games in the advantageous zone reaches a predetermined number. In addition to the difference in the advantageous zone exceeding "2400" or the number of plays in the advantageous zone reaching a predetermined number, the advantageous zone may be configured to end when any advantageous zone end condition (for example, after the end of an AT or when more than a predetermined number of gaming media are acquired in one AT) is met.
[0230] (4) When the complete function is activated, the gaming machine is configured to automatically settle credits. Here, for example, if a bet operation is performed the moment a game ends and the complete function is then activated, the bet number may remain in the gaming machine. Therefore, both the credit number and the bet number may be automatically settled when the complete function is activated. (5) The advance notice (pre-notification) image for the activation of the complete function may be displayed continuously during play, or may be displayed at milestones, such as when the number of remaining coins reaches a certain number. For example, when the play stop counter reaches "18500," "18600," "18700," "18800," or "18900," advance notices (pre-notifications) corresponding to each number of coins may be displayed. In addition, in order to ensure that players are fully informed, specific methods of notifying players include, for example, flashing the effect lamp 21 and playing an alarm sound such as "beep" once or a predetermined number of times, and further outputting a voice message such as "There are XXX coins remaining until the complete function is activated" from the speaker 22.
[0231] (6) As with the above-mentioned advance notice, the notification of the activation of the complete function may not only be an image display, but also an audible notification such as a "beep" or a voice message such as "The complete function has been activated" or "The complete function has been activated. Play ends for today." may be output from the speaker 22. The effect lamp 21 may also be illuminated in a pattern corresponding to the activation of the complete function. Furthermore, the notification of the activation of the complete function may be executed not only on the sub-control board 80 side but also on the main control board 50 side. Specifically, the activation of the complete function may be notified by displaying, for example, "Ed" on the winnings display LED 78 or the credits display LED 76 after automatic settlement. (7) The notification of the activation of the complete function may continue until the gaming machine 10 is powered off, or may be executed for a fixed period of time. If the notification is executed for a fixed period of time, it is preferable to continue the notification for, for example, 10 seconds or more to ensure that the player is notified. (8) It is preferable to promptly display the preview image of the complete function activation when all reels 31 have stopped, the payout process has ended, and the stop counter has reached a predetermined value (for example, "18900"). For example, when displaying the preview image after the payout process has ended, the preview image may be displayed for a shorter time than the time it takes to count up one medal after the payout process has ended. On the other hand, when all reels 31 have stopped, the number of medals to be paid out has been determined, and it has been determined that the stop counter will reach a predetermined value, the preview image may be displayed before the payout process has ended.
[0232] (9) When a preview image for the activation of the complete function is displayed, the image is displayed on the front layer. However, for example, when the push order navigation is displayed, the preview image for the activation of the complete function is displayed so as not to interfere with the display of the push order navigation. Furthermore, when a preview image for the activation of the complete function is displayed during a sub-bonus (AT), the preview image is displayed so as not to interfere with the display of game information such as the number of remaining plays and the number of coins won. (10) When a replay is stopped and displayed in a game in which the play stop counter reaches "19000," first, automatic bet processing is not executed. Alternatively, the automatic bet itself is executed, but, for example, operation of the start switch 41 is disabled before the automatic bet processing is completed, preventing replay play. (11) When the complete function provisional flag is turned on in a special game state, the complete function is activated regardless of the value of the play stop counter at the end of the special game state, and automatic settlement is executed if the specification has an automatic settlement function. For example, in the case of a special game state in which the result of the lottery for winning a role may not be a winning role, the stop counter value may decrease after the complete function provisional flag is turned on. However, once the complete function provisional flag is turned on in the special game state, the complete function is activated even if the number of coins at the end of the special game state is less than the notification for the activation of the complete function.
[0233] (12) As shown in FIG. 50(b), when an error (a hopper empty error in this example) occurs during operation of the complete function, an image notifying the operation of the complete function and an image indicating the error that has occurred are displayed simultaneously. However, this is not limited to this, and the error image may take priority, and the image notifying the operation of the complete function may not be visible while the error is occurring. (13) When a gaming machine is equipped with an image display device 23 to notify the player of the operation of the complete function, an image is displayed and the speaker 22 is used to notify the player of the operation of the complete function. On the other hand, in a gaming machine not equipped with an image display device 23, the speaker 22 is used to notify the player of the operation of the complete function and the operation of the complete function. In addition to these, these notifications may be made by illuminating the effect lamp 21 (frame lamp, etc.) in a specific pattern. Furthermore, in gaming machines that do not have an image display device 23, the activation of the complete function can be notified in the following ways: a) As a first example, the payout number indicator (in the example of Figure 1, the winning number indicator LED 78) is displayed during the activation notification, and the payout number is not displayed during the activation notification. b) As a second example, a dedicated lamp is provided for notifying the activation of the complete function. (14) If a payout is provided for a winning combination that is achieved when the special game state is initiated, and the stop counter reaches 19,000 or more at the start of the special game state, a notification that the complete function will be activated at the end of the special game state can be made when the winning combination is achieved, or from the start of the special game state. Furthermore, when the special game state is initiated in a situation where the stop counter is likely to reach 19,000 or more at the end of the special game state, a notification such as "The complete function will be activated at the end of the special game state" can be made when the special combination is achieved or at the start of the special game state. Specifically, in a gaming machine capable of executing a special game in which a payout of 150 coins is expected due to the difference in the number of coins, when the special game is started in a situation in which the complete function is activated when there are 100 coins remaining, a notification such as "The complete function will be activated when the special game ends" is issued at the start of the special game.
[0234] (15) In a game state favorable to the player but not during automatic timer play, if a power outage occurs while an image indicating that the button press order is not recommended due to an irregular button press (e.g., Figure 94(c)) is displayed, or while a display indicating that a two-coin bet was made when the required number of coins is three is displayed, when the power is restored from the power outage, the image indicating that the button press order is not recommended or the image indicating that a two-coin bet was made may be displayed in preference to the display of a predetermined return screen. This allows the player to be informed of the appropriate playing method even if a power outage occurs during a game in which an irregular button press was made. On the other hand, conversely, the display of a predetermined return screen may be prioritized when the power is restored from a power outage. By prioritizing the display of the predetermined return screen, the fact that an irregular button press was made, which may be disadvantageous to the player, can be hidden, thereby preventing the player's motivation from decreasing. (16) In the final game of a sub-bonus (AT), if a power outage occurs during the rotation of at least one reel 31, and when the power is restored from the power outage, both the predetermined return screen and the anti-addiction screen may be displayed in a distinguishable manner after the power outage. (17) Player In the above example, when the power is cut off during a game state that is not advantageous for the player and the power is restored, the game standby screen is displayed, but this is not limited to this and a demonstration screen may be displayed after the power is restored.
[0235] (18) When the power is cut off during a game advantageous to the player, the predetermined return screen is displayed after recovery from the power cut, and the power is cut off again while the predetermined return screen is being displayed, the following control may be performed: a) The predetermined return screen is displayed again for time T2. b) When the sum of the display time of the first predetermined return screen and the display time of the second predetermined return screen reaches time T2, the display of the predetermined return screen is terminated. c) When the power is restored after another power cut, the predetermined return screen is not displayed, and a demonstration screen is displayed instead. (19) In the above example, the display of the predetermined return screen was terminated by operating the start switch 41 until time T2 has elapsed. However, this is not limited to this, and the predetermined return screen may be terminated by a bet operation and the game standby screen may be displayed. (20) During a sub-bonus (AT), when the power is cut off while the push order navigation is being displayed (while all reels 31 are spinning), and when the power is restored after the power cut, the push order navigation is displayed along with the predetermined return screen.
[0236] (21) When a power outage occurs while the complete function activation screen is displayed and the power is restored, it is preferable to display the complete function activation screen before the predetermined return screen. Therefore, in this case, the predetermined return screen does not have to be displayed. However, the complete function activation screen and the predetermined return screen may be displayed simultaneously. (22) In the processing of FIG. 159, if a bet is placed, the settlement prompt effect is output without transitioning to the celebration effect. However, this is not limited to this. The celebration effect may be executed first, and then the presence or absence of a bet may be determined. If a bet is placed, the settlement prompt effect may be output while the celebration effect is being displayed. (23) In the above embodiment, the sub-bonus is a "red 7" combination. However, multiple types of sub-bonuses may be provided. For example, a first sub-bonus may be initiated by a "red 7"-"red 7"-"red 7" combination, and a second sub-bonus may be initiated by a "red 7"-"red 7"-"black BAR" combination. Furthermore, if multiple types of sub-bonuses are provided, the number of coins awarded may differ for each sub-bonus. For example, the first sub-bonus may end with a payout of approximately 300 coins (AT "50" game), and the second sub-bonus may end with a payout of approximately 90 coins (AT "15" game).
[0237] Second Embodiment In the second embodiment, the device is provided with a power switch 11, a door switch 17, a setting key insertion slot 151, a setting key switch 152, and a setting change (reset) switch 153. Each of these components is illustrated in FIG. 112 (fifth embodiment), which will be described later. The door switch 17, the setting key switch 152, and the setting change (reset) switch 153 are electrically connected to the main control board 50 via an input port 51.
[0238] The power switch 11 is a switch that is operated to turn the power on / off. In the following description, turning on the power switch 11 may be referred to as "powering on," "turning on the power," or "resuming the power supply." Also, turning off the power switch 11 may be referred to as "powering off" or "cutting off the power supply."
[0239] The door switch 17 is a switch that detects the opening of the front door 12 (see FIG. 111 (fifth embodiment) described later), and is attached to the cabinet 13 or the front door 12. The front door 12 is normally closed, but is opened, for example, when the power is turned on, when settings are changed or checked, when an error occurs, when medals are replenished, etc.
[0240] The door switch 17 is set to be off when the front door 12 is closed, and on when the front door 12 is open, thereby making it possible to detect the opening of the front door 12. Alternatively, the door switch 17 may be set to be on when the front door 12 is closed, and off when the front door 12 is open, thereby detecting the opening of the front door 12.
[0241] The setting key switch 152 is a switch used to transition to a setting change state (also referred to as "setting change mode" or "setting changing") in which the setting value can be changed, or to a setting confirmation state (also referred to as "setting confirmation mode" or "setting confirmation"). By inserting the setting key into the setting key insertion slot 151 and rotating the setting key 90 degrees clockwise, the setting key switch 152 turns on (also referred to as "first state"), and by rotating the setting key 90 degrees counterclockwise from this state, the setting key switch 152 turns off (also referred to as "second state").
[0242] The setting change (reset) switch 153 is a switch that serves as the setting change switch 153, the reset switch 153, and the RWM clear switch 153. The setting change switch 153 is a switch that is operated when changing a setting value in a setting change state. The reset switch 153 is a switch that is operated when restoring the state to the state before the error occurred (clearing the error state) after an error that has occurred has been eliminated. The RWM clear switch 153 is a switch that is operated when initializing (clearing) a predetermined storage area in the RWM 53.
[0243] In the following description, the switch may be referred to as the "setting change (reset) switch 153," the "setting change switch 153," the "reset switch 153," or the "RWM clear switch 153." In addition, the on state of various switches such as the setting key switch 152 and the setting change switch (reset switch / RWM clear switch) 153 may be referred to as "operated," and the off state may be referred to as "not operated." In this embodiment, the setting change switch 153, the reset switch 153, and the RWM clear switch 153 are integrated, but this is not limiting, and the setting change switch 153, the reset switch 153, and the RWM clear switch 153 may be provided separately.
[0244] Figure 53 is a diagram illustrating the configuration of the main CPU 55, ROM 54, and RWM 53 in the second embodiment. The main CPU 55, RWM 53, and ROM 54 are provided on the main control board 50. As shown in Figure 53, a one-chip microprocessor (hereinafter simply referred to as a "chip") is mounted on the main control board 50, and the main CPU 55 is provided within this chip. Furthermore, the main CPU 55 has built-in memory, and this built-in memory has a (built-in) ROM 54 and a (built-in) RWM 53. Furthermore, the addresses of the ROM 54 and the RWM 53 are consecutive.
[0245] The storage area of the ROM 54 has a use area and an outside use area, and the use area and the outside use area each have a control area and a data area. Here, the "use area" is a storage area in which information related to the progress of the game is stored. The "control area" is a storage area in which various programs executed by the main control means 50 are stored, and is also referred to as the "program area." Furthermore, the "data area" is a storage area in which information other than programs is stored, and is a storage area in which data used when executing programs is stored.
[0246] Furthermore, the "outside of the use area" is a storage area in which information unrelated to the progress of the game is stored, such as a program for controlling the lighting of the management information display LED 74 (described later), a program used during testing, and a program for preventing cheating. Similarly to the use area, the "outside of the use area" has a control area and a data area. The control area of the use area may be referred to as the "first control area" or "first program area," and the control area outside the use area may be referred to as the "second control area" or "second program area." Furthermore, a program stored in the control area of the use area (first control area, first program area) may be referred to as the "first program," and a program stored in the control area outside the use area (second control area, second program area) may be referred to as the "second program."
[0247] During execution of a program (first program) stored in the control area of the use area of ROM 54, reference to (access to) data stored in the data area of the use area of ROM 54 is permitted, but reference to data stored in a data area outside the use area of ROM 54 is prohibited. Similarly, during execution of a program (second program) stored in the control area outside the use area of ROM 54, reference to data stored in a data area outside the use area of ROM 54 is permitted, but reference to data stored in the data area of the use area of ROM 54 is prohibited.
[0248] The storage area of the RWM 53 has a used area and an outside used area, similar to the ROM 54, and the used area and the outside used area each have a work area and a stack area. As shown in Fig. 53, addresses "F000(H)" to "F1FF(H)" are the used area, addresses "F200(H)" to "F20F(H)" are the unused area, and addresses "F210(H)" to "F3FF(H)" are the outside used area.
[0249] During execution of a program (first program) stored in the control area of the usage area of ROM 54, both reference (access) and rewriting (overwriting) of data stored in the usage area of RWM 53 are permitted, but reference is permitted but rewriting of data stored outside the usage area of RWM 53 is prohibited. Similarly, during execution of a program (second program) stored in the control area outside the usage area of ROM 54, reference and rewriting of data stored outside the usage area of RWM 53 are permitted, but reference is permitted but rewriting of data in the usage area of RWM 53 is prohibited. This is to avoid complicating processing.
[0250] Also, to prevent data in the used area of RWM 53 from being rewritten (overwritten) due to a program runaway or the like while a program outside the used area (second program) is being executed, an unused area is provided between the used area of RWM 53 and the outside used area. Furthermore, if an interrupt process is initiated while a program outside the used area (second program) is being executed, there is a possibility that the interrupt process will rewrite (overwrite) data in the used area of RWM 53, so interrupt process is prohibited while the program outside the used area (second program) is being executed.
[0251] 53, the ROM 54 has a program management area as other areas in addition to the used area and the outside of the used area. Furthermore, as shown in FIG. 53, the RWM 53 has an unused area as other areas in addition to the used area and the outside of the used area.
[0252] Furthermore, the entire storage area of the built-in memory includes an internal register area, an unused area, etc., as areas other than the ROM 54 and RWM 53. The internal register area is provided with, for example, A registers to L registers, a transmission register, etc.
[0253] Fig. 54 is a diagram showing the address, label name, number of bytes, and name of data stored in the usage area of RWM 53 in the second embodiment. The address of the usage area is set in the range of "F000(H)" to "F1FF(H)" as shown in Fig. 53. Note that the data shown in Fig. 54 is used for explaining the second embodiment, and the data stored in the usage area of RWM 53 is not limited to this.
[0254] Ad The address "F000(H)" is a storage area for the setting value data (_NB_RANK). When the set...
Claims
[Claim 1] A plurality of reels including a predetermined reel; a plurality of stop switches including a predetermined stop switch; a plurality of stop switch lamps including a predetermined stop switch lamp corresponding to the predetermined stop switch; a plurality of back lamps including a predetermined back lamp that illuminates the predetermined reel from the inside; Equipped with When the acceptance of the stop operation of the predetermined stop switch is invalid, the predetermined stop switch lamp can be turned on in a first mode; When the stop operation acceptance of the predetermined stop switch is valid, the predetermined stop switch lamp can be turned on in a second mode; When the supply of power is cut off in a state in which the predetermined stop switch lamp is lit in the second mode and the predetermined backup lamp is lit, the predetermined stop switch lamp is turned off after the predetermined stop switch lamp is lit in the first mode, and the predetermined stop switch lamp is turned off after the predetermined backup lamp is turned off, and thereafter, when the supply of power is resumed and the state when the supply of power was cut off is restored, the predetermined stop switch lamp is turned on after the predetermined stop switch lamp is lit in the first mode, and the predetermined stop switch lamp is turned on after the predetermined backup lamp is turned on, and the predetermined stop switch lamp can be turned on in the second mode. A gaming machine characterized by:
Citation Information
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