Gaming machine

The gaming machine uses variable displays and interactive stop controls to enhance player engagement by dynamically displaying winning combinations and offering bonuses, addressing the lack of innovative navigation-based presentations in existing machines.

JP7843062B2Active Publication Date: 2026-04-09UNIVERSAL ENTERTAINMENT CORP
View PDF 3 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-10-10
Publication Date
2026-04-09

AI Technical Summary

Technical Problem

Existing gaming machines lack innovative navigation-based presentations that enhance player enjoyment and engagement.

Method used

The gaming machine incorporates a variable display capable of displaying multiple symbols, a winning combination determination mechanism, a stop operation detection system, and a stop control mechanism to dynamically display winning combinations based on player interaction, with bonus grants and special effects triggered by specific conditions.

Benefits of technology

Enhances player enjoyment through dynamic symbol displays and bonus opportunities, increasing engagement and excitement in gameplay.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007843062000001
    Figure 0007843062000001
  • Figure 0007843062000002
    Figure 0007843062000002
  • Figure 0007843062000003
    Figure 0007843062000003
Patent Text Reader

Abstract

To enhance the interest of a game by a navigation performance.SOLUTION: When a predetermined determination condition is satisfied, a specific determination result advantageous to a player can be determined. When the specific determination result is determined, a privilege can be imparted after a predetermined period from the determination. When a predetermined winning combination is determined as a winning combination, a special determination can be made to encourage a second symbol combination to be stopped and displayed within a predetermined period. The predetermined determination condition can be satisfied when the predetermined winning combination is determined as a winning combination. When the special determination is made, a performance indicating a mode of a stop operation for stopping and displaying the second symbol combination is executed. Even when the first symbol combination is stopped and displayed in a game in which the performance is executed, imparting of the privilege is not affected. A probability of the special determination is a predetermined probability in a first state, and a probability of the special determination is lower than the predetermined probability in a second state.SELECTED DRAWING: Figure 38
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a gaming machine such as a pachislot machine.

Background Art

[0002] Conventionally, when a gaming medium such as a medal or a coin is inserted by a player (hereinafter referred to as an "insertion operation") and a start lever is operated (hereinafter referred to as a "start operation"), rotation of a plurality of reels having a plurality of symbols arranged on their respective surfaces is started, and when a stop button is operated (hereinafter referred to as a "stop operation"), rotation of the plurality of reels stops, and a privilege is given according to the combination of the symbols displayed as a result. A gaming machine called a so-called pachislot machine is known.

[0003] In such a gaming machine, when a start operation is detected by a start switch, a random value is extracted and a lottery is performed (hereinafter, the result of this lottery is referred to as an "internal lottery winning combination"), and at the same time, a stepping motor is driven and controlled to start rotation of a plurality of reels. When a stop operation is detected by a stop switch, the stepping motor is driven and controlled to stop rotation of the plurality of reels based on the internal lottery winning combination.

[0004] In recent years, there is known a gaming machine that notifies a player of information advantageous to the player, such as information for establishing an internal lottery winning combination, so as not to miss the combination determined as the internal lottery winning combination (for example, Patent Document 1). Note that notifying information that is advantageous to the player in this way is generally called navigating (performing navigation), etc., the period during which navigation is performed is called AT (assist time), and a gaming machine having an AT function is called an AT machine or an ART machine.

Prior Art Documents

Patent Documents

[0005]

Patent Document 1

Summary of the Invention

[0006] The present invention aims to enhance the enjoyment of gaming through navigation-based presentations. [Means for solving the problem]

[0007] According to the present invention Claim 1The gaming machine comprises a variable display means capable of displaying multiple symbols in a variable manner, a winning combination means capable of determining a winning combination from among multiple combinations, a stop operation detection means capable of detecting a stop operation, and a stop control means that stops the variable display of the variable display means according to the winning combination determined by the winning combination means and the stop operation mode detected by the stop operation detection means, wherein the multiple combinations include predetermined combinations (for example, F_Reach Eye Replay), and in a unit game in which the predetermined combination is determined as the winning combination, a first symbol combination is determined according to the mode of the stop operation ( For example, there are cases where a replay is displayed when stopped, and cases where a second symbol combination (for example, a winning combination replay) is displayed depending on the manner of the stop operation, and when a predetermined judgment condition is met, there is a first determination means that can determine a specific determination result that is advantageous to the player (for example, a CT lottery that grants CT when a win is made), and when the specific determination result is determined, there is a bonus granting means that can grant a bonus (for example, CT) based on the specific determination result after a predetermined period from the determination, and when the predetermined role is determined as a winning role, the second The system further comprises a second decision means capable of making a special decision prompting the display of a combination of symbols in a stopped state, and an effect execution means capable of executing an effect, wherein the second decision means is capable of making the special decision within a predetermined period, the predetermined judgment condition is that the predetermined role is determined to be a winning role, the effect execution means executes an effect showing the manner of stopping the second combination of symbols in a stopped state when the special decision is made, and in a game in which the effect execution means executes an effect showing the manner of stopping the second combination of symbols in a stopped state when the first combination of symbols is displayed in a stopped state, the granting of the bonus is not affected, in the first state (for example, the state in which the flag conversion table of "Table 2" is determined), the probability of the special decision is a predetermined probability, and in the second state (for example, the state in which the flag conversion table of "Table 0" or "Table 1" is determined), the probability of the special decision is lower than the predetermined probability However, the special decision can also be made in the second state. It is characterized by the following: Furthermore, the gaming machine according to claim 2 of the present invention comprises: a variable display means capable of displaying a plurality of symbols in a variable manner; a role determination means capable of determining a winning role from among a plurality of roles; a stop operation detection means capable of detecting a stop operation; and a stop control means that stops the variable display of the variable display means according to the winning role determined by the role determination means and the stop operation pattern detected by the stop operation detection means, wherein the plurality of roles include a predetermined role (for example, F_Reach Eye Replay), and in a unit game in which the predetermined role is determined as the winning role, the first symbol is displayed according to the pattern of the stop operation. There are cases where a combination (e.g., replay) is displayed in a stopped state, and cases where a second symbol combination (e.g., a winning combination replay) is displayed in a stopped state depending on the manner of the stopping operation. When predetermined judgment conditions are met, there is a first determination means capable of determining a specific determination result that is advantageous to the player (e.g., a CT lottery that grants CT when a win is achieved), and when the specific determination result is determined, there is a bonus granting means capable of granting a bonus (e.g., CT) based on the specific determination result after a predetermined period from the determination, and when the predetermined role is determined as a winning role, the second symbol combination is stopped. The system further comprises a second decision means capable of making a special decision to encourage display, and an effect execution means capable of executing an effect, wherein the second decision means can make the special decision in a game different from the game in which the specific decision result was determined during the predetermined period, the predetermined judgment condition can be met when the predetermined role is determined as a winning role, the effect execution means executes an effect showing a manner of stopping operation to stop and display the second symbol combination when the special decision is made, and even if the first symbol combination is stopped and displayed in a game in which the effect execution means executes an effect showing a manner of stopping operation to stop and display the second symbol combination in response to the special decision being made, it does not affect the granting of the bonus, and in the first state (for example, the state in which the flag conversion table of "Table 2" is determined), the probability of the special decision is a predetermined probability, and in the second state (for example, the state in which the flag conversion table of "Table 0" or "Table 1" is determined), the probability of the special decision is lower than the predetermined probability. Furthermore, the gaming machine according to claim 3 of the present invention comprises a variable display means capable of displaying a plurality of symbols in a variable manner, a role determination means capable of determining a winning role from a plurality of roles, a stop operation detection means capable of detecting a stop operation, and a stop control means that stops the variable display of the variable display means according to the winning role determined by the role determination means and the stop operation mode detected by the stop operation detection means, wherein the plurality of roles include a predetermined role (for example, F_Reach Eye Replay), and in a unit game in which the predetermined role is determined as a winning role, a first symbol combination (for example, There are cases where a replay symbol is displayed when stopped, and cases where a second symbol combination (e.g., a winning combination replay) is displayed when stopped, and when predetermined conditions are met, there is a first determination means capable of determining a specific determination result favorable to the player (e.g., a CT lottery that grants CT when a win is achieved), and when the specific determination result is determined, there is a bonus granting means capable of granting a bonus (e.g., CT) based on the specific determination result after a predetermined period from the determination, and when the predetermined role is determined as a winning role, a special determination prompting the player to display the second symbol combination when stopped. The system further comprises a second determination means capable of performing the special determination, and an effect execution means capable of executing an effect, wherein the second determination means is capable of performing the special determination during the predetermined period, the predetermined determination conditions may be met when the predetermined role is determined as a winning role in a game that is not within the predetermined period, and shall not be met when the predetermined role is determined as a winning role in a game that is within the predetermined period, the effect execution means executes an effect showing a manner of stopping operation to display the second symbol combination when the special determination is made, and even if the first symbol combination is displayed when the special determination is made, it shall not affect the granting of the bonus, and in the first state (for example, the state in which the flag conversion table of "Table 2" is determined), the probability of the special determination is a predetermined probability, and in the second state (for example, the state in which the flag conversion table of "Table 0" or "Table 1" is determined), the probability of the special determination is lower than the predetermined probability. [Effects of the Invention]

[0008] According to the present invention, the enjoyment of the game can be enhanced through navigation-based presentation. [Brief explanation of the drawing]

[0009] [Figure 1] This diagram illustrates the functional flow of a gaming machine in one embodiment of the present invention. [Figure 2] This is a perspective view showing the external structure of a gaming machine in one embodiment of the present invention. [Figure 3] This is a diagram showing the internal structure of a gaming machine according to one embodiment of the present invention. [Figure 4] This is a diagram showing the internal structure of a gaming machine according to one embodiment of the present invention. [Figure 5] This figure shows a schematic configuration of various display screens shown on a sub-display device according to one embodiment of the present invention. [Figure 6] This figure shows an example of the display screen transitions of a sub-display device in one embodiment of the present invention. [Figure 7] This is a block diagram showing the overall circuit configuration of a gaming machine according to one embodiment of the present invention. [Figure 8] A block diagram showing the internal configuration of the main control circuit in one embodiment of the present invention. [Figure 9] This is a block diagram showing the internal configuration of a microprocessor in an aggregate of parts of a microprocessor. [Figure 10] This is a block diagram showing the internal configuration of a sub-control circuit in one embodiment of the present invention. [Figure 11] This is a diagram showing the configuration of various registers in a main CPU during a rapid increase in CPU usage. [Figure 12] This figure shows the memory map of the main control circuit in one embodiment of the present invention. [Figure 13] This figure shows the transition flow of game states between bonus state and non-bonus state in a pachislo machine according to one embodiment of the present invention. [Figure 14]It is a diagram showing the transition flow of the game states among the ART game state, non-ART game state, and bonus state in a pachislot according to an embodiment of the present invention. [Figure 15] It is a diagram showing an example of a symbol arrangement table in an embodiment of the present invention. [Figure 16] It is a diagram showing an example of an internal lottery table in an embodiment of the present invention. [Figure 17] It is a diagram showing an example of an internal lottery table in an embodiment of the present invention. [Figure 18] It is a diagram showing an example of a symbol combination determination table in an embodiment of the present invention. [Figure 19] It is a diagram showing an example of a symbol combination determination table in an embodiment of the present invention. [Figure 20] It is a diagram showing an example of a symbol combination determination table in an embodiment of the present invention. [Figure 21] It is a diagram showing an example of a symbol combination determination table in an embodiment of the present invention. [Figure 22] It is a diagram showing an example of a symbol combination determination table in an embodiment of the present invention. [Figure 23] It is a diagram showing an example of a symbol combination determination table in an embodiment of the present invention. [Figure 24] It is a diagram showing the correspondence relationship between the internal winning lottery combination and the stopped symbol combination in an embodiment of the present invention. [Figure 25] It is a diagram showing the correspondence relationship between the internal winning lottery combination and the stopped symbol combination in an embodiment of the present invention. [Figure 26] It is a diagram showing an example of a reel stop initial setting table in an embodiment of the present invention. [Figure 27] It is a diagram showing an example of a draw priority table in an embodiment of the present invention. [Figure 28] It is a diagram showing the configuration (part 1) of the winning request flag storage area and the winning operation flag storage area in an embodiment of the present invention. [Figure 29]This figure shows the configuration (part 2) of the winning request flag storage area and the prize activation flag storage area in one embodiment of the present invention. [Figure 30] This figure shows (part 3) the storage area for the winning request flag and the storage area for the winning activation flag in one embodiment of the present invention. [Figure 31] This figure shows the configuration of the carryover storage area in one embodiment of the present invention. [Figure 32] This figure shows the configuration of the game state flag storage area in one embodiment of the present invention. [Figure 33] This figure shows the configuration of the operation stop button storage area in one embodiment of the present invention. [Figure 34] This figure shows the configuration of the button press order storage area in one embodiment of the present invention. [Figure 35] This figure shows the configuration of the pattern code storage area in one embodiment of the present invention. [Figure 36] This figure shows a correspondence table (part 1) between internal winning combinations and sub-flags in one embodiment of the present invention. [Figure 37] This figure shows a correspondence table (part 2) between internal winning combinations and sub-flags in one embodiment of the present invention. [Figure 38] This diagram illustrates the notification operation when the sub-flag EX "3 consecutive Chiriripu" or "Reach-eye Replay" is drawn in a gaming machine according to one embodiment of the present invention. [Figure 39] This diagram illustrates the flow of gameplay during a normal game state in one embodiment of the present invention. [Figure 40] This figure shows an example of a normal to high probability lottery table in one embodiment of the present invention. [Figure 41] This figure shows an example of a CZ lottery table in one embodiment of the present invention. [Figure 42] This figure shows an example of a mode-up lottery table during CZ1 in one embodiment of the present invention. [Figure 43] This figure shows an example of a point lottery table in CZ2 in one embodiment of the present invention. [Figure 44]This figure shows an example of an ART lottery table (for CZ1 and CZ2) during a CZ in one embodiment of the present invention. [Figure 45] This figure shows an example of an ART lottery table (for CZ3) during a CZ in one embodiment of the present invention. [Figure 46] This diagram illustrates the flow of gameplay during normal ART in one embodiment of the present invention. [Figure 47] This figure shows an example of an ART flag conversion lottery table in one embodiment of the present invention. [Figure 48] This figure shows an example of an ART level determination table in one embodiment of the present invention. [Figure 49] This figure shows an example of a high-probability lottery table during normal ART in one embodiment of the present invention. [Figure 50] This figure shows an example of a CT lottery table during ART in one embodiment of the present invention. [Figure 51] This figure shows an example of a bonus lottery table during normal ART in one embodiment of the present invention. [Figure 52] This diagram illustrates the flow of gameplay during the CT state in one embodiment of the present invention. [Figure 53] This figure shows an example of a CT table lottery table in one embodiment of the present invention. [Figure 54] This figure shows an example of a CT flag conversion lottery table in one embodiment of the present invention. [Figure 55] This figure shows an example of a CT bonus lottery table in one embodiment of the present invention. [Figure 56] This figure shows an example of a lottery table for increasing the number of sets during CT in one embodiment of the present invention. [Figure 57] This diagram illustrates the flow of gameplay during a bonus state in one embodiment of the present invention. [Figure 58] This figure shows an example of a bonus type lottery table in one embodiment of the present invention. [Figure 59]This figure shows an example of a bonus round ART game count increase lottery table in one embodiment of the present invention. [Figure 60] This figure shows an example of a CT lottery table at the end of a bonus round in one embodiment of the present invention. [Figure 61] This diagram illustrates the flow of gameplay (and other actions) during a general game state in one embodiment of the present invention. [Figure 62] This figure shows an example of a non-ART flag conversion lottery table in one embodiment of the present invention. [Figure 63] This figure shows the correspondence between main navigation data and sub-navigation data in one embodiment of the present invention. [Figure 64] This flowchart shows an example of power-on (reset interrupt) processing performed by the main control circuit of a gaming machine in one embodiment of the present invention. [Figure 65] This figure shows an example of a source program for executing various processes in the power-on processing flowchart of one embodiment of the present invention. [Figure 66] This flowchart shows an example of the game recovery process in one embodiment of the present invention. [Figure 67] This figure shows an example of a source program for executing various processes in the flowchart of the game recovery process in one embodiment of the present invention. [Figure 68] This flowchart shows an example of the configuration change confirmation process in one embodiment of the present invention. [Figure 69] This figure shows an example of a source program for executing various processes in the flowchart of the configuration change confirmation process in one embodiment of the present invention. [Figure 70] This flowchart shows an example of the process for generating and storing configuration change commands in one embodiment of the present invention. [Figure 71] This figure shows an example of a source program for executing various processes in the flowchart of the setting change command generation and storage process in one embodiment of the present invention. [Figure 72]This flowchart shows an example of communication data storage processing in one embodiment of the present invention. [Figure 73] This figure shows an example of a source program for executing various processes in the flowchart of the communication data storage process in one embodiment of the present invention. [Figure 74] This flowchart shows an example of a communication data pointer update process in one embodiment of the present invention. [Figure 75] This figure shows an example of a source program for executing various processes in the flowchart of the communication data pointer update process in one embodiment of the present invention. [Figure 76] This flowchart shows an example of (external) processing during power outage in one embodiment of the present invention. [Figure 77] This flowchart shows an example of a checksum generation process (unspecified) in one embodiment of the present invention. [Figure 78] This figure shows an example of a source program for executing various processes in the flowchart of the checksum generation process in one embodiment of the present invention, as well as the stack pointer update operation and the data reading operation into the registers performed in the checksum generation process. [Figure 79] This flowchart shows an example of a thumb check process (unspecified) in one embodiment of the present invention. [Figure 80] This flowchart shows an example of a thumb check process (unspecified) in one embodiment of the present invention. [Figure 81] This figure shows an example of a source program for executing various processes in the flowchart of the sum check process in one embodiment of the present invention. [Figure 82] This flowchart shows an example of the main processing (main operation processing) performed by the main control circuit of a gaming machine in one embodiment of the present invention. [Figure 83] This flowchart shows an example of medal reception and start check processing in one embodiment of the present invention. [Figure 84]This figure shows an example of a source program for executing various processes in the flowchart of the medal reception and start check process in one embodiment of the present invention. [Figure 85] This flowchart shows an example of a medal insertion process in one embodiment of the present invention. [Figure 86] This figure shows an example of a source program for executing various processes in the flowchart of the medal insertion process in one embodiment of the present invention. [Figure 87] This flowchart shows an example of a medal insertion check process in one embodiment of the present invention. [Figure 88] This figure shows an example of a source program for executing various processes in the flowchart of the medal insertion check process in one embodiment of the present invention. [Figure 89] This flowchart shows an example of error handling in one embodiment of the present invention. [Figure 90] This figure shows an example of the configuration of the error table actually referenced in the source program for error handling in one embodiment of the present invention. [Figure 91] This is a flowchart showing an example of the random number generation process in one embodiment of the present invention. [Figure 92] This flowchart shows an example of an internal lottery process in one embodiment of the present invention. [Figure 93] This figure shows an example of a source program for executing various processes in the flowchart of the internal lottery process in one embodiment of the present invention. [Figure 94] This figure shows an example of the configuration of the internal lottery table (for general gaming) that is actually referenced in the source program for the internal lottery process in one embodiment of the present invention. [Figure 95] This figure shows an example of the configuration of the RT state-specific lottery value selection table that is actually referenced in the source program for the internal lottery process in one embodiment of the present invention. [Figure 96]This figure shows an example of the configuration of the internal draw value table selection table, 1-byte internal draw value table, 2-byte internal draw value table, 1-byte setting-specific internal draw value table, and 2-byte setting-specific internal draw value table, which are actually referenced in the source program for the internal draw process in one embodiment of the present invention. [Figure 97] This flowchart shows an example of the pattern setting process in one embodiment of the present invention. [Figure 98] This diagram shows the correspondence between the special prize (bonus) winning number, the minor prize winning number, and the internal winning combination in one embodiment of the present invention. [Figure 99] This figure shows an example of a source program for executing various processes in the flowchart of the pattern setting process in one embodiment of the present invention. [Figure 100] This figure shows an example of the configuration of the winning request flag table that is actually referenced in the source program for the pattern setting process in one embodiment of the present invention. [Figure 101] This flowchart shows an example of compressed data storage processing in one embodiment of the present invention. [Figure 102] This flowchart shows an example of a second interface board control process (unspecified) in one embodiment of the present invention. [Figure 103] This flowchart shows an example of output processing for the second interface board in one embodiment of the present invention. [Figure 104] This flowchart shows an example of state-based control processing in one embodiment of the present invention. [Figure 105] This flowchart shows an example of sub-flag conversion processing in one embodiment of the present invention. [Figure 106] This figure shows an example of a source program for executing various processes in the flowchart of the sub-flag conversion process in one embodiment of the present invention. [Figure 107] This figure shows an example of the configuration of the subflag conversion table actually referenced in the source program for the subflag conversion process in one embodiment of the present invention. [Figure 108]This flowchart shows an example of navigation set processing in one embodiment of the present invention. [Figure 109] This figure shows an example of a source program for executing various processes in the navigation set processing flowchart of one embodiment of the present invention. [Figure 110] This figure shows an example of the configuration of the navigation data table actually referenced in the source program for navigation set processing in one embodiment of the present invention. [Figure 111] This flowchart shows an example of flag conversion processing in one embodiment of the present invention. [Figure 112] This flowchart shows an example of normal startup processing in one embodiment of the present invention. [Figure 113] This flowchart shows an example of the startup process during a CZ (Challenge Zone) in one embodiment of the present invention. [Figure 114] This flowchart shows an example of the CZ1 (CZ2) intermediate processing in one embodiment of the present invention. [Figure 115] This flowchart shows an example of the CZ1 (CZ2) intermediate processing in one embodiment of the present invention. [Figure 116] This flowchart shows an example of CZ3 intermediate processing in one embodiment of the present invention. [Figure 117] This flowchart shows an example of the startup process during normal ART in one embodiment of the present invention. [Figure 118] This flowchart shows an example of the startup process during CT in one embodiment of the present invention. [Figure 119] This flowchart shows an example of CT-in-CT sampling in one embodiment of the present invention. [Figure 120] This flowchart shows an example of the table data retrieval process in one embodiment of the present invention. [Figure 121] This figure shows an example of a source program for executing various processes in the flowchart of the table data acquisition process in one embodiment of the present invention. [Figure 122]This figure shows an example of the configuration of the CT-in-CT lottery table that is actually referenced in the source program for the table data acquisition process in one embodiment of the present invention. [Figure 123] This flowchart shows an example of 1-byte lottery processing in one embodiment of the present invention. [Figure 124] This figure shows an example of a source program for executing various processes in the flowchart of the 1-byte lottery process in one embodiment of the present invention. [Figure 125] This flowchart shows an example of startup processing during barbell in one embodiment of the present invention. [Figure 126] This flowchart shows an example of the pull-in priority storage process in one embodiment of the present invention. [Figure 127] This figure shows an example of a source program for executing various processes in the flowchart of the pull priority storage process in one embodiment of the present invention. [Figure 128] This flowchart shows an example of the pattern code acquisition process in one embodiment of the present invention. [Figure 129] This figure shows an example of a source program for executing various processes in the flowchart of the pattern code acquisition process in one embodiment of the present invention. [Figure 130] This figure shows an example of the configuration of the first reel (left reel) symbol arrangement table, which is actually referenced in the source program for the symbol code acquisition process in one embodiment of the present invention, and the symbol corresponding prize activation table, which is referenced when the first reel symbol arrangement table is set. [Figure 131] This figure shows an example of the configuration of the second reel (middle reel) symbol arrangement table, which is actually referenced in the source program for the symbol code acquisition process in one embodiment of the present invention, and the symbol corresponding prize activation table, which is referenced when the second reel symbol arrangement table is set. [Figure 132]This figure shows an example of the configuration of the third reel (right reel) symbol arrangement table, which is actually referenced in the source program for the symbol code acquisition process in one embodiment of the present invention, and the symbol corresponding prize activation table, which is referenced when the third reel symbol arrangement table is set. [Figure 133] This flowchart shows an example of a logical AND operation in one embodiment of the present invention. [Figure 134] This flowchart shows an example of the process for obtaining the priority of the incoming connection in one embodiment of the present invention. [Figure 135] This flowchart shows an example of the process for obtaining the priority of the incoming connection in one embodiment of the present invention. [Figure 136] This figure shows an example of a source program for executing various processes in the flowchart of the pull-in priority acquisition process in one embodiment of the present invention. [Figure 137] This figure shows an example of the configuration of the pull-in priority table actually referenced in the source program for pull-in priority acquisition processing in one embodiment of the present invention. [Figure 138] This flowchart shows an example of reel stop control processing in one embodiment of the present invention. [Figure 139] This figure shows an example of a source program for executing various processes in the flowchart of the reel stop control process in one embodiment of the present invention. [Figure 140] This figure shows an example of a source program for executing various processes in the flowchart of the reel stop control process in one embodiment of the present invention. [Figure 141] This flowchart shows an example of the reel stop signal OFF processing (unspecified) in one embodiment of the present invention. [Figure 142] This flowchart shows an example of the reel stop signal ON processing (unspecified) in one embodiment of the present invention. [Figure 143] This flowchart shows an example of processing an unspecified port output in one embodiment of the present invention. [Figure 144]This figure shows an example of a source program for executing various processes in the flowchart for processing an unspecified port output in one embodiment of the present invention. [Figure 145] This flowchart shows an example of the prize winner search process in one embodiment of the present invention. [Figure 146] This figure shows an example of a source program for executing various processes in the flowchart of the prize winner search process in one embodiment of the present invention. [Figure 147] This figure shows an example of the configuration of the payout data table that is actually referenced in the source program for the prize search process in one embodiment of the present invention. [Figure 148] This flowchart shows an example of illegal hit check processing in one embodiment of the present invention. [Figure 149] This figure shows an example of a source program for executing various processes in the flowchart of the illegal hit check process in one embodiment of the present invention. [Figure 150] This flowchart shows an example of the prize-winning check and medal payout process in one embodiment of the present invention. [Figure 151] This figure shows an example of a source program for executing various processes in the flowchart of the prize-winning check and medal payout process in one embodiment of the present invention. [Figure 152] This flowchart shows an example of a medal payout count check process in one embodiment of the present invention. [Figure 153] This figure shows an example of a source program for executing various processes in the flowchart of the medal payout count check process in one embodiment of the present invention. [Figure 154] This flowchart shows an example of BB check processing in one embodiment of the present invention. [Figure 155] This flowchart shows an example of RT check processing in one embodiment of the present invention. [Figure 156] This flowchart shows an example of RT check processing in one embodiment of the present invention. [Figure 157]This flowchart shows an example of the processing at the end of the CZ / ART in one embodiment of the present invention. [Figure 158] This flowchart shows an example of interrupt processing performed by the main control circuit of a gaming machine in one embodiment of the present invention. [Figure 159] This flowchart shows an example of 7-segment LED driving processing in one embodiment of the present invention. [Figure 160] This figure shows an example of a source program for executing various processes in the flowchart of the 7-segment LED driving process in one embodiment of the present invention. [Figure 161] This flowchart shows an example of the 7-segment display data generation process in one embodiment of the present invention. [Figure 162] This figure shows an example of a source program for executing various processes in the flowchart of the 7-segment display data generation process in one embodiment of the present invention. [Figure 163] This figure shows an example of the configuration of a 7-segment cathode table actually referenced in the source program for the 7-segment display data generation process in one embodiment of the present invention. [Figure 164] This flowchart shows an example of timer update processing in one embodiment of the present invention. [Figure 165] This figure shows an example of a source program for executing various processes in the flowchart of the timer update process in one embodiment of the present invention. [Figure 166] This flowchart shows an example of test firing signal control processing (unspecified) in one embodiment of the present invention. [Figure 167] This flowchart shows an example of the reel braking signal generation process in one embodiment of the present invention. [Figure 168] This flowchart shows an example of special signal control processing in one embodiment of the present invention. [Figure 169] This flowchart shows an example of the condition device signal control process in one embodiment of the present invention. [Figure 170]This flowchart shows an example of the condition device signal control process in one embodiment of the present invention. [Figure 171] This flowchart shows an example of sub-side navigation control processing performed by the sub-control circuit of a gaming machine in one embodiment of the present invention. [Figure 172] This flowchart shows an example of the player registration process in one embodiment of the present invention. [Figure 173] This flowchart shows an example of history management processing in one embodiment of the present invention. [Figure 174] This figure shows the flow of gameplay during the CT pre-announcement in Modification 1 of the present invention. [Figure 175] This figure shows the correspondence between the internal winning combination and the stop symbol combination in a modified example 2 of the present invention. [Figure 176] This figure shows the correspondence between the main navigation data and the sub-navigation data in Modification 3 of the present invention. [Figure 177] This figure shows the correspondence between the button press sequence and the locked state in Modification 5 of the present invention. [Figure 178] This figure shows the transition flow of game states between bonus states and non-bonus states in a pachislo machine according to another embodiment of the present invention. [Figure 179] This figure shows an example of a pattern arrangement table in the above embodiment. [Figure 180] This figure shows an example of an internal lottery table in the above embodiment. [Figure 181] This figure shows an example of an internal lottery table in the above embodiment. [Figure 182] This figure shows an example of an internal lottery table in the above embodiment. [Figure 183] This figure shows an example of a pattern combination determination table in the above embodiment. [Figure 184] This figure shows an example of a pattern combination determination table in the above embodiment. [Figure 185] This figure shows an example of a pattern combination determination table in the above embodiment. [Figure 186]This figure shows an example of a pattern combination determination table in the above embodiment. [Figure 187] This figure shows an example of a pattern combination determination table in the above embodiment. [Figure 188] This figure shows an example of a pattern combination determination table in the above embodiment. [Figure 189] This figure shows an example of a pattern combination determination table in the above embodiment. [Figure 190] This figure shows an example of a pattern combination determination table in the above embodiment. [Figure 191] This figure shows an example of a pattern combination determination table in the above embodiment. [Figure 192] This figure shows an example of a pattern combination determination table in the above embodiment. [Figure 193] This figure shows an example of a pattern combination determination table in the above embodiment. [Figure 194] This figure shows an example of a pattern combination determination table in the above embodiment. [Figure 195] This figure shows an example of a pattern combination determination table in the above embodiment. [Figure 196] This figure shows an example of a pattern combination determination table in the above embodiment. [Figure 197] This figure shows an example of the pattern combinations in the above embodiment. [Figure 198] This figure shows an example of the pattern combinations in the above embodiment. [Figure 199] This figure shows an example of the pattern combinations in the above embodiment. [Figure 200] This figure shows an example of the pattern combinations in the above embodiment. [Figure 201] This figure shows an example of the pattern combinations in the above embodiment. [Figure 202] This figure shows an example of the pattern combinations in the above embodiment. [Figure 203] This figure shows an example of the pattern combinations in the above embodiment. [Figure 204] This figure shows an example of the pattern combinations in the above embodiment. [Figure 205] This diagram shows the correspondence between the internal winning combination and the stop symbol combination in the above embodiment. [Figure 206] This figure shows the transition flow of the game state considering the notification of the pachislo machine in the above implementation configuration. [Figure 207] This figure shows the transition conditions for the game state, taking into account the notification of the pachislo machine in the above implementation configuration. [Figure 208] This diagram shows the correspondence between the internal winning role and the drawing flag in the above implementation configuration. [Figure 209] This diagram shows the flow of gameplay during normal operation in the above implementation configuration. [Figure 210] This diagram shows the flow of gameplay during the CZ (Chance Zone) in the above implementation configuration. [Figure 211] This diagram shows the flow of gameplay during the CZ (Chance Zone) in the above implementation configuration. [Figure 212] This diagram shows the flow of gameplay during the ART state in the above implementation configuration. [Figure 213] This diagram shows the flow of gameplay during the ART state in the above implementation configuration. [Figure 214] This diagram shows the flow of gameplay during the bonus state in the above implementation configuration. [Figure 215] This figure shows an example of a mode transition lottery table in the above embodiment. [Figure 216] This figure shows an example of a state transition lottery table in the above embodiment. [Figure 217] This figure shows an example of a state transition lottery table in the above embodiment. [Figure 218] This figure shows an example of a high-guarantee game count lottery table in the above embodiment. [Figure 219] This figure shows an example of a mode-specific CZ lottery table in the above embodiment. [Figure 220]This figure shows an example of a CZ (Chance Zone) lottery table based on the state when a Big Bonus (BB) is won in the above embodiment. [Figure 221] This figure shows an example of a state-specific CZ lottery table in the above embodiment. [Figure 222] This figure shows an example of a CZ pre-announcement game count lottery table in the above embodiment. [Figure 223] This figure shows an example of the ART lottery table when a Big Bonus (BB) is won in the above embodiment. [Figure 224] This figure shows an example of a normal ART lottery table in the above embodiment. [Figure 225] This figure shows an example of an ART pre-announcement game count lottery table in the above embodiment. [Figure 226] This figure shows an example of the ART lottery table during the CZ in the above embodiment. [Figure 227] This figure shows an example of the ART lottery table during the CZ in the above embodiment. [Figure 228] This figure shows an example of a stock lottery table during ART in the above embodiment. [Figure 229] This figure shows an example of a stock lottery table during ART in the above embodiment. [Figure 230] This figure shows an example of a stock lottery table during ART in the above embodiment. [Figure 231] This figure shows an example of a stock lottery table when a Big Bonus (BB) is won during ART in the above embodiment. [Figure 232] This figure shows an example of a stock count lottery table when an ART is won in the above embodiment. [Figure 233] This figure shows an example of a special CZ transition lottery table in the above embodiment. [Figure 234] This figure shows an example of the rank lottery table when an ART is won in the above embodiment. [Figure 235] This figure shows an example of the rank lottery table when an ART is won in the above embodiment. [Figure 236]This figure shows an example of the rank lottery table when an ART is won in the above embodiment. [Figure 237] This figure shows an example of the rank lottery table when an ART is won in the above embodiment. [Figure 238] This figure shows an example of the rank lottery table when an ART is won in the above embodiment. [Figure 239] This figure shows an example of a stock release order lottery table in the above embodiment. [Figure 240] This figure shows an example of a rank-determining ART rank-up lottery table in the above embodiment. [Figure 241] This figure shows an example of a lottery table for acquiring a high probability of navigation games in the above embodiment. [Figure 242] This figure shows an example of a lottery table for acquiring the number of CZ games in the above embodiment. [Figure 243] This figure shows an example of a lottery table for acquiring ART game counts in the above embodiment. [Figure 244] This figure shows an example of a fall mode lottery table in the above embodiment. [Figure 245] This figure shows an example of a fall mode transition lottery table in the above embodiment. [Figure 246] This figure shows an example of a lottery table for transitioning to the fall-off mode when a BB is won in the above embodiment. [Figure 247] This figure shows examples of the BB (Big Bonus) ART (Artificial Reality Time) lottery table, BB (Big Bonus) CZ (Challenge Zone) lottery table, and BB (Emergency Point) stock lottery table in the above embodiment. [Figure 248] This flowchart shows an example of the main processing (main operation processing) performed by the main control circuit of the pachislo machine in the above embodiment. [Figure 249] This figure shows the contents of the lottery during the normal state of the pachislo machine in the above embodiment. [Figure 250] This figure shows the contents of the lottery during the pre-Chance Zone (CZ) phase of the pachislo machine in the above embodiment. [Figure 251]This figure shows the contents of the lottery during the ART pre-announcement phase of the pachislo machine in the above embodiment. [Figure 252] This figure shows the contents of the initial bonus round (CZ) and the draw for the next game after the end of the initial bonus round (CZ) in the above embodiment of the pachislo machine. [Figure 253] This figure shows the contents of the lottery during the ART preparation phase of the pachislo machine in the above embodiment. [Figure 254] This figure shows the contents of the lottery during the rank determination ART of the pachislot in the above embodiment. [Figure 255] This figure shows the contents of the lottery during normal ART in the above embodiment of the pachislot machine. [Figure 256] This figure shows the contents of the lottery during the EP preparation of the pachislo machine in the above embodiment. [Figure 257] This figure shows the contents of the lottery during the EP of the pachislo machine in the above embodiment. [Figure 258] This figure shows the contents of the lottery during the CZ (after ART), the next game after the CZ (after ART) ends, and the special CZ in the above embodiment of the pachislot. [Figure 259] This figure shows the contents of the lottery during the normal flag interval of the pachislo machine in the above embodiment. [Figure 260] This figure shows the contents of the lottery during a normal Big Bonus (BB) in the above embodiment of the pachislo machine. [Figure 261] This figure shows the contents of the lottery during the ART (Artistic Reel Time) period of the pachislo machine in the above embodiment. [Figure 262] This figure shows the contents of the lottery during ART and BB in the above embodiment of the pachislo machine. [Figure 263] This figure shows the relationship between the remaining number of games in the pachislot's CZ (Chance Zone) and each lottery during the CZ in the above embodiment. [Figure 264] This figure shows the relationship between the presence or absence of stock during the CZ (Chance Zone) of the pachislo machine in the above embodiment and each lottery. [Figure 265] This figure shows an overview of the ART lottery during the RT4 or RT5 state of the pachislo machine in the above embodiment. [Figure 266]This figure shows the correspondence between the button press sequence and the symbol combination when a pachislo machine wins a bell in the above embodiment. [Figure 267] This figure shows the correspondence between the button press sequence when a pachislo machine wins a bell in the above embodiment and the RT control. [Figure 268] This figure shows another example of the correspondence between the button press sequence and RT control when a pachislo machine wins a bell in the above embodiment. [Figure 269] This figure shows the method for managing the number of high-probability navigation games in the above embodiment of the pachislot machine. [Figure 270] This figure shows the relationship between the presence or absence of a high probability navigation mode in the pachislo machine and each lottery in the above embodiment. [Modes for carrying out the invention]

[0010] In the following, a pachislo machine will be used as an example of a gaming machine according to one embodiment of the present invention, and its configuration and operation will be described with reference to the drawings. In this embodiment, a pachislo machine equipped with a bonus activation function and an ART function will be described.

[0011] <Function Flow> First, the functional flow of the pachislo machine will be explained with reference to Figure 1. In this embodiment of the pachislo machine, medals are used as the game medium for playing the game. In addition to medals, other game mediums such as coins, game balls, game point data, or tokens can also be used.

[0012] When a player inserts tokens into a pachislo machine and operates the start lever, a random number (hereinafter referred to as the random number) is drawn from a predetermined range of values ​​(for example, 0 to 65535).

[0013] The internal lottery means performs a lottery based on the extracted random values ​​to determine the internal winning combination. This internal lottery means is one of the various processing means (processing functions) provided by the main control circuit, which will be described later. The determination of the internal winning combination determines the combination of symbols that are permitted to be displayed along the effective line (winning judgment line), which will be described later. The types of symbol combinations include those related to "winning," which grants the player benefits such as medal payouts, replay activation, and bonus activation, and those related to other so-called "misses." Hereafter, combinations related to medal payouts will be referred to as "minor wins," and combinations related to replay activation will be referred to as "replay wins." Combinations related to bonus activation (bonus game) will also be referred to as "bonus wins."

[0014] Furthermore, when the start lever is operated, multiple reels rotate. Subsequently, when the player presses the stop button corresponding to a predetermined reel, the reel stop control means controls the rotation of the corresponding reel to stop based on the internal winning combination and the timing of the stop button being pressed. This reel stop control means is one of the various processing means (processing functions) provided by the main control circuit, which will be described later.

[0015] In pachislo machines, control is generally performed to stop the rotation of the corresponding reel within a specified time (190 msec) from the moment the stop button is pressed. In this embodiment, the number of symbols that move with the rotation of the reels within this specified time is called the "number of sliding symbols". In this embodiment, when the specified period is 190 msec, the maximum number of sliding symbols (maximum number of sliding symbols) is set to four symbols.

[0016] When an internal winning combination that permits the display of a winning symbol combination has been determined, the reel stop control means normally stops the rotation of the reels within a specified time of 190 msec (equivalent to 4 symbol frames) so that the symbol combination is displayed along the active line as much as possible. In addition, the reel stop control means also uses the specified time to stop the rotation of the reels so that symbol combinations that are not permitted to be displayed by the internal winning combination are not displayed along the active line.

[0017] In this way, once all the reels have stopped spinning, the prize determination means determines whether the combination of symbols displayed along the active lines is a prize-winning combination. This prize determination means is also one of the various processing means (processing functions) provided by the main control circuit, which will be described later. If the prize determination means determines that the displayed combination of symbols is a prize-winning combination, the player is given a reward such as a payout of medals. In pachislo, the above sequence of events constitutes one game (unit game).

[0018] Furthermore, in pachislot machines, various effects are produced using the display of images on display devices, the output of light from various lamps, the output of sound from speakers, or combinations of these, within the sequence of gameplay described above.

[0019] Specifically, when the start lever is operated, a random number for the performance is extracted, separate from the random number used to determine the internal winning combination as described above. Once the random number for the performance is extracted, the performance content determination means draws a random number to determine which performance to execute from among several types of performance content associated with the internal winning combination. This performance content determination means is one of the various processing means (processing functions) provided by the sub-control circuit described later.

[0020] Next, once the performance content is determined by the performance content determination means, the performance execution means executes the corresponding performance in conjunction with various triggers such as when the reels start spinning, when each reel stops spinning, and when determining whether or not a win has occurred. In this way, in pachislot, for example, by executing performance content associated with the internal winning combination, the player is given the opportunity to know or predict the determined internal winning combination (in other words, the combination of symbols to aim for), thereby increasing the player's interest.

[0021] <Structure of a pachislo machine> Next, with reference to Figures 2 to 4, the structure of a pachislo machine according to one embodiment of the present invention will be described.

[0022] [Exterior Structure] Figure 2 is a perspective view showing the external structure of Pachislo 1.

[0023] As shown in Figure 2, the pachislo machine 1 includes an exterior body (game machine body) 2. The exterior body 2 has a cabinet 2a that houses reels, circuit boards, etc., and a front door 2b that is attached to open and close the opening of the cabinet 2a.

[0024] Inside cabinet 2a, three reels 3L, 3C, and 3R (variable display means, display rows) are arranged in a horizontal row. Hereinafter, each reel 3L, 3C, and 3R (main reels) will also be referred to as the left reel 3L, the middle reel 3C, and the right reel 3R, respectively. Each reel 3L, 3C, and 3R has a cylindrical reel body and a translucent sheet material attached to the circumferential surface of the reel body. Multiple (for example, 20) patterns are drawn on the surface of the sheet material at predetermined intervals along the circumferential direction (the direction of rotation of the reel).

[0025] The front door 2b comprises a door body 9, a front panel 10, a lower panel 12, and a base 13. The door body 9 is attached to the cabinet 2a so as to be openable and closable using a hinge (not shown). The hinge is located on the left side end of the door body 9 when viewed from the front side (player side) of the pachislo machine 1.

[0026] The front panel 10 is located on the upper part of the door body 9. This front panel 10 is composed of a frame-shaped member having an opening 10a. The opening 10a of the front panel 10 is covered by a display device cover 30, which is positioned opposite the display device 11 (described later) located inside the cabinet 2a.

[0027] The display device cover 30 is made of a black, translucent synthetic resin. Therefore, the player can view the image displayed by the display device 11 (described later) through the display device cover 30. In this embodiment, by making the display device cover 30 of a black, translucent synthetic resin, the intrusion of external light into the cabinet 2a is suppressed, allowing the image displayed by the display device 11 to be viewed clearly.

[0028] The front panel 10 is provided with a group of lamps 21. The group of lamps 21 includes, for example, lamps 21a and 21b located at the top of the front panel 10 as viewed from the player's side. Each lamp constituting the group of lamps 21 is made up of an LED (Light Emitting Diode) or the like (see LED group 85 in Figure 7 described later), and turns on and off in patterns corresponding to the performance content.

[0029] The waist panel 12 is located approximately in the center of the door body 9. The waist panel 12 has a decorative panel on which an arbitrary image is drawn, and a light source (an LED included in the LED group 85 described later) that emits light to illuminate the decorative panel from the rear.

[0030] The base section 13 is provided between the front panel 10 and the waist panel 12. The base section 13 is provided with a symbol display area 4 and various devices that are operated by the player (medal slot 14, MAX bet button 15a, 1 bet button 15b, start lever 16, three stop buttons 17L, 17C, 17R, settlement button (not shown), etc.).

[0031] The symbol display area 4, when viewed from the front, is an area that overlaps the three reels 3L, 3C, and 3R, and is positioned closer to the player than the three reels 3L, 3C, and 3R, and is sized to allow the three reels 3L, 3C, and 3R to be visible. This symbol display area 4 functions as a display window, and is configured to allow the individual reels 3L, 3C, and 3R located behind it to be visible. Hereinafter, the symbol display area 4 will be referred to as the reel display window 4.

[0032] The reel display window 4 is configured such that when the rotation of the three reels 3L, 3C, and 3R located behind it stops, three consecutively arranged symbols from among the multiple symbols provided on the circumferential surface of each reel are displayed within its frame. That is, when the rotation of the three reels 3L, 3C, and 3R stops, one symbol (a total of three) is displayed in the upper, middle, and lower sections of each reel within the frame of the reel display window 4 (the symbols are displayed in a 3x3 arrangement within the frame of the reel display window 4). In this embodiment, within the frame of the reel display window 4, a pseudo-line (center line) connecting the middle section of the left reel 3L, the middle section of the middle reel 3C, and the middle section of the right reel 3R is defined as the valid line for determining whether or not a win has occurred.

[0033] The reel display window 4 is formed by an opening in a frame member 31 provided on the base portion 13. Below the frame member 31 that defines the reel display window 4, a base area with a substantially horizontal surface is provided. From the player's perspective, a coin slot 14 is provided on the right side of the base area, and a MAX bet button 15a and a 1 bet button 15b are provided on the left side.

[0034] The medal slot 14 is provided to receive medals that are dropped into the pachislo machine 1 from the outside by the player. The medals received from the medal slot 14 are used for one game up to a predetermined number (for example, 3 medals), and any medals exceeding the predetermined number can be deposited inside the pachislo machine 1 (a so-called credit function (game medium storage means)).

[0035] The MAX bet button 15a and the 1 bet button 15b are provided to determine the number of tokens to be used for one game from the tokens deposited inside the cabinet 2a. The MAX bet button 15a is equipped with a bet button LED (not shown) that lights up when tokens can be inserted. The payout button is provided to withdraw (discharge) the tokens deposited inside the pachislo machine 1.

[0036] When a player presses the MAX bet button 15a, three tokens (the bet amount for the unit game) are inserted, and the active paylines are activated. On the other hand, one token is inserted each time the 1 bet button 15b is pressed. When the 1 bet button 15b is pressed three times, three tokens (the bet amount for the unit game) are inserted, and the active paylines are activated.

[0037] In the following, the operation of the MAX bet button 15a, the operation of the 1 bet button 15b, and the operation of inserting a medal into the medal slot 14 (the operation of inserting a medal in order to play the game) will all be referred to as "insertion operation".

[0038] The start lever 16 is provided to start the rotation of all reels (3L, 3C, 3R). The stop buttons 17L, 17C, and 17R are provided corresponding to the left reel 3L, the middle reel 3C, and the right reel 3R, respectively, and each stop button is provided to stop the rotation of the corresponding reel. Hereinafter, the stop buttons 17L, 17C, and 17R will also be referred to as the left stop button 17L, the middle stop button 17C, and the right stop button 17R, respectively.

[0039] Furthermore, an information display unit 6 is provided approximately in the center of the base area on a roughly horizontal surface below the reel display window 4. The information display unit 6 is covered by a transparent window cover (not shown).

[0040] The information display unit 6 is equipped with a two-digit seven-segment LED (hereinafter referred to as "7-segment LED") for digitally displaying (notifying) the number of medals dispensed to the player as a bonus (hereinafter referred to as "dispensed medals") to the player, and a two-digit seven-segment LED for digitally displaying (notifying) the number of medals deposited inside the pachislo machine 1 (hereinafter referred to as "credits") to the player. In this embodiment, the two-digit seven-segment LED for displaying the number of medals dispensed is also used as a two-digit seven-segment LED for digitally displaying (notifying) the player of error occurrence and error type information. Therefore, when an error occurs, the display mode of the two-digit seven-segment LED for displaying the number of medals dispensed switches from displaying the number of medals dispensed to displaying information on the error type.

[0041] Furthermore, the information display unit 6 is equipped with an instruction monitor (not shown) that notifies the player of the necessary stopping operations to display the combination of symbols corresponding to the winning combination determined internally along the active lines. The instruction monitor (instruction display unit) is composed of, for example, a two-digit seven-segment LED. The instruction monitor notifies the player of the necessary stopping operations by lighting up, flashing, or turning off the two-digit seven-segment LED in a manner that uniquely corresponds to the stopping operation information to be notified.

[0042] The manner in which the information of the stop operation to be notified is, for example, when notifying the order "1st (the first stop operation is performed on the left reel 3L)", the instruction monitor displays the number "1", when notifying the order "2nd (the first stop operation is performed on the middle reel 3C)", the instruction monitor displays the number "2", and when notifying the order "3rd (the first stop operation is performed on the right reel 3R)", the instruction monitor displays the number "3". The manner in which the information of the stop operation is notified on the instruction monitor (navigation data determined on the main side, which will be described later) will be described in detail later with reference to Figure 63.

[0043] As shown in Figure 7 below, the information display unit 6 is electrically connected to the main control board 71 via the door relay terminal board 68 and the game operation display board 81, and the display operation of the information display unit 6 is controlled by the main control circuit 90 in the main control board 71, which will be described later. Furthermore, the control method for the various 7-segment LEDs described above is dynamic lighting control.

[0044] In addition, in the pachislo 1 of this embodiment, a configuration is provided to notify information about the stop operation using other means controlled by the sub-control board 72, in addition to the instruction monitor controlled by the main control board 71. Specifically, information about the stop operation is notified by the display device 11, which is composed of the projector mechanism 211 and display unit 212 (see Figure 3 and Figure 7 described later), as described later.

[0045] When such a configuration is applied, the manner of notification on the instruction monitor and the manner of notification on other means controlled by the sub-control board 72 may be different from each other. That is, the instruction monitor only needs to notify in a manner that uniquely corresponds to the information of the stop operation to be notified, and it is not necessarily required to directly notify the information of the stop operation (for example, even if the numerical value "1" is displayed on the instruction monitor, some players may not be able to identify the content of the notification, and it cannot be said to be a direct notification). On the other hand, in notification on the sub-side (sub-control board side) by other means such as the display device 11 described later, the information of the stop operation may be notified directly. For example, when notifying the push order "1st", the instruction monitor displays the numerical value "1" which uniquely corresponds to the push order to be notified, but other means (for example, the display device 11, etc.) may directly notify instruction information for performing the first stop operation on the left reel 3L.

[0046] In a pachislo machine 1 with this configuration, information regarding the necessary stop operations corresponding to the internal winning combination can be notified not only by the control of the sub-control board 72 but also by the control of the main control board 71. Furthermore, whether or not such stop operation information is notified may be controlled according to the game state. For example, in the general game state (non-ART game state) described later, stop operation information may not be notified, but in the ART game state (see Figure 14 described later), stop operation information may be notified.

[0047] Furthermore, a sub-display device 18 is provided to the left of the reel display window 4, as viewed from the player's perspective. As shown in Figure 2, the sub-display device 18 is installed on the front of the door body 9, rising approximately vertically from the base area of ​​the base portion 13, which is approximately horizontal. The sub-display device 18 is composed of a liquid crystal display or an organic EL (Electro-Luminescence) display and displays various information.

[0048] Furthermore, a touch sensor 19 is provided on the display surface of the sub-display device 18 (see Figure 7 below). The touch sensor 19 operates according to a predetermined operating principle such as a capacitive method, and when it receives an operation from a player, it outputs a signal corresponding to that operation as touch input information. The pachislo machine 1 of this embodiment has a function that allows the display of the sub-display device 18 to be switched according to the operation from the player received via the touch sensor 19 (touch input information output from the touch sensor 19). The sub-display device 18 is controlled by the sub-control board 72 below (see Figure 7 below) based on the touch input information output from the touch sensor 19.

[0049] The lower part of the door body 9 is provided with a medal payout opening 24, a medal tray 25, and two speaker holes 20L and 20R. The medal payout opening 24 guides the medals dispensed by the medal dispensing device 51 (described later) to the outside. The medal tray 25 stores the medals dispensed from the medal payout opening 24. In addition, sound effects, music, and other sounds corresponding to the performance content are output from the two speaker holes 20L and 20R.

[0050] [Internal structure] Next, the internal structure of Pachislo 1 will be explained with reference to Figures 3 and 4. Figure 3 shows the internal structure of cabinet 2a, and Figure 4 shows the internal structure on the back side of front door 2b.

[0051] As shown in Figure 3, the cabinet 2a has a top panel 27a, a bottom panel 27b, left and right side panels 27c and 27d, and a back panel 27e. The display device 11 is installed in the upper part of the cabinet 2a.

[0052] The display device 11 includes a projector mechanism 211 and a box-shaped projection member 212a onto which the image light projected from the projector mechanism 211 is projected, and performs image display by projection mapping. Specifically, the display device 11 generates image light based on the position (projection distance, angle, etc.) and shape of the projection member 212a, which is a three-dimensional object, and this image light is projected onto the surface of the projection member 212a by the projector mechanism 211. By providing such a performance function, it is possible to perform sophisticated and impressive performances. In addition, although not shown in Figure 3, another projection member with a curved display surface is provided on the back side of the box-shaped projection member 212a, and depending on the game state, one of the projection members is used as a screen onto which the image light is projected. Therefore, the cabinet 2a is also provided with a function (not shown) to switch the projection member according to the game state.

[0053] A medal dispensing device (hereinafter referred to as a hopper device) 51, a medal auxiliary storage compartment 52, and a power supply unit 53 are installed in the lower part of the cabinet 2a.

[0054] The hopper device 51 is mounted in the center of the bottom plate 27b of the cabinet 2a. This hopper device 51 has a structure that can store a large number of medals and dispense them one by one. The hopper device 51 dispenses medals when the number of stored medals exceeds, for example, 50, or when the settlement button is pressed and medal settlement is performed. The medals dispensed by the hopper device 51 are then discharged from the medal dispensing port 24 (see Figure 2).

[0055] The medal auxiliary storage compartment 52 stores medals that overflow from the hopper device 51. This medal auxiliary storage compartment 52 is located to the right of the hopper device 51 when viewed from the front inside the cabinet 2a. The medal auxiliary storage compartment 52 is also detachably attached to the bottom plate 27b of the cabinet 2a.

[0056] The power supply unit 53 has a power switch 53a and a power supply board 53b (power supply means) (see Figure 7 below). This power supply unit 53 is located to the left of the hopper device 51 when viewed from the front inside the cabinet 2a and is mounted on the left side panel 27c. The power supply unit 53 converts the AC voltage of 100V supplied from the sub-power supply unit (not shown) into DC voltage power required by each part and supplies the converted power to each part.

[0057] Furthermore, above the power supply unit 53 inside the cabinet 2a, a sub-control board case 57 is provided to house the sub-control board 72 (see Figure 7, described later). The sub-control board 72 housed in the sub-control board case 57 is equipped with the sub-control circuit 200 (see Figure 10, described later). This sub-control circuit 200 is a circuit that controls the execution of effects such as the display of images. The specific configuration of the sub-control circuit 200 will be described later.

[0058] A sub-relay board 61 is positioned above the sub-control board case 57 inside cabinet 2a. This sub-relay board 61 is a relay board on which wiring connecting the sub-control board 72 and the main control board 71 (described later) is mounted. Furthermore, the sub-relay board 61 is a relay board on which wiring connecting the sub-control board 72 to boards and various device units located around the sub-control board 72 is mounted.

[0059] Although not shown in Figure 3, a cabinet-side relay board 44 (see Figure 7 below) is installed inside the cabinet 2a. This cabinet-side relay board 44 is a relay board on which wiring is mounted to connect the main control board 71 (see Figure 7 below) to the hopper device 51, the game token auxiliary storage switch 77 (see Figure 7 below), and the token payout count switch (not shown).

[0060] As shown in Figure 4, a middle door 41 is positioned in the center of the rear side of the front door 2b, and a reel display window 4 (see Figure 2) is mounted to it so that it can be opened and closed from the rear. Although not shown in Figure 4, three reels 3L, 3C, and 3R are mounted on the side of the middle door 41 facing the reel display window 4, and a main control board case 55 housing the main control board 71 (see Figure 7, described later) is mounted on the opposite side of the middle door 41 from the reel display window 4. Stepping motors (not shown) are connected to the three reels 3L, 3C, and 3R via gears with a predetermined reduction ratio.

[0061] The main control board 71 housed in the main control board case 55 has a main control circuit 90 (see Figure 9 below), which will be described later. The main control circuit 90 (main control means) is a circuit that controls the main flow of gameplay in pachislo 1, such as determining the internal winning combination, rotating and stopping each reel 3L, 3C, and 3R, and determining whether or not a win has occurred. In this embodiment, the main control circuit 90 also controls, for example, the lottery process for determining whether or not ART is determined, the display process of navigation information on the instruction monitor, and the transmission process of various test signals. The specific configuration of the main control circuit 90 will be described later.

[0062] On the rear side of the front door 2b, speakers 65L and 65R are positioned below the middle door 41. Speakers 65L and 65R are positioned opposite the speaker holes 20L and 20R (see Figure 2), respectively.

[0063] Furthermore, a selector 66 and a door opening / closing monitoring switch 67 are installed above the speaker 65L. The selector 66 is a device that sorts whether the material and shape of the medals are appropriate or not, and guides the appropriate medals inserted into the medal slot 14 to the hopper device 51. Within the selector 66, a medal sensor (game medium detection means: not shown) is provided along the path through which the medals pass to detect when an appropriate medal has passed.

[0064] The door opening / closing monitoring switch 67 is located diagonally below and to the left of the selector 66 when viewing the front door 2b from the rear side. This door opening / closing monitoring switch 67 outputs a security signal to the outside of the pachislo 1 to notify the opening and closing of the front door 2b.

[0065] Furthermore, although not shown in Figure 4, a door relay terminal board 68 is provided on the back side of the front door 2b, in the area opened and closed by the middle door 41 and below the reel display window 4 (see Figure 7 below). This door relay terminal board 68 is a relay board on which wiring is mounted to connect the main control board 71 in the main control board case 55 to various buttons and switches, a sub-relay board 61, a selector 66, a game operation display board 81, a first interface board 301 for the test machine, and a second interface board 302 for the test machine. Examples of the various buttons and switches include the MAX bet button 15a, the 1 bet button 15b, the door opening / closing monitoring switch 67, the BET switch 77 (described later), and the start switch 79.

[0066] <Example of display on a sub-display> Here, we will explain the various display screens shown on the sub-display device 18 with reference to Figures 5A to 5E. Figure 5A shows the top screen 221 displayed on the sub-display device 18, and Figure 5B shows the menu screen 222 displayed on the sub-display device 18. Figures 5C to 5E show the game information screens 223, 224, and 225 displayed on the sub-display device 18.

[0067] The sub-display device 18 displays various screens based on the player's touch operation. As shown in Figures 5A to 5E, various screens are displayed, including the top screen 221, menu screen 222, and game information screens 223, 224, and 225. These screens are switched based on the player's operation signals received via the touch sensor 19.

[0068] The top screen 221 is the initial screen among the display screens shown on the sub-display device 18. The top screen 221 displays a "MENU" button 221a and a summary of the game history 221b. The "MENU" button 221a is an operation button for calling up the menu screen 222 shown in Figure 5B. When a predetermined operation (e.g., tap) is performed on the "MENU" button 221a by the player, the menu screen 222 is called up. The top screen 221 also displays a summary of the game history (summary of game history) of pachislot 1 as the summary of the game history 221b. In this embodiment, the summary of the game history 221b displays, for example, the number of bonus rounds, the number of ART rounds, and the number of games (number of games played).

[0069] The menu screen 222 displays menus that can be displayed on the sub-display device 18. The menu screen 222 displays a "Back" button 222a, a "Register" button 222b, an "Explanation" button 222c, a "Race Payout" button 222d, a "Winning Combination" button 222e, a "Website" button 222f, and a "Volume" button 222g. The "Back" button 222a is an operation button for calling up the top screen 221. When the player operates the "Back" button 222a, the top screen 221 is called up. The "Register" button 222b to the "Volume" button 222g are operation buttons for calling up the display screen of the corresponding menu content. When the player operates each button, the display screen of the corresponding menu content is called up.

[0070] For example, if the "Register" button 222b is pressed by a player on the menu screen 222, a registration screen (not shown) for registering the player currently playing is displayed on the sub-display device 18. In recent years, pachislot machines have widely offered a service that registers players for each machine and manages various information, such as the completion status of predetermined missions, based on the player's past game history. The registration screen called up by the "Register" button 222b is the display screen for registering a player when receiving this service.

[0071] Furthermore, for example, if the "Explanation" button 222c is pressed by the player on the menu screen 222, the explanation screen (not shown) for Pachislo 1 is called up on the display screen of the sub-display device 18. The information displayed on the explanation screen includes, for example, explanations of the specifications of Pachislo 1, such as the probability of winning a bonus or ART for each setting value, and introductions to the characters that appear in the Pachislo 1's performance.

[0072] Furthermore, for example, if the "Row Payout" button 222d is pressed by the player on the menu screen 222, the Row Payout screen (not shown) for Pachislo 1 is called up on the display screen of the sub-display device 18. The Row Payout screen displays, for example, the correspondence between combinations of symbols that are judged to be winning combinations in Pachislo 1 and the rewards given when a win is judged (payout table), as well as the sequence of symbols drawn on each reel 3L, 3C, and 3R (reel arrangement).

[0073] Furthermore, for example, if the "Reach Symbol" button 222e is pressed by the player on the menu screen 222, the Reach Symbol screen (not shown) of pachislo 1 is called up on the display screen of the sub-display device 18. The Reach Symbol screen displays information on the symbol combinations referred to as "Reach Symbols" set in pachislo 1. The symbol combinations referred to as "Reach Symbols" are those that grant special benefits when displayed along an active line, and in pachislo 1 of this embodiment, this corresponds to the symbol combinations corresponding to the abbreviation "Reach Symbol Replay" shown in the contents column of the prize activation flag storage area in Figures 28 to 30 described later. In this embodiment, if the symbol combination related to "Reach Symbol Replay" is displayed along an active line, it is confirmed that the player will then transition to a state that is advantageous to them (for example, a bonus state, normal ART, or CT (see Figure 14 described later)).

[0074] Furthermore, for example, if the "Website" button 222f is pressed by the player on the menu screen 222, the web introduction screen (not shown) for Pachislo 1 is called up on the display screen of the sub-display device 18. The web introduction screen displays a two-dimensional code (for example, a QR code (registered trademark)) indicating the URL of any website, such as a special website set up for each Pachislo 1 model or the website of the Pachislo 1 manufacturer. The player can access the corresponding website by scanning the two-dimensional code displayed on the web introduction screen with a mobile phone or other device.

[0075] Furthermore, for example, if the player operates the "Volume" button 222g on the menu screen 222, a volume adjustment screen (not shown) that allows the player to adjust the volume of the sound output from speakers 65L and 65R is displayed on the sub-display device 18. The player can adjust the volume of the sound effects of pachislo 1 via the volume adjustment screen.

[0076] Furthermore, since the sub-display device 18 is provided separately from the display device 11 (projector mechanism 211 and display unit 212) described above, it can be controlled independently of the display device 11. Therefore, in the pachislo 1 of this embodiment, even during gameplay (while the display device 11 is executing a performance), the display screen of the sub-display device 18 can be switched by the player's operation. As a result, for example, if a player wants to know about the characters that appear in the performance of the display device 11, the player can use the "Explanation" button 222c to bring up the explanation screen and grasp information such as the relationships between characters during gameplay. Also, for example, if a player wants to know which symbols to use as a guide to hit a so-called "rare role" during reel rotation when a rare role is won during gameplay, the player can use the "Reel Arrangement Payout" button 222d to bring up the reel arrangement payout screen and grasp the reel arrangement.

[0077] Game information screens 223, 224, and 225 are display screens that show detailed game history information, including the summary game history displayed on the top screen 221 of the Pachislo 1 game history.

[0078] The game information screen 223 displays a "Back" button 223a, a "MENU" button 223b, a "Previous" button 223c, a "Next" button 223d, and a game history 223e. The "Back" button 223a and the "MENU" button 223b are operation buttons for calling up the top screen 221 and the menu screen 222 on the display screen of the sub-display device 18, respectively. By operating each button, the corresponding display screen is called up. The "Previous" button 223c and the "Next" button 223d are operation buttons for switching between game information screens in a predetermined order. When the "Previous" button 223c is operated by the player, the display screen switches from game information screen 223 to game information screen 225. When the "Next" button 223d is operated by the player, the display screen switches from game information screen 223 to game information screen 224. Furthermore, as shown in Figure 5C, the game history 223e displays the number of games played, the number of bonuses, the number of ARTs, and the number of CZs (chance zones).

[0079] The game information screen 224 displays a "Back" button 224a, a "MENU" button 224b, a "Previous" button 224c, a "Next" button 224d, and a game history 214e. The "Back" button 224a and the "MENU" button 224b are operation buttons for calling up the top screen 221 and the menu screen 222 on the display screen of the sub-display device 18, respectively. By operating each button, the corresponding display screen is called up. The "Previous" button 224c and the "Next" button 224d are operation buttons for switching between game information screens in a predetermined order. When the player operates the "Previous" button 224c, the display screen switches from game information screen 224 to game information screen 223. When the player operates the "Next" button 224d, the display screen switches from game information screen 224 to game information screen 225. Furthermore, the game history 224e displays the number of times the Chance Zone (CZ) was entered and the number of times it was successfully entered, as described later. As will be described later, in this embodiment, there are three types of CZs: CZ1, CZ2, and CZ3. Therefore, as shown in Figure 5D, the game history 224e displays the number of times each of CZ1 to CZ3 was entered and the number of times it was successfully entered.

[0080] The game information screen 225 displays a "Back" button 225a, a "MENU" button 225b, a "Previous" button 225c, a "Next" button 225d, and a game history 225e. The "Back" button 225a and the "MENU" button 225b are operation buttons for calling up the top screen 221 and the menu screen 222 on the display screen of the sub-display device 18, respectively. By operating each button, the corresponding display screen is called up. The "Previous" button 225c and the "Next" button 225d are operation buttons for switching between game information screens in a predetermined order. When the player operates the "Previous" button 225c, the display screen switches from game information screen 225 to game information screen 224. When the player operates the "Next" button 225d, the display screen switches from game information screen 225 to game information screen 223. Furthermore, the game history 225e displays the number of times a minor role has been won and the probability of winning (a fraction with a numerator of 1), as shown in Figure 5E.

[0081] Furthermore, as a method for switching between display screens shown on the sub-display device 18, for example, a method of switching based on tap operations on operation buttons displayed on each display screen may be adopted, or a method of switching based on swipe operations on the display screen may be adopted.

[0082] <Various switching functions for the display screen of the sub-display> Next, the various switching functions of the display screen of the sub-display device 18 in the pachislo machine 1 of this embodiment will be described.

[0083] [Example of screen transitions for sub-display devices] First, with reference to Figures 6A and 6B, an example of screen transitions (switching modes) of the sub-display device 18 in the pachislo machine 1 of this embodiment will be described. Figure 6A shows an example of screen transitions of the sub-display device 18 when the player registration status is not set, and Figure 6B shows an example of screen transitions of the sub-display device 18 when the player registration status is set.

[0084] When the player registration status is not set, as shown in Figure 6A, the display screen of the sub-display device 18 can only transition between the top screen 221 and the menu screen 222, and between the menu screen 222 and various display screens that can be accessed from the menu screen 222. These transitions between display screens are controlled by the sub-control board 72 (sub-CPU 201, described later). For example, the sub-control board 72 switches the display screen between the top screen 221 and the menu screen 222 based on touch operations acquired via the touch sensor 19 (for example, tap operations on predetermined buttons or swipe operations on the display screen). However, when the player registration status is not set, the sub-control board 72 controls the display so that the game information screens 223, 224, and 225 cannot be displayed. In other words, when the player registration status is not set, the player cannot display the game information screens 223, 224, and 225 on the sub-display device 18.

[0085] On the other hand, when the player registration state is set, as shown in Figure 6B, the display screen of the sub-display device 18 can be transitioned between the top screen 221 and the menu screen 222, and between the menu screen 222 and various display screens that can be transitioned from the menu screen 222, as well as between the menu screen 222 and the game information screens 223, 224, and 225. These transitions between display screens are controlled by the sub-control board 72 (sub-CPU 201, described later). That is, the sub-control board 72 can switch the display screen not only between the top screen 221 and the menu screen 222, but also between the top screen 221 and the menu screen 222, respectively, and the game information screens 223, 224, and 225, based on touch operations acquired via the touch sensor 19. Therefore, in this embodiment, when the player registration state is set, the player can display the game information screens 223, 224, and 225 on the sub-display device 18.

[0086] As shown in Figure 6B, the order of transitions between the display screens 221, 222, and 225 is arbitrary. Therefore, for example, the system may be configured to allow direct transitions from the top screen 221 to the 223, 224, and 225 225 223, or it may be configured to allow transitions from the top screen 221 to the 223, 224, and 225 223 only via the menu screen 222.

[0087] In this embodiment of pachislo 1, the game information screens 223, 224, and 225 can only be accessed from the top screen 221 via the menu screen 222 (it is not possible to directly access the game information screens 223, 224, and 225 from the top screen 221). In this embodiment of pachislo 1, the player can transition the display screen from the menu screen 222 to the game information screens 223, 224, and 225 by swiping (not selecting a menu item) on the display screen in the menu screen 222.

[0088] In this embodiment, the game information screens 223, 224, and 225 are display screens provided completely independently of the menu screen 222. That is, in the pachislo 1 of this embodiment, game history, which is information that players are very interested in during gameplay, is displayed independently as information unrelated to the game results, such as payout arrangement and volume adjustment. Furthermore, in this embodiment, when the player registration status is set, the game information screens 223, 224, and 225 can be displayed without the player having to perform a menu selection operation on the menu screen 222. Therefore, in this embodiment, when the player registration status is set, the player can easily access the game history information they desire.

[0089] Furthermore, in this embodiment, a menu selection operation on the menu screen 222 does not transition the display screen to the game information screens 223, 224, or 225. Unless a swipe operation (an operation not specified in the menu display) is performed on the menu screen 222, the display screen cannot transition to the game information screens 223, 224, or 225. Therefore, in the pachislo 1 of this embodiment, the swipe operation to transition the display screen to the game information screens 223, 224, or 225 can be treated as a hidden command when the player registration state is set. In this case, the player can see more detailed game history information that other players with less knowledge cannot see, based on their own knowledge of pachislo 1. As a result, they can play the game more advantageously than other players, and it can be expected that the player will play more actively.

[0090] [Display switching function from game information screen to top screen] The pachislo machine 1 of this embodiment has a function to transition the display screen of the sub-display device 18 from the game information screens 223, 224, and 225 to the top screen 221, either manually by the player or automatically. Specifically, in this embodiment, when the "back" button is operated on the game information screens 223, 224, and 225, the display screen transitions from the game information screens 223, 224, and 225 to the top screen 221 (manual transition function). Also, in this embodiment, if predetermined conditions are met while the game information screens 223, 224, and 225 are displayed, the display screen automatically transitions to the top screen 221 regardless of the player's operation (automatic transition function).

[0091] More specifically, in pachislo 1, when the game information screens 223, 224, and 225 are displayed, if an insertion operation (operation on the MAX bet button 15a, operation on the 1 bet button 15b, and operation of inserting a medal into the medal slot 14) is performed, the display screen of the sub-display device 18 automatically transitions to the top screen 221. However, in game states where the probability of a replay role being determined as an internal winning role is high, such as in ART game states (high replay state), medals are automatically inserted due to the activation of replay play upon winning a replay role. As a result, in the high replay state, the opportunity to display the game information screens 223, 224, and 225 may be limited. Therefore, in pachislo 1 of this embodiment, if medals are automatically inserted due to the activation of replay play, the display screen automatically transitions from the game information screens 223, 224, and 225 to the top screen 221, triggered by the start operation rather than the medal insertion operation.

[0092] In other words, in this embodiment, if the re-play function is activated and the game information screens 223, 224, and 225 are displayed, the display screen automatically transitions from the game information screens 223, 224, and 225 to the top screen 221 when the start operation is performed. On the other hand, if the re-play function is not activated, the display screen automatically transitions from the game information screens 223, 224, and 225 to the top screen 221 when the insertion operation is performed.

[0093] [Function to switch display from the menu content display screen to the top screen (or menu screen)] The pachislo machine 1 of this embodiment has a function that allows the display screen of the sub-display device 18 to transition from various menu content display screens (registration screen, explanation screen, arrangement payout screen, winning combination screen, web introduction screen, and volume adjustment screen), which can be accessed by menu selection operations on the menu screen 222, to the top screen 221 (or menu screen 222) either manually by the player or automatically. Specifically, in this embodiment, when a predetermined button (for example, the "Return to TOP" button) is operated on the menu content display screen, the display screen transitions from the menu content display screen to the top screen 221 (manual transition function). Also in this embodiment, when a specific button (for example, the "Back" button) is operated on the menu content display screen, the display screen transitions from the menu content display screen to the menu screen 222 (manual transition function).

[0094] Furthermore, in this embodiment, when a predetermined time has elapsed while the menu content display screen is displayed, the display screen automatically transitions to the top screen 221 (or menu screen 222) regardless of the player's operation (automatic transition function). The predetermined time that triggers the automatic transition to the top screen 221 (or menu screen 222) varies depending on the type of menu content display screen currently being displayed. For example, if the volume adjustment screen, which adjusts the volume output from pachislo 1, is displayed for a long time, there is a risk that the volume may be adjusted to an unintended volume due to accidental operation, and that accidental operation may cause discomfort to other players. Therefore, the volume adjustment screen is set to automatically transition to the top screen 221 (or menu screen 222) in a shorter time than other menu content display screens. On the other hand, the registration screen is set to automatically transition to the top screen 221 (or menu screen 222) in a longer time than other menu content display screens in order to facilitate player registration.

[0095] In other words, each menu content display screen has an elapsed time (automatic transition time) set appropriately according to the type of menu content display screen, which triggers an automatic transition to the top screen 221 (or menu screen 222). The volume adjustment screen has a shorter automatic transition time than the other menu content display screens, and the registration screen has a longer automatic transition time than the other menu content display screens.

[0096] [Option to select whether or not to enable menu operation] In the pachislo 1 of this embodiment, the display screen of the sub-display device 18 transitions from the menu screen 222 to the registration screen, explanation screen, payout screen, winning combination screen, web introduction screen, and volume adjustment screen, allowing the player to perform various operations corresponding to these menu display screens and to check various information. A function (a function to select whether or not to allow menu operation) may be provided to restrict the player's ability to select menus according to the settings of the arcade.

[0097] For example, the arcade operator may configure the system to prevent transitions from the menu screen 222 to the volume control screen (for instance, by not displaying the "Volume" button 222g on the menu screen 222). In this case, it becomes impossible for players to adjust the volume.

[0098] <Control systems used in pachislot machines> Next, the control system of Pachislo 1 will be explained with reference to Figure 7. Figure 7 is a circuit block diagram showing the configuration of the control system of Pachislo 1.

[0099] Pachislo 1 has a main control board 71 located in the middle door 41 and a sub-control board 72 located in the front door 2b. Pachislo 1 also has a reel relay terminal board 74, a setting key-type switch 54 (setting switch), and a cabinet-side relay board 44 connected to the main control board 71. Furthermore, Pachislo 1 has an external centralized terminal board 47, a hopper device 51, a medal auxiliary storage switch 75, a reset switch 76, and a power supply device 53 connected to the main control board 71 via the cabinet-side relay board 44. The configuration of the hopper device 51 has been described above, so its explanation will be omitted here.

[0100] The reel relay terminal board 74 is located inside the reel body of each reel 3L, 3C, and 3R. The reel relay terminal board 74 is electrically connected to the stepping motor (not shown) of each reel 3L, 3C, and 3R, and relays the signals output from the main control board 71 to the stepping motor.

[0101] The setting key-type switch 54 is located on the main control board case 55. The setting key-type switch 54 is used when changing the settings of the pachislo machine 1 (settings 1 to 6) or when checking the settings of the pachislo machine 1.

[0102] The cabinet-side relay board 44 is a relay board on which wiring is mounted to connect the main control board 71 to the external central terminal board 47, the hopper device 51, the medal auxiliary storage switch 75, the reset switch 76, and the power supply unit 53. The external central terminal board 47 is provided to output signals such as medal insertion signals, medal payout signals, and security signals to the outside of the pachislo 1. The medal auxiliary storage switch 75 is provided in the medal auxiliary storage 52 and detects whether or not the medal auxiliary storage 52 is full of medals. The reset switch 76 is used, for example, when changing the settings of the pachislo 1.

[0103] The power supply unit 53 includes a power supply board 53b and a power switch 53a connected to the power supply board 53b. The power switch 53a is pressed when supplying the necessary power to the pachislo machine 1. The power supply board 53b is connected to the main control board 71 via the cabinet-side relay board 44 and also to the sub-control board 72 via the sub-relay board 61.

[0104] Furthermore, pachislo 1 has a door relay terminal board 68, and connected to the main control board 71 via the door relay terminal board 68 are a selector 66, a door open / close monitoring switch 67, a BET switch 77, a settlement switch 78, a start switch 79, a stop switch board 80, a game operation display board 81, a sub-relay board 61, a first interface board 301 for the test machine, and a second interface board 302 for the test machine. Note that the selector 66, the door open / close monitoring switch 67, and the sub-relay board 61 have been described above, so their explanations will be omitted here.

[0105] The BET switch 77 (insertion operation detection means) detects when the MAX bet button 15a or the 1 bet button 15b is pressed by the player. The settlement switch 78 detects when the settlement button (not shown) is pressed by the player. The start switch 79 (start operation detection means) detects when the start lever 16 is operated by the player (start operation).

[0106] The stop switch board 80 (stop operation detection means) includes a circuit for stopping the rotating main reels and a circuit for indicating which main reels can be stopped using LEDs or the like. The stop switch board 80 is also provided with a stop switch (not shown). The stop switch detects when each of the stop buttons 17L, 17C, and 17R is pressed by the player (stop operation).

[0107] The game operation display board 81 is connected to the information display (7-segment display) 6 and the LED 82. The LED 82 includes, for example, three LEDs for displaying the number of medals inserted in the current game (hereinafter referred to as the "inserted number") (hereinafter referred to as the "first LED" to the "third LED"), which light up corresponding to the inserted number, and LEDs that light up marks indicating that medal insertion is possible, a mark indicating the start of the game, a mark indicating a replay, etc. based on signals input from the game operation display board 81. In the first LED to the third LED (display means), when one medal is inserted, the first LED lights up; when two medals are inserted, the first and second LEDs light up; when three medals (the number of medals enabling the start of the game) are inserted, the first LED to the third LED light up. Since the information display 6 has been described above, its description is omitted here.

[0108] Both the first interface board 301 for the testing machine and the second interface board 302 for the testing machine are relay boards used when outputting various signals related to the game to the testing machine in the inspection test (firing test) of the pachislot 1 (note that these relay boards are not installed in the pachislot 1 as a released product for sale, so various electronic components necessary for connecting to the first interface board 301 for the testing machine and the second interface board 302 for the testing machine are not mounted on the main control circuit 90 of the main control board 71 for sale). For example, a test signal for controlling major operations related to the game (such as internal lottery, reel stop control, etc.) is output via the first interface board 301 for the testing machine, and a test signal related to the push order navigation determined by the main control board 71, for example, is output via the second interface board 302 for the testing machine.

[0109] The sub-control board 72 is connected to the main control board 71 via the door relay terminal board 68 and the sub-relay board 61. The pachislot machine 1 has a speaker group 84, an LED group 85, a 24-hour door opening / closing monitoring unit 63, a touch sensor 19, and a display unit 212, which are connected to the sub-control board 72 via the sub-relay board 61. Since the touch sensor 19 has been described above, its description is omitted here.

[0110] The speaker group 84 includes speakers 65L and 65R and various other speakers not shown in the figure. The LED group 85 includes a lamp group 21 provided on the front panel 10 and a light source that emits light for illuminating the decorative panel of the waist panel 12 from the back side. The 24-hour door opening / closing monitoring unit 63 stores the history information of the opening and closing of the middle door 41. Also, when the middle door 41 is opened, the 24-hour door opening / closing monitoring unit 63 outputs a signal for error display to the sub-control board 72 (sub-control circuit 200) by the display device 11. The display unit 212 includes, for example, a projection member 212a that constitutes the display device 11 and another projection member provided on the back side of the projection member 212a with a curved display surface.

[0111] The pachislot machine 1 also has a ROM cartridge board 86 and a liquid crystal relay board 87 connected to the sub-control board 72. The ROM cartridge board 86 and the liquid crystal relay board 87 are housed in the sub-control board case 57 together with the sub-control board 72.

[0112] The ROM cartridge board 86 is a board for managing various control programs executed by the sub-CPU 201, as well as images (videos), sounds (speaker group 84), lights (LED group 85), and communication data for effects. The liquid crystal relay board 87 is a board for relaying the connection wiring between the sub-control board 72, the projector mechanism 211 that constitutes the display device 11, and the sub-display device 18. Since the projector mechanism 211 and the sub-display device 18 have been described above, their descriptions are omitted here.

[0113] <Main control circuit> Next, with reference to Figure 8, the configuration of the main control circuit 90 mounted on the main control board 71 will be described. Figure 8 is a block diagram showing an example configuration of the main control circuit 90 of the pachislo machine 1.

[0114] The main control circuit 90 comprises a microprocessor 91, a clock pulse generation circuit 92, a power management circuit 93, and a switching regulator 94 (power supply means).

[0115] The microprocessor 91 is a microprocessor with security functions for a gaming machine. In this embodiment, the microprocessor 91 is provided with various instruction codes specific to the microprocessor 91 that can be defined in the source program, as will be described later (for example, the "LDQ" instruction described later; hereinafter referred to as "main CPU 101 dedicated instruction codes"). In this embodiment, by using these main CPU 101 dedicated instruction codes, processing efficiency and program size reduction are achieved. The internal configuration of the microprocessor 91 will be described in detail with reference to Figure 9 described later, and the main CPU 101 dedicated instruction codes provided in the microprocessor 91 will be described in detail in the various processes executed by the main control circuit described later.

[0116] The clock pulse generation circuit 92 generates a clock pulse signal for the operation of the main CPU and outputs the generated clock pulse signal to the microprocessor 91. The microprocessor 91 executes a control program based on the input clock pulse signal.

[0117] The power management circuit 93 manages fluctuations in the 12V DC power supply voltage supplied from the power supply board 53b (see Figure 7). For example, when the power is turned on (when the power supply voltage rises from 0V to the starting voltage value (10V)), the power management circuit 93 outputs a reset signal to the "XSRST" terminal of the microprocessor 91, and when a power outage occurs (when the power supply voltage falls from 12V to the power outage voltage value (10.5V)), it outputs a power outage detection signal to the "XINT" terminal of the microprocessor 91. In other words, the power management circuit 93 also serves as a means (startup means) to output a reset signal (startup signal) to the microprocessor 91 when the power is turned on, and a means (power outage means) to output a power outage detection signal (power outage signal) to the microprocessor 91 when a power outage occurs.

[0118] The switching regulator 94 is a DC / DC conversion circuit that generates a DC drive voltage (a 5V DC power supply voltage) for the microprocessor 91 and outputs the generated DC drive voltage to the "VCC" terminal of the microprocessor 91.

[0119] <Microprocessor> Next, the internal configuration of the microprocessor 91 will be described with reference to Figure 9. Figure 9 is a block diagram showing the internal configuration of the microprocessor 91.

[0120] The microprocessor 91 includes a main CPU 101, a main ROM 102 (first storage means), a main RAM 103 (second storage means), an external bus interface 104, a clock circuit 105, a reset controller 106, an arithmetic circuit 107, a random number circuit 110, a parallel port 111, an interrupt controller 112, a timer circuit 113, a first serial communication circuit 114, and a second serial communication circuit 115. These components constituting the microprocessor 91 are connected to each other via a signal bus 116.

[0121] The main CPU 101 executes various control programs based on the clock pulses generated by the clock circuit 105 to control the overall operation of the game. Here, we will explain reel stop control as an example of the control operation of the main CPU 101.

[0122] The main CPU 101 detects the reel index and then counts the number of times it outputs pulses to the stepping motors of each reel 3L, 3C, 3L (main reel). This allows the main CPU 101 to manage the rotation angle of each reel (primarily, how many symbols the reel has rotated). The reel index is information indicating that the reel has completed one rotation. This reel index is detected, for example, by a reel position detection unit (not shown) which includes a light sensor having a light-emitting part and a light-receiving part, and a detection piece provided at a predetermined position on each reel, interposed between the light-emitting part and the light-receiving part as each main reel rotates.

[0123] Here, we will specifically explain how the rotation angle of each reel 3L, 3C, and 3L (main reel) is managed. The number of pulses output to the stepping motor is counted by a pulse counter provided in the main RAM 103. Each time the pulse counter counts a predetermined number of pulses required for one symbol rotation, the symbol counter provided in the main RAM 103 is incremented by 1. A symbol counter is provided for each reel. The value of the symbol counter is cleared when the reel index is detected by the reel position detection unit (not shown).

[0124] In other words, in this embodiment, the number of rotations that have occurred since the reel index was detected is managed by controlling the symbol counter. Therefore, the position of each symbol on each reel is detected based on the position where the reel index is detected.

[0125] The main ROM 102 stores various control programs executed by the main CPU 101, various data tables, and data for sending various control commands to the sub-control circuit 200. The main RAM 103 has a storage area for various data, such as the internal winning combination determined by the execution of the control program. The internal configuration (memory map) of the main ROM 102 and main RAM 103 will be described in detail later with reference to Figure 12.

[0126] The external bus interface 104 is an interface circuit for electrically connecting the microprocessor 91 to an external signal bus (not shown) to which various components (e.g., each reel, etc.) located outside the microprocessor 91 are connected. The clock circuit 105 is configured to include, for example, a frequency divider (not shown), and converts the clock pulse signal for CPU operation input from the clock pulse generation circuit 92 into a clock pulse signal of a frequency used by other components (e.g., the timer circuit 113). The clock pulse signal generated by the clock circuit 105 is also output to the reset controller 106.

[0127] The reset controller 106 resets the IAT (Illegal Address Trap) and WDT (watchdog timer) based on the reset signal input from the power management circuit 93. The arithmetic circuit 107 includes a multiplication circuit and a division circuit. For example, when executing the "MUL (multiplication)" instruction (see Figure 93B below) in the source program, the arithmetic circuit 107 performs the multiplication process based on this "MUL" instruction.

[0128] The random number circuit 110 generates random numbers within a predetermined range (for example, 0 to 65535 or 0 to 255). Although not shown in the figure, the random number circuit 110 is composed of a random number register 0 for obtaining 2-byte hard latch random numbers, random number registers 1 to 3 for obtaining 2-byte soft latch random numbers, and random number registers 4 to 7 for obtaining 1-byte soft latch random numbers. The main CPU 101 extracts one value from the random numbers within the predetermined range generated by the random number circuit 110 as, for example, a random number value for internal lottery. The parallel port 111 is a port (memory map I / O) for signals input and output between the microprocessor 91 and various circuits (such as the power management circuit 93, etc.) provided outside the microprocessor 91. The parallel port 111 is also connected to the random number circuit 110 and the interrupt controller 112. The start switch 79 is connected to any of the input ports PI0 to PI4 of the parallel port 111. At the timing (on edge) when the start switch 79 is turned on, a latch signal is output from the parallel port 111 to the random number register 0 of the random number circuit 110. Then, in the random number circuit 110, the random number register 0 is latched when the latch signal is input, and a 2-byte hard latch random number is obtained.

[0129] The interrupt controller 112 controls the execution timing of the interrupt processing by the main CPU 101 based on the power-off detection signal input from the power management circuit 93 via the parallel port 111 or the timeout signal input from the timer circuit 113 at a cycle of 1.1172 ms. When a power-off detection signal is input from the power management circuit 93 or a timeout signal is input from the timer circuit 113, the interrupt controller 112 outputs an interrupt request signal indicating an interrupt processing start command to the main CPU 101. The main CPU 101 performs various interrupt processing (see FIG. 158 described later), such as input port check processing, reel control processing, communication data transmission processing, 7-segment LED drive processing, timer update processing, etc., based on the interrupt request signal input from the interrupt controller 112 in response to the timeout signal from the timer circuit 113.

[0130] The timer circuit 113 (PTC) operates using a clock pulse signal generated by the clock circuit 105 (a clock pulse signal with a frequency divided by a frequency divider (not shown) from the clock pulse signal used for main CPU operation) (counting elapsed time). The timer circuit 113 then outputs a timeout signal (trigger signal) to the interrupt controller 112 with a period of 1.1172 msec.

[0131] The first serial communication circuit 114 is a circuit that controls the serial transmission operation when sending data (various control commands) from the main control board 71 to the sub-control board 72. The second serial communication circuit 115 is a circuit that controls the serial transmission operation when sending data from the main control board 71 to the second interface board 302 for the test machine.

[0132] <Sub-control circuit> Next, with reference to Figure 10, the configuration of the sub-control circuit 200 (sub-control means) mounted on the sub-control board 72 will be described. Figure 10 is a block diagram showing an example configuration of the sub-control circuit 200 of the pachislo machine 1.

[0133] The sub-control circuit 200 is electrically connected to the main control circuit 90 and performs processing such as determining and executing the content of the performance based on commands sent from the main control circuit 90. The sub-control circuit 200 basically consists of a sub-CPU 201, sub-RAM 202, rendering processor 203, drawing RAM 204, and driver 205.

[0134] The sub-CPU 201 is connected to the ROM cartridge board 86. The driver 205 is connected to the LCD relay board 87. In other words, the driver 205 is connected to the projector mechanism 211 and the sub-display device 18 via the LCD relay board 87.

[0135] The sub-CPU 201 controls the output of video, sound, and light according to the control program stored in the ROM cartridge board 86, in response to commands sent from the main control circuit 90. The ROM cartridge board 86 basically consists of a program storage area and a data storage area.

[0136] The program memory area stores control programs executed by the sub-CPU 201. For example, the control programs include various programs for executing tasks such as a main board communication task to control communication with the main control circuit 90, and a performance registration task to extract random values ​​for performance effects and determine and register the performance content (performance data). The control programs also include various programs for executing tasks such as a drawing control task to control the display of images by the display device 11 based on the determined performance content, a lamp control task to control the output of light from light sources such as the LED group 85, and an audio control task to control the output of sound from the speaker group 84.

[0137] The data storage area includes memory areas for storing various data tables, memory areas for storing performance data that constitutes each performance element, and memory areas for storing animation data related to video creation. In addition, the data storage area also includes memory areas for storing sound data related to background music and sound effects, and memory areas for storing lamp data related to the on / off patterns of lights.

[0138] The sub-RAM 202 is provided with a storage area for registering the determined performance content and performance data, as well as a storage area for various data such as sub-flags (internal winning roles) transmitted from the main control circuit 90.

[0139] The sub-CPU 201, rendering processor 203, drawing RAM (including frame buffer) 204, and driver 205 create video according to animation data specified by the performance content, and display the created video on the display device 11 (projector mechanism 211) and / or sub-display device 18. The display device 11 (projector mechanism 211) and the sub-display device 18 are each controlled individually by the sub-control board 72.

[0140] Furthermore, the sub-CPU 201 outputs sounds such as background music through the speaker group 84 according to sound data specified by the performance content. The sub-CPU 201 also controls the lighting and extinguishing of the LED group 85 according to lamp data specified by the performance content.

[0141] <Various registers possessed by the main CPU> Next, we will explain the various registers of the main CPU 101, referring to Figure 11. Figure 11 is a schematic diagram of the various registers included in the main CPU 101.

[0142] The main CPU 101 has the following main registers: Accumulator A (hereinafter referred to as "Register A"), Flag Register F (Flag Register), General Purpose Register B (hereinafter referred to as "Register B"), General Purpose Register C (hereinafter referred to as "Register C"), General Purpose Register D (hereinafter referred to as "Register D"), General Purpose Register E (hereinafter referred to as "Register E"), General Purpose Register H (hereinafter referred to as "Register H"), and General Purpose Register L (hereinafter referred to as "Register L"). In addition, the main CPU 101 has the following sub-registers as general-purpose registers: Accumulator A', Flag Register F', General Purpose Register B', General Purpose Register C', General Purpose Register D', General Purpose Register E', General Purpose Register H', and General Purpose Register L'. Each register consists of a 1-byte register.

[0143] Furthermore, in this embodiment, the B register and the C register are used as a pair register (hereinafter referred to as the "BC register"), and the D register and the E register are used as a pair register (hereinafter referred to as the "DE register"). In addition, in this embodiment, the H register and the L register are used as a pair register (hereinafter referred to as the "HL register").

[0144] As shown in Figure 11, each bit in the flag registers F and F' is set with predetermined flag information indicating the result of the arithmetic process. For example, bit 6 (D6) is set with data (zero flag) indicating whether the arithmetic result is "0" or not during the arithmetic result determination process. Specifically, if the arithmetic result is "0", the data "1" is set in bit 6, and if the arithmetic result is not "0", the data "0" is set in bit 6. Then, during the arithmetic result determination process, the main CPU 101 makes a determination (YES / NO) by referring to the data "0" or "1" in bit 6.

[0145] The main CPU 101 also has an extended register Q (hereinafter referred to as the "Q register"). The Q register is composed of a 1-byte register. In this embodiment, as will be explained in the various processing flows described later, various instruction codes specific to the main CPU 101 that use this Q register for addressing are provided in the source program, and the use of these instruction codes improves processing efficiency and reduces the capacity of the main ROM 102. In the various instruction codes specific to the main CPU 101 that use the Q register for addressing, the Q register stores the higher-order address data (address value). The Q register is initially set to "F0H" immediately after the main CPU 101 is reset. Furthermore, in the "LD Q,n (8-bit data)" instruction that uses the Q register, the value of the Q register can be changed by setting any 1-byte data for "n" and executing the instruction.

[0146] Furthermore, the main CPU 101 has dedicated registers consisting of an interrupt page address register I and a memory refresh register R, both of which are 1-byte registers, as well as index registers IX, IY, a stack pointer SP, and a program counter PC, each consisting of 2-byte registers.

[0147] <Internal configuration (memory map) of the main ROM and main RAM> Next, the internal configuration (hereinafter referred to as "memory map") of the main ROM 102 and main RAM 103 included in the main control circuit 90 (microprocessor 91) will be explained with reference to Figures 12A to 12C. Figure 12A shows the memory map of the entire memory, Figure 12B shows the memory map of the main ROM 102, and Figure 12C shows the memory map of the main RAM 103.

[0148] In the memory map of the entire memory provided by the main control circuit 90 (microprocessor 91), as shown in Figure 12A, the memory area of ​​the main ROM 102, the memory area of ​​the main RAM 103, the built-in register area, and the XCS decode area are arranged at predetermined addresses in this order, with unused areas in between, starting from the beginning of the address range (0000H).

[0149] In the memory map of the main ROM 102, as shown in Figure 12B, the program area, data area, unspecified area, trademark record area, program management area, and security setting area are arranged in this order at predetermined addresses, starting from the beginning (0000H) of the main ROM 102's address range.

[0150] The program area stores control programs for various processes executed by the main CPU 101 in control processes related to the gameplay of the game performed by the player. The data area stores various data used by the main CPU 101 in control processes related to the gameplay of the game performed by the player (for example, data tables such as the internal lottery table, data for sending various control commands to the sub-control circuit 42, etc.). In other words, the game ROM area (game storage area), which consists of the program area and the data area, stores various programs and data necessary for control processes related to the gameplay of the game that players actually perform in the arcade (processes related to gameplay).

[0151] Furthermore, the non-specified area stores control programs and data for various processes that do not directly affect the gameplay of the game performed by the player (processes that do not affect gameplay). For example, the programs and data used in the certification test (test firing test) of Pachislo 1, control programs and data used in checksum generation processing when the power is cut off and checksum checking processing when the power is restored, and anti-fraud programs and the data necessary for them are stored in the non-specified area.

[0152] In the memory map of the main RAM 103, as shown in Figure 12C, the game RAM area (predetermined storage area, game temporary storage area) and the non-specified RAM area (non-specified temporary storage area) are arranged at predetermined addresses in this order, starting from the beginning of the address range (F000H) of the main RAM 103.

[0153] The RAM area for gameplay includes a work area and a stack area for temporarily storing various data, such as internal winning combinations, which are determined by the execution of control programs related to the gameplay of the game performed by the player. Each of these data types is then stored in the work area at a predetermined address within the RAM area for gameplay.

[0154] Furthermore, the non-specified RAM area includes a non-specified work area, which serves as a workspace for various processes performed by the player that do not directly relate to the gameplay of the game, and a non-specified stack. In this embodiment, various processes performed by the player that do not directly relate to the gameplay of the game, such as thumb check processing, are executed using this non-specified RAM area.

[0155] As described above, in the pachislo 1 of this embodiment, various programs and data (tables) used for various processes that do not directly affect the gameplay of the game performed by the player are stored in an unspecified ROM area (unspecified storage area) located at an address different from the game ROM area within the main ROM 102. Furthermore, various processes that do not directly affect the gameplay of the game performed by the player are performed in the main RAM 103 using an unspecified RAM area located at an address different from the game RAM area.

[0156] In this configuration of the main ROM 102, programs and data that are not necessary for the actual game played by the player can be placed in the ROM area (non-specified ROM area) that was previously prohibited from being placed under conventional regulations. Therefore, in this embodiment, it is possible to avoid putting pressure on the capacity of the ROM area used for gameplay.

[0157] <Transition flow of game state> Next, with reference to Figures 13 and 14, the various game states managed by the main control circuit 90 (main CPU 101) of the pachislo 1 of this embodiment and their transition flows will be described. Figure 13A is a basic game state transition flow diagram of pachislo 1, and Figure 13B is a table summarizing the transition conditions for those game states. Figure 14A is a game state transition flow diagram considering the operation of the notification (ART) function, and Figure 14B is a table summarizing the transition conditions for those game states.

[0158] [Basic game state transition flow] In this embodiment of pachislo 1, a type of bonus game is provided: Big Bonus (hereinafter referred to as "BB"). BB is a special feature called a Type 1 special feature, which is a continuous feature activation device related to Regular Bonus (hereinafter referred to as "RB"), and it activates RB continuously.

[0159] Therefore, in this embodiment, the main control circuit 90 manages the game state based on whether or not a bonus role is won / activated (awarded). Specifically, as shown in Figure 13A, the main control circuit 90 manages three types of game states, referred to as "non-bonus win state," "inter-flag state," and "bonus state," based on whether or not a bonus role (internal winning role referred to later as "F_BB1" and "F_BB2") is won / activated (awarded).

[0160] The "non-bonus win" state is a state in which the bonus has not been won and the bonus has not been activated (awarded), while the "bonus state" is a state in which the bonus has been activated. In this embodiment, once a bonus role is determined as an internal winning role, the bonus role is carried over as an internal winning role for multiple rounds of play until the bonus is awarded. The "inter-flag state" is a state in which the bonus role is carried over as an internal winning role, that is, the bonus role has been won and the bonus has not been activated.

[0161] The presence or absence of a bonus win is managed based on data stored in the main RAM 103, specifically in the bonus request flag storage area (see Figures 28-30 below) and the carryover bonus storage area (see Figure 31 below). The presence or absence of a bonus activation (winning) is managed based on data stored in the main RAM 103, specifically in the game state flag storage area (see Figure 32 below).

[0162] Furthermore, in this embodiment, as shown in Figure 13A, in game states where the bonus is not activated (non-bonus winning state and flag-interval state), there are six types of states, RT0 to RT5 (hereinafter referred to as "RT0 state" to "RT5 state," respectively), in which the type of internal winning role related to replays and their winning probabilities are different from each other. Note that RT0 state, RT2 state and RT5 state are game states in which the probability of the replay role being determined as an internal winning role is low, while RT1 state is a game state in which the probability of the replay role being determined as an internal winning role is medium. Also, RT3 state and RT4 state are game states in which the probability of the replay role being determined as an internal winning role is high. Note that in this embodiment, the RT state in the non-bonus winning state will be one of RT0 to RT4 states, and the RT state in the flag-interval state will be RT5 state.

[0163] Therefore, in this embodiment, the main control circuit 90 also manages six types of states, from RT1 to RT5, based on the type of internal winning combination related to the replay and its winning probability, in addition to the game state in which the bonus is not activated (non-bonus winning state and state between flags).

[0164] The RT0 to RT5 states are managed based on data stored in the game state flag storage area (see Figure 32 below) located in the main RAM 103. Specifically, in the pachislo 1 of this embodiment, five flags indicating RT states, from RT1 state flag to RT5 state flag, are provided, and the RT state is managed by the on / off state of these flags being managed by the main RAM 103. The main control circuit 90 then identifies the RT state corresponding to the on RT state flag as the current RT state. If all RT state flags are in the off state, the main control circuit 90 identifies the current RT state as the RT0 state.

[0165] As shown in Figures 13A and 13B, when a bonus role (the internal winning role named "F_BB1" and "F_BB2" described later) is determined as an internal winning role in the non-bonus winning state (when transition condition (1) is met), the main control circuit 90 transitions the game state from the non-bonus winning state to the flag-interval state. Also, when a bonus role is won in the flag-interval state (when transition condition (2) is met), the main control circuit 90 transitions the game state from the flag-interval state to the bonus state.

[0166] Furthermore, if the number of medals dispensed exceeds the specified number (216) during the bonus state, and the bonus state ends (when transition condition (3) is met), the main control circuit 90 transitions the game state from the bonus state to the RT1 state (non-bonus winning state).

[0167] In the RT1 state, when 20 games have elapsed (when transition condition (4) is met), the main control circuit 90 transitions the game state from the RT1 state to the RT0 state. Also, in the RT1 state, if a combination of symbols related to the abbreviated "bell spill" (see Figure 28 described later) is displayed on an active line before 20 games have elapsed (when transition condition (5) is met), the main control circuit 90 transitions the game state from the RT1 state to the RT2 state.

[0168] In the RT0 state, when a symbol combination related to the abbreviated "bell spill" appears on an active line (when transition condition (5) is met), the main control circuit 90 transitions the game state from the RT0 state to the RT2 state. In the RT2 state, when a symbol combination related to the abbreviated "RT3 transition replay" (see Figure 28 below) appears on an active line (when transition condition (6) is met), the main control circuit 90 transitions the game state from the RT2 state to the RT3 state.

[0169] In the RT3 state, when a symbol combination related to the abbreviated "RT4 transition replay" (see Figure 28 below) is displayed on an active line (transition condition (7) is met), the main control circuit 90 transitions the game state from the RT3 state to the RT4 state. Also, in the RT3 state, when a symbol combination related to the abbreviated "bell spill" or "RT2 transition replay" (see Figure 28 below) is displayed on an active line (transition condition (8) is met), the main control circuit 90 transitions the game state from the RT3 state to the RT2 state. Furthermore, in the RT4 state, when a symbol combination related to the abbreviated "bell spill" or "RT2 transition replay" is displayed on an active line (transition condition (8) is met), the main control circuit 90 transitions the game state from the RT4 state to the RT2 state.

[0170] The symbol combinations related to the abbreviation "Bell Spill" are the symbol combinations displayed when an internal winning combination (minor role) related to the names "F_3-choice Bell_1st", "F_3-choice Bell_2nd", or "F_3-choice Bell_3rd" described below is determined, and the order of the stopping operation is incorrect compared to the push order determined for each type of minor role (see Figure 24 below). The symbol combinations related to the abbreviation "RT2 Transition Replay" are the symbol combinations displayed when an internal winning combination (replay role) related to the names "F_Maintenance Replay_1st", "F_Maintenance Replay_2nd", or "F_Maintenance Replay_3rd" described below is determined, and the order of the stopping operation is incorrect compared to the push order determined for each type of replay role.

[0171] The symbol combinations related to the abbreviation "RT3 Transition Replay" are the symbol combinations displayed when the internal winning combination (replay combination) related to the names "F_RT3Replay_1st", "F_RT3Replay_213", "F_RT3Replay_231", or "F_RT3Replay_3rd" described below is determined, and the order of the stopping operation is correct for the button press order determined for each type of replay combination. Furthermore, the symbol combinations related to the abbreviation "RT4 Transition Replay" are the symbol combinations displayed when the internal winning combination (replay combination) related to the names "F_RT4Replay_123", "F_RT4Replay_132", "F_RT4Replay_2nd", or "F_RT4Replay_3rd" described below is determined, and the order of the stopping operation is correct for the button press order determined for each type of replay combination.

[0172] [Transition flow of game state considering whether the notification (ART) function is activated or not] In this embodiment, the main control circuit 90 (main CPU 101) determines whether or not to activate the function that notifies the player of a stop operation that is advantageous to the player (ART function). Therefore, in this embodiment, the activation / deactivation state of the ART function is also managed as part of the game state when the bonus is not activated.

[0173] In the pachislo 1 of this embodiment, as shown in Figure 14A, the main control circuit 90 manages "general game state" and "ART game state" as separate game states based on the presence or absence of notification (ART) when a bonus is not activated. That is, in managing game states that take into account the presence or absence of notification (ART), as shown in Figure 14A, the main control circuit 90 manages three types of game states as a broad classification: "bonus state," "general game state," and "ART game state."

[0174] Furthermore, the general game state is basically a game state (non-ART) in which information on advantageous stopping operations for the player is not provided, and is therefore a game state that is disadvantageous to the player. In addition, the general game state is one of the RT0 to RT4 states and is a game state in which ART is not won.

[0175] On the other hand, the ART game state is a game state in which the player is notified of information on stopping operations that are advantageous to the player, and is therefore an advantageous game state for the player. Furthermore, the ART game state is basically the RT4 state and is a game state during an ART win. In this embodiment, after an ART win, when the RT state transitions to the RT4 state, the ART game begins.

[0176] Furthermore, in this embodiment, as shown in Figure 14A, two types of general game states are provided: "normal game state" and "CZ (Chance Zone)".

[0177] The normal game state is the most disadvantageous game state for the player, but a lottery for transitioning to the CZ is conducted during normal game play. As shown in Figures 14A and 14B, when the lottery for transitioning to the CZ is won during normal game play (when transition condition (A) is met), the main control circuit 90 transitions the game state from the normal game state to the CZ.

[0178] The Chance Zone (CZ) is a game state (chance zone) with a high expectation of transitioning to the ART game state, and a lottery for transitioning to ART is conducted during gameplay in the CZ. As shown in Figures 14A and 14B, if the lottery for transitioning to ART is unsuccessful during gameplay in the CZ (transition condition (B) is met), the main control circuit 90 transitions the game state from the CZ to the normal game state. On the other hand, if the lottery for transitioning to ART is successful during gameplay in the CZ (transition condition (C) is met), the main control circuit 90 transitions the game state from the CZ to the ART game state (normal ART or CT as described later). In this case, although not shown in Figure 14A, the main control circuit 90 transitions the game state from the CZ to the ART game state (normal ART or CT as described later) via the ART preparation state described later.

[0179] As described above, the ART game state begins when the RT state transitions to the RT4 state after an ART win. However, as shown in Figure 13A, the RT4 state is reached by transitioning from the RT0-RT2 state via the RT3 state, so the ART game state does not start immediately after an ART win. Therefore, in the pachislot machine 1 of this embodiment, the game state during the period from after an ART win until the RT state transitions to the RT4 state is designated as the ART preparation state. During gameplay in this ART preparation state, information regarding the stop operations necessary to transition the RT state to the RT4 state is provided.

[0180] Furthermore, in this embodiment, as shown in Figure 14A, two types of ART game states are provided, which have different gameplay characteristics: "Normal ART" and "CT (Chance for Additional Wins)".

[0181] Normal ART is a game state in which, for a predetermined number of games, the player is notified of stop operations that are advantageous to them (for example, stop operations to display a combination of symbols that will pay out a large number of medals, or stop operations necessary to maintain the RT4 state). In addition, during normal ART, a lottery is held to determine whether the game will transition to CT.

[0182] CT is a game state in which players are notified of advantageous stopping operations, and it is possible to extend the duration of the normal ART for a specific period (a period of 8 games per set). It functions as a chance zone for extending the duration. Furthermore, during CT, the game is played without consuming the duration of the normal ART. The gameplay during CT will be described in detail later, referring to Figures 52A to 52C.

[0183] As shown in Figures 14A and 14B, during gameplay in normal ART mode, if the player wins the lottery for transitioning to CT mode (transition condition (D) is met), the main control circuit 90 transitions the game state from normal ART to CT mode. Also, during normal ART mode, when the duration of the normal ART mode ends (transition condition (E) is met), the main control circuit 90 transitions the game state from normal ART mode to a general game state (normal game state or CZ). In this embodiment, the duration of normal ART mode is managed by the number of games played, but the present invention is not limited to this, and the method for managing the duration of normal ART mode is arbitrary. For example, the duration of normal ART mode may be managed by the number of medals paid out or the difference in medals paid out during normal ART mode, or by the number of times notifications affecting medal payouts are made during normal ART mode (number of navigations).

[0184] As shown in Figures 14A and 14B, during gameplay in CT mode, when the duration of CT (8 games per set) ends (when transition condition (F) is met), the main control circuit 90 transitions the game state from CT to normal ART.

[0185] Furthermore, as shown in Figure 14A, when a bonus role is won in a general game state (normal game state or CZ) or an ART game state (normal ART or CT) (when the transition condition (2) explained in Figures 13A and 13B is met), the main control circuit 90 transitions the game state from the general game state or ART game state to the bonus state.

[0186] During gameplay in the bonus state, as described above, a lottery is held to determine whether the player will transition to ART. If the lottery for transitioning to ART is unsuccessful during gameplay in the bonus state (transition condition (G) is met), the main control circuit 90 transitions the game state from the bonus state to the general game state (normal game state or CZ). However, if the game has transitioned from the ART game state (normal ART or CT) to the bonus state, the main control circuit 90 will transition the game state from the bonus state to the ART game state (normal ART or CT) even if the lottery for transitioning to ART is unsuccessful during gameplay in the bonus state. On the other hand, if the lottery for transitioning to ART is successful during gameplay in the bonus state (transition condition (H) is met), the main control circuit 90 transitions the game state from the bonus state to the ART game state (normal ART or CT). As mentioned above, when the bonus state ends, the RT state transitions to the RT1 state. Therefore, when transitioning the game state from the bonus state to the ART game state, the main control circuit 90 transitions the game state to the ART game state via the ART preparation state.

[0187] <Configuration of data tables stored in the main ROM> Next, with reference to Figures 15 to 27, the configuration of the various data tables stored in the main ROM 102 will be explained. Note that the various data tables used in the various draws related to gameplay during general gameplay and ART gameplay (gameplay of CZ, normal ART, and CT) will be described separately along with explanations of each gameplay feature.

[0188] [Pattern Placement Table] First, let's explain the symbol placement table with reference to Figure 15. The symbol placement table defines the correspondence between the position of each symbol in the rotation direction of the left reel 3L, the middle reel 3C, and the right reel 3R, and the data that identifies the type of symbol placed at each position (hereinafter referred to as the symbol code (see the symbol code table in Figure 15)).

[0189] In the symbol placement table, when a reel index is detected, the position of the symbol located in the middle area of ​​each reel within the frame of the reel display window 4 is defined as "0". Then, for each reel, starting from symbol position "0", the numbers "0" to "19", corresponding to the values ​​of the symbol counter, are assigned to each symbol in the order of moving in the direction of reel rotation (from symbol position "19" to symbol position "0" in Figure 15).

[0190] In other words, by referring to the symbol counter value ("0" to "19") and the symbol arrangement table, the type of symbol displayed in the upper, middle, and lower areas of each reel within the frame of the reel display window 4 can be identified. In this embodiment, 10 types of symbols are used: "White 7", "Blue 7", "Chili Top 1", "Chili Top 2", "Chili Bottom", "Replay", "Hat", "Cactus 1", "Cactus 2", and "Cactus 3".

[0191] Furthermore, in this embodiment, as shown in the pattern code table, the pattern "White 7" (pattern code 1) is assigned the data "00000001", the pattern "Blue 7" (pattern code 2) is assigned the data "00000010", the pattern "Chili Up 1" (pattern code 3) is assigned the data "00000011", and the pattern "Chili Up 2" (pattern code 4) is assigned the data "00000100".

[0192] The symbol "Chili Bottom" (symbol code 5) is assigned the data "00000101", and the symbol "Replay" (symbol code 6) is assigned the data "00000110". The symbol "Hat" (symbol code 7) is assigned the data "00000111", and the symbol "Cactus 1" (symbol code 8) is assigned the data "00001000". In addition, the symbol "Cactus 2" (symbol code 9) is assigned the data "00001001", and the symbol "Cactus 3" (symbol code 10) is assigned the data "00001010".

[0193] [Internal Lottery Table] Next, with reference to Figures 16 and 17, we will explain the internal lottery tables that are referenced when determining the internal winning combination. Figure 16 shows the internal lottery tables referenced in each of the RT0 to RT4 states. Figure 17A shows the internal lottery table referenced in the RT5 state, and Figure 17B shows the internal lottery table referenced in the bonus state.

[0194] An internal lottery table is provided for each game state and defines the correspondence between various internal winning combinations and the lottery value at which each internal winning combination is determined. The lottery value is defined for each setting (settings 1 to 6) that adjusts the expected value of internal winning combinations such as bonus combinations and minor combinations. This setting can be changed, for example, using the reset switch 76 and the setting key-type switch 54 (see Figure 7).

[0195] In the internal lottery process of this embodiment, first, random numbers extracted from a predetermined range of numbers (for example, 0 to 65535) by the random number register 0 of the random number circuit 110 are sequentially added to the lottery value defined for each internal winning combination. Next, it is determined whether the lottery result (lottery value + random number) exceeds 65535 (whether the lottery result has overflowed). If the lottery result exceeds 65535 for a predetermined internal winning combination, it is determined that the internal winning combination has been won. In this embodiment, an example of performing a draw by adding a draw value to an extracted random number has been described. However, the present invention is not limited to this, and the draw may also be performed by subtracting a draw value from a random number and determining whether the subtraction result (draw result) is less than "0" (whether the draw result underflowed).

[0196] Therefore, in the internal lottery process of this embodiment, the larger the numerical value defined as the lottery value for an internal winning combination, the higher the probability of it being determined. The probability of winning each internal winning combination can be expressed as "the lottery value defined for each winning number / the total number of random values ​​that can be extracted (random denominator: 65536)".

[0197] In the internal lottery table referenced in each of the RT0 to RT4 states, as shown in Figure 16, the type of replay symbol determined as an internal winning symbol and its winning probability basically change depending on the type of RT state. For example, the replay symbols related to the names "F_Chiriripu (No. 25)" to "F_Reach-eye Replay D (No. 31)" are not determined as internal winning symbols in the RT0 to RT3 states, but are determined as internal winning symbols only in the RT4 state. In the pachislo 1 of this embodiment, if a replay symbol related to the names "F_Chiriripu (No. 25)" to "F_Reach-eye Replay D (No. 31)" is determined as an internal winning symbol during the RT4 state, a specific control (flag conversion described later) is performed. This flag conversion will be described in detail later.

[0198] Furthermore, as shown in Figure 16, in RT0 to RT3 states, the internal winning combinations for each of the names "F_Reach Eye Replay A" to "F_Reach Eye Replay D" may be determined in conjunction with the bonus combinations for the names "F_BB1" or "F_BB2" (see No. 3 to 6, 15 to 18), but the internal winning combinations (replay combinations) for each of the names "F_Reach Eye Replay A" to "F_Reach Eye Replay D" will never be determined as an internal winning combination on their own. Therefore, in this embodiment, if a replay role related to the names "F_Reach Eye Replay A" to "F_Reach Eye Replay D" is determined as an internal winning role during the RT0 to RT3 states (from the player's perspective, if a symbol combination corresponding to the replay role related to the names "F_Reach Eye Replay A" to "F_Reach Eye Replay D" is displayed), a bonus role (named "F_BB1" or "F_BB2") is simultaneously determined as an internal winning role.

[0199] Furthermore, the RT5 state, which is a state between flags, is a game state in which the bonus role is carried over as an internal winning role, as described above. Therefore, as shown in Figure 17A, in the internal lottery table referenced in the RT5 state, the carried-over bonus role is always determined to be an internal winning role. Also, as shown in Figure 17B, in the internal lottery table referenced in the bonus state, an internal winning role related to one of the names "F_RB Role 1" to "F_RB Role 4" is always drawn ("Miss" is never drawn).

[0200] [Correspondence table between internal winning combinations and symbol combinations (winning combinations) (symbol combination determination table)] Next, with reference to Figures 18 to 23, we will explain the correspondence table between internal winning combinations and symbol combinations (symbol combination determination table). The symbol combination determination table defines the correspondence between various internal winning combinations and the symbol combinations that can be displayed on the active line (center line) associated with each internal winning combination. In other words, once an internal winning combination is determined, the type of symbol combination that can be displayed on the active line (the type of winning combination that can be displayed) is uniquely determined.

[0201] The various data listed in the symbol combination column of each symbol combination determination table are used to identify the symbol combinations that are permitted to be displayed along the active lines set across the left reel 3L, the middle reel 3C, and the right reel 3R. The relationship between each name listed in the symbol combination (display role) column and the specific symbol combination is shown in the prize activation flag storage area in Figures 28 to 30 described later.

[0202] Furthermore, the "○" mark in the symbol combination determination table indicates the symbol combinations that can be displayed on the active line for the determined internal winning combination, i.e., the winning combinations that can be awarded. For example, if the internal winning combination "F_Chiriripu" is determined, the symbol combinations related to the combination names "C_Maintain Rip A_01" ~ "C_Maintain Rip G_01" and "C_Chiriripu A_01" ~ "C_Chiriripu D_01" will be able to be stopped and displayed, as shown in Figures 18 and 19. Note that the symbol combination determination table does not specify cases where the "internal winning combination" is a "miss," which means that the display of all symbol combinations specified in the symbol combination tables shown in Figures 18 to 23 is not permitted.

[0203] In the pachislo 1 of this embodiment, the main control circuit 90 (main CPU 101) controls the stopping of the reels differently depending on the internal winning combination and the game state. When a predetermined combination is determined as the internal winning combination, the left reel 3L, middle reel 3C, and right reel 3R are controlled to stop rotating so that the corresponding symbol combinations shown in Figures 18 to 23 can be displayed. Note that in the correspondence table shown in Figures 18 to 23, all symbol combinations that can be displayed for the determined internal winning combination are listed with a "○" mark, but even if a symbol combination is marked with a "○", it may not be displayed.

[0204] In this embodiment, there is a function to change the stop control (for example, which symbols to prioritize drawing in) depending on the symbol combinations that can be stopped and the current game state, and due to the relationship of symbols to prioritize drawing in, even symbol combinations marked with "○" may not be displayed. The correspondence between the type of internal winning combination and the symbol combinations that are actually displayed will be explained later with reference to Figures 24 and 25.

[0205] [Correspondence between winning combinations and the symbols displayed during the non-flag state] Here, referring to Figure 24, we will explain the correspondence between internal winning combinations and the symbol combinations displayed when the game is in a state other than the state between flags (non-flag state). Figure 24 is a diagram showing the correspondence between various internal winning combinations that can be determined in the non-flag state and the symbol combinations (abbreviations) displayed when each internal winning combination is determined (some combinations are omitted). The names of the symbol combinations listed in Figure 24 are the "abbreviations" listed in the content column of the prize activation flag storage area in Figures 28 to 30, which will be described later.

[0206] In the pachislo machine 1 of this embodiment, different symbol combinations are displayed depending on the order (press order) of the player's stopping operations, known as "press order wins." The symbol combinations associated with "correct press order" shown in Figure 24 are advantageous to the player among the symbol combinations displayed according to the press order, while the symbol combinations associated with "incorrect press order" are disadvantageous to the player among the symbol combinations displayed according to the press order. When an advantageous stopping operation is notified to the player, the correct press order is notified, and if the stopping operation is performed according to that notification, the symbol combination associated with "correct press order" is displayed. In addition, even in ART (Action Replay Time) gameplay, an incorrect press order may be notified, but the details of this will be described later.

[0207] In this embodiment, for some of the button-pressing combinations, the correct button-pressing sequence is indicated at the end of their name. Specifically, "1st" at the end of the name of an internal winning combination means that the correct button-pressing sequence is such that the first stop operation (the first stop operation performed) is on the left reel 3L; "2nd" at the end of the name of an internal winning combination means that the correct button-pressing sequence is such that the first stop operation is on the middle reel 3C; and "3rd" at the end of the name of an internal winning combination means that the correct button-pressing sequence is such that the first stop operation is on the right reel 3R. Furthermore, the last digit of the name of the internal winning combination "123" means that the correct button press order is "left, middle, right", the last digit of the name of the internal winning combination "132" means that the correct button press order is "left, right, middle", the last digit of the name of the internal winning combination "213" means that the correct button press order is "middle, left, right", and the last digit of the name of the internal winning combination "231" means that the correct button press order is "left, right, middle".

[0208] Furthermore, in the following, the stopping sequence when the first stopping operation is performed on the left reel 3L, specifically the pressing order of "left, middle, right" and "left, right, middle," will also be referred to as "standard pressing." In addition, in the following, the stopping sequence when the first stopping operation is performed on the middle reel 3C or the right reel 3R, specifically the pressing order of "middle, left, right," "middle, right, left," "right, middle, left," and "right, left, middle," will also be referred to as "irregular pressing."

[0209] In this embodiment, as shown in Figure 24, the internal winning combination "F_Chiriripu" is a combination of symbols that are displayed differently depending on the order in which the buttons are pressed. If the button press order is correct, one of the displayable symbol combinations shown in Figures 18 to 23 from the symbol combinations related to the abbreviated "Chiriripu" (see Figure 28 described later) will be displayed along the active line. On the other hand, if the button press order is incorrect, one of the displayable symbol combinations shown in Figures 18 to 23 from the symbol combinations related to the abbreviated "Replay" (see Figure 28 described later) will be displayed along the active line. Furthermore, if the internal winning combination "F_Chiriripu" is determined, as shown in Figures 18 to 23, the symbol combinations related to the combination names "C_ChiriripuA_01", "C_ChiriripuB_01", or "C_ChiriripuC_01" (abbreviated as "Single Chiriripu" or "Two Consecutive Chiriripu": corresponding to the abbreviation "Chiriripu (Not Three Consecutive)" in Figure 28 described later) can be displayed, but the symbol combinations related to the combination names "C_ChiriripuD_01" to "C_1 Confirmed ChiriripuD_01" (abbreviated as "Three Consecutive Chiriripu": corresponding to the abbreviation "Chiriripu (Three Consecutive)" in Figure 28 described later) cannot be displayed. In other words, the internal winning combination "F_Chiriripu" is a combination for which the symbol combinations related to the abbreviation "Three Consecutive Chiriripu" cannot be displayed.

[0210] Furthermore, both the internal winning combinations "F_Confirmed Chiriripu" and "F_1Confirmed Chiriripu" are button-press combinations in which the displayed symbol combinations differ depending on the order in which the buttons are pressed. If the button press order is correct, one of the displayable symbol combinations shown in Figures 18 to 23 from the symbol combinations related to the abbreviated "Chiriripu" (see Figure 28 below) will be displayed along the active line. On the other hand, if the button press order is incorrect, one of the displayable symbol combinations shown in Figures 18 to 23 from the symbol combinations related to the abbreviated "Replay" (see Figure 28 below) will be displayed along the active line. When the internal winning combination "F_Confirmed Chiriripu" or "F_1Confirmed Chiriripu" is determined, the symbol combinations related to the abbreviated "3-in-1 Chiriripu" can be displayed as shown in Figures 18 to 23. In other words, the internal winning combinations "F_Confirmed Chiriripu" and "F_1Confirmed Chiriripu" are combinations that can display the symbol combination related to the abbreviated "3 Consecutive Chiriripu".

[0211] Furthermore, the internal winning combinations "F_Reach Eye Replay A" to "F_Reach Eye Replay D" are combinations of symbols that are displayed differently depending on the order in which the buttons are pressed. If the button press order is correct, one of the displayable symbol combinations shown in Figures 18 to 23 from the symbol combinations related to the abbreviated "Reach Eye Replay" (see Figures 28 and 29 below) will be displayed along the active line. On the other hand, if the button press order is incorrect, one of the displayable symbol combinations shown in Figures 18 to 23 from the symbol combinations related to the abbreviated "Replay" (see Figure 28 below) will be displayed along the active line.

[0212] In this embodiment, the correct button press sequence when the internal winning combinations "F_Chiriripu", "F_KakuChiriripu", "F_1KakuChiriripu", and "F_Reach-eye Rip A" to "F_Reach-eye Rip D" are won is to perform a first stop operation on the left reel 3L. Therefore, for example, in a game where the internal winning combination "F_Reach-eye Rip A" has been determined, if the player performs a first stop operation on the left reel 3L, the symbol combination related to the abbreviated "Reach-eye Rip" will be stopped and displayed. However, the present invention is not limited thereto, and the correct button press sequence when the internal winning combinations "F_Chiriripu", "F_KakuChiriripu", "F_1KakuChiriripu", and "F_Reach-eye Rip A" to "F_Reach-eye Rip D" are won can be arbitrarily set.

[0213] Furthermore, both the internal winning combinations "F_Maintain Replay A" and "F_Maintain Replay B" are not button-press order combinations. Regardless of the button-press order, any of the symbol combinations related to the abbreviated "Replay" (see Figure 28 below) that can be displayed along the active lines are shown in Figures 18 to 23.

[0214] Furthermore, the internal winning combinations "F_Maintain Replay_1st" to "F_Maintain Replay_3rd" are all button-press combinations in which the symbol combinations displayed differ depending on the order in which the buttons are pressed. If the button press order is correct, one of the displayable symbol combinations shown in Figures 18 to 23 from the symbol combinations related to the abbreviated "Replay" (see Figure 28 below) will be displayed along the active line. On the other hand, if the button press order is incorrect, one of the displayable symbol combinations shown in Figures 18 to 23 from the symbol combinations related to the abbreviated "RT2 Transition Replay" (see Figure 28 below) will be displayed along the active line.

[0215] Furthermore, the internal winning combinations "F_RT3 Replay_1st" to "F_RT3 Replay_3rd" are all button-press combinations in which the displayed symbol combination differs depending on the order in which the buttons are pressed. If the button press order is correct, the symbol combination related to the abbreviated "RT3 Transition Replay" (see Figure 28 below) will be displayed along the active lines. On the other hand, if the button press order is incorrect, one of the displayable symbol combinations shown in Figures 18 to 23 from the symbol combination related to the abbreviated "Replay" (see Figure 28 below) will be displayed along the active lines.

[0216] Furthermore, the internal winning combinations "F_RT4Replay_123" to "F_RT4Replay_3rd" are all button-press combinations where the symbol combination displayed differs depending on the order in which the buttons are pressed. If the button press order is correct, the symbol combination related to the abbreviated "RT4 Transition Replay" (see Figure 28 below) will be displayed along the active lines. On the other hand, if the button press order is incorrect, one of the displayable symbol combinations shown in Figures 18 to 23 from the symbol combination related to the abbreviated "Replay" (see Figure 28 below) will be displayed along the active lines.

[0217] Furthermore, the internal winning combinations "F_3-choice Bell_1st" to "F_3-choice Bell_3rd" are all button-press combinations where the symbol combination displayed differs depending on the order in which the buttons are pressed. If the button press order is correct, the symbol combination related to the abbreviated "Bell" (see Figure 19 below) will be displayed along the active line. On the other hand, if the button press order is incorrect, the symbol combination related to the abbreviated "Bell Spill" (see Figure 28 below) or the symbol combination related to the abbreviated "Single Coin" (see Figure 30 below) will be displayed.

[0218] Furthermore, the internal winning combination "F_Common Bell" is not a button-press order winning combination; regardless of the button-press order, any of the displayable symbol combinations shown in Figures 18 to 23 from the symbol combinations related to the abbreviation "Bell" (see Figure 29 below) will be displayed along the active line. Also, the internal winning combinations "F_Sabo1" and "F_Sabo2" are not button-press order winning combinations; regardless of the button-press order, any of the displayable symbol combinations shown in Figures 18 to 23 from the symbol combinations related to the abbreviation "Cactus" (see Figure 30 below) will be displayed along the active line.

[0219] Furthermore, the internal winning combination "Weak Cherry" is not a button-press sequence combination; regardless of the button-press order, any of the displayable symbol combinations shown in Figures 18 to 23 from the symbol combinations related to the abbreviated "Weak Cherry" (see Figure 30 below) will be displayed along the active line. Also, the internal winning combinations "F_Strong Cherry 1" and "F_Strong Cherry 2" are not button-press sequence combinations; regardless of the button-press order, any of the displayable symbol combinations shown in Figures 18 to 23 from the symbol combinations related to the abbreviated "Strong Cherry" (see Figure 30 below) will be displayed along the active line.

[0220] [Correspondence between winning combinations during the flag state and the symbol combinations displayed when the reels stop] Next, with reference to Figure 25, the correspondence between the internally winning combination and the symbol combination displayed during the inter-flag state will be explained. Figure 25 is a diagram showing the correspondence between the internally winning combination and the symbol combination displayed during the inter-flag state (some combinations are omitted), and in particular, it shows whether or not a symbol combination related to a bonus combination (BB combination) (combination name "C_BB1" or "C_BB2") can be displayed during the inter-flag state.

[0221] In the correspondence table in Figure 25, a "○" in the "BB Establishment Status" column indicates that the symbol combination related to the BB role can be displayed, and a "×" indicates that the symbol combination related to the BB role cannot be displayed. If the symbol combination related to the BB role cannot be displayed, the symbol combination related to the role that has been determined as an internal winning role in conjunction with the bonus role will be displayed. For example, if the internal winning role "F_BB1+F_Chiriripu" is drawn (when the internal winning role "F_BB1" and the internal winning role "F_Chiriripu" are drawn together), as shown in Figure 25, the symbol combination related to the internal winning role "F_BB1" cannot be stopped and displayed, and the symbol combination related to the internal winning role "F_Chiriripu" will be stopped and displayed.

[0222] Furthermore, during the state between flags, if the symbol combinations related to the BB role cannot be displayed, and the symbol combinations related to roles that are determined in conjunction with the bonus role are displayed, then either only the symbol combinations for correct button presses as explained in Figure 24 may be displayed, or only the symbol combinations for incorrect button presses may be displayed.

[0223] For example, if the internal winning combination "F_BB1+F_3-choice bell_1st" is selected, as shown in Figure 25, it is not possible to stop displaying the symbol combination related to the internal winning combination "F_BB1". Therefore, the symbol combination related to the internal winning combination "F_3-choice bell_1st" is stopped and displayed. In this case, it is possible to make it possible to display only the symbol combination related to the abbreviation "bell" that is displayed when the button press order is correct, and to make it impossible to display the symbol combination related to the abbreviation "bell spill" or "single coin" that is displayed when the button press order is incorrect (see Figure 24). Also, for example, if the internal winning combination "F_BB1+F_RT3 replay_1st" is selected, it is possible to make it possible to display only the symbol combination related to the abbreviation "replay" that is displayed when the button press order is incorrect, and to make it impossible to display the symbol combination related to the abbreviation "RT3 transition replay" that is displayed when the button press order is correct (see Figure 24).

[0224] Furthermore, in the state between flags, as shown in Figure 25, if a bonus role (BB role) and one of the internal winning roles "miss", "F_Special 1", "F_Special 2", or "F_Special 3" are determined at the same time, the symbol combination related to the BB role can be stopped and displayed.

[0225] [Reel Stop Initial Settings Table] Next, with reference to Figure 26, the reel stop initial setting table will be explained. The reel stop initial setting table defines the correspondence between the internal winning combinations and the various data used in the reel stop control process described later.

[0226] The reel stop initial setting table shown in Figure 26 defines the correspondence between the internal winning combination (minor winning combination number), the pull-in priority table selection table number, the pull-in priority table number, and the stop table number. Figure 26 also includes the names of the referenced game states and internal winning combinations.

[0227] The pull-in priority table selection table number and the pull-in priority table number are data used in the pull-in priority table selection process. For example, if a pull-in priority table number corresponding to a stop table number is defined in the reel stop initial setting table, data regarding the priority of the display character corresponding to the pull-in priority table number defined in the pull-in priority table (see Figure 27 below) can be obtained. On the other hand, if a pull-in priority table number corresponding to a stop table number is not defined in the reel stop initial setting table, the pull-in priority table number corresponding to the pull-in priority table selection table number is determined by referring to the pull-in priority table selection table (not shown).

[0228] Here, we will briefly explain the reel stop control (method for determining the stopping symbol position) in the pachislo 1 of this embodiment. In this embodiment, after a stop operation is detected by the stop switch, the reel stop control is performed so that the rotation of the corresponding reel stops within 190 msec. Specifically, the value of the symbol counter corresponding to the corresponding reel when the stop operation is detected is added to the number of sliding frames from "0" to "4", and the symbol position corresponding to the obtained value is determined as the symbol position where the reel rotation stops (hereinafter referred to as the "planned stop position"). The symbol position corresponding to the value of the symbol counter corresponding to the corresponding reel when the stop operation is detected is the symbol position where the stopping of the reel rotation begins (hereinafter referred to as the "stop start position").

[0229] In other words, the number of sliding frames is the amount of rotation of the reel from the time the stop operation is detected by the stop switch until the rotation of the corresponding reel stops. To put it another way, it is the number of symbols that pass through the middle area of ​​the corresponding reel in the reel display window 4 during the period from the time the stop operation is detected by the stop switch until the rotation of the corresponding reel stops. This is determined by the value of the symbol counter that is updated after the stop operation is detected by the stop switch.

[0230] By referring to a stop table (not shown), the number of sliding frames is obtained according to the stopping start position of each reel. In this embodiment, although the number of sliding frames is obtained based on the stop table, this is provisional, and the obtained number of sliding frames does not immediately determine the planned stopping position of the reel. In this embodiment, if there is a more appropriate number of sliding frames than the number of sliding frames obtained based on the stop table (hereinafter referred to as "sliding frame number determination data"), the number of sliding frames is changed by referring to the pull-in priority table (see Figure 27 below). The sliding frame number determination data is then referenced to determine the search order when comparing the priority of each symbol from the stopping start position to the symbol position four positions away, which is the maximum number of sliding frames.

[0231] [Priority Table for Incoming Entrances] Next, the pull-in priority table will be explained with reference to Figure 27. The pull-in priority table defines the correspondence between the pull-in data (prize-activation flag data) for each type in the prize-activation flag storage area (see Figures 28 to 30 below) and the predetermined priority for each of the pull-in priority table numbers "00" to "05".

[0232] The pull-in priority table is used to search for whether there is a more appropriate number of slide pieces in addition to the number of slide pieces obtained based on the stop table (not shown). The priority is data that defines the order in which the combinations of symbols related to winning (winning activation flags) are preferentially stopped and displayed (pulled in). Also, in Figure 27, for the sake of explanation, the column for pull-in data (winning activation flag data) lists the combination name of the winning activation flag, but in the actual pull-in priority table, each pull-in data is represented by 1 byte of data, as shown in the winning activation flag storage area described later (see Figures 28 to 30 below), and a unique symbol combination (winning activation flag) is assigned to each bit in this 1 byte of data.

[0233] In the reel stop control of this embodiment, first, the number of sliding frames is obtained based on a stop table (not shown). However, if there is a more appropriate number of sliding frames than this one based on priority, it is changed to that appropriate number. That is, in this embodiment, regardless of the number of sliding frames obtained by the stop table, a more appropriate number of sliding frames is determined based on the priority of the symbol combinations that permit stop display by the internal winning combination.

[0234] In this embodiment, the stopping display (retraction) of a symbol combination with a higher priority is performed with priority over the stopping display of a symbol combination with a lower priority.

[0235] Furthermore, in this embodiment, as shown in Figure 27, not only does the priority of the symbol combinations (winning activation flags) differ depending on the pull-in priority table number, but the number of priority divisions also differs. Specifically, when the pull-in priority table number is "00", the number of priority divisions is 5, and when the pull-in priority table number is "01" or "04", the number of priority divisions is 4. Also, when the pull-in priority table number is "02" or "03", the number of priority divisions is 2, and when the pull-in priority table number is "05", the number of priority divisions is 3.

[0236] This section explains the priority when the pull-in priority table number is "00," and omits the explanation of the priority for other pull-in priority table numbers. When the pull-in priority table number is "00," priority "1" (the highest priority) specifies the pull-in data corresponding to the combination names "C_9-coin A_01," "C_1-confirmed Chiririp C_01," "C_1-confirmed Chiririp D_01," and "C_RT3-rip_01."

[0237] When the pull-in priority table number is "00", priority "2" specifies the pull-in data corresponding to the combination names "C_Strong 2-coin C_01" to "C_Strong 2-coin C_09", "C_Weak 2-coin B_01" to "C_Weak 2-coin B_03", "C_3-coin E_01", "C_3-coin E_02", "C_9-coin F_01" to "C_9-coin F_03", "C_1-confirmed Chiriripu B_01", "C_Chiriripu D_01", and "C_Chiriripu C_01".

[0238] When the pull-in priority table number is "00", priority "3" specifies the pull-in data corresponding to the combination names "C_1 Confirm Chiriripu A_01", "C_ Chiriripu A_01", "C_ Chiriripu B_01", and "C_ Maintenance Rip E_01" to "C_ Maintenance Rip E_04".

[0239] When the draw priority table number is "00", priority "4" includes the combination names "C_SP1_01", "C_SP2_01", "C_Reach Eye Replay P_01", "C_Reach Eye Replay P_02", "C_Reach Eye Replay O_01", "C_Reach Eye Replay O_02", "C_Reach Eye Replay N_01", "C_Reach Eye Replay N_02", "C_Reach Eye Replay M_01", "C_Reach Eye Replay M_02", "C_Reach Eye Replay L_01" ~ "C_Reach Eye Replay L_03", "C_Reach Eye Replay K_01" ~ "C_Reach Eye Replay K_03", "C_Reach Eye Replay J_01", "C_Reach Eye Replay I_01" ~ "C_Reach Eye Replay I_09", "C_Reach Eye Replay H_01" ~ "C_Reach Eye Replay "C_Reach Eye Replay H_03", "C_Reach Eye Replay G_01", "C_Reach Eye Replay F_01", "C_Reach Eye Replay F_02", "C_Reach Eye Replay E_01", "C_Reach Eye Replay D_01", "C_Reach Eye Replay D_02", "C_Reach Eye Replay C_01" ~ "C_Reach Eye Replay C_03", "C_Reach Eye Replay B_01", "C_Reach Eye Replay The data for the following inputs is defined: "B_02", "C_Reach-eye Replay A_01", "C_Maintain Replay F_01", "C_Maintain Replay F_02", "C_Maintain Replay D_01" to "C_Maintain Replay D_04", "C_Maintain Replay C_01" to "C_Maintain Replay C_03", "C_Maintain Replay B_01", "C_Maintain Replay B_02", and "C_Maintain Replay A_01".

[0240] Furthermore, when the pull-in priority table number is "00", the pull-in data corresponding to the combination names "C_BB1" and "C_BB2" is defined for priority "5" (the lowest priority).

[0241] <Configuration of the storage area provided in the main RAM> Next, with reference to Figures 28 to 35, the configuration of the various storage areas provided in the main RAM 103 will be described.

[0242] [Storage area for the winning request flag and the prize activation flag] First, with reference to Figures 28 to 30, the configuration of the win request flag storage area (internal winning role storage area) and the prize activation flag storage area (display role storage area) will be explained. In this embodiment, the win request flag storage area (flag data storage area, winning flag data storage area) and the prize activation flag storage area (prize flag data storage area) have the same configuration.

[0243] In this embodiment, the win request flag storage area consists of win request storage areas 0 to 11, each represented by 1 byte of data, and the prize activation flag storage area consists of prize activation storage areas 0 to 11, each represented by 1 byte of data. The data stored in each storage area of ​​the win request flag storage area and the prize activation flag storage area is only the 1 byte data in the "Data" column in Figures 28 to 30. However, for the sake of explanation, Figures 28 to 30 also show the symbol combinations for each reel (shown in the figures in the order of the symbol on the left reel 3L, the symbol on the middle reel 3C, and the symbol on the right reel 3R), their names (combination names) and abbreviations, and the number of medals dispensed, all associated with the bits of each storage area.

[0244] In each of the win request flag storage areas 0 to 11, when a "1" is stored in a predetermined bit, it indicates that the internal winning combination corresponding to that predetermined bit has been won internally. Also, in each of the prize activation storage areas 0 to 11, when a "1" is stored in a predetermined bit, it indicates that the display combination (prize activation flag) corresponding to that predetermined bit has been won. In other words, when a "1" is stored in a predetermined bit, it indicates that the various symbol combinations of the internal winning combination corresponding to that predetermined bit have been displayed on the active line.

[0245] Furthermore, in the winning request flag storage area and the prize activation flag storage area, as shown in Figures 28 to 30, some single bits (flags) within each storage area are assigned to multiple symbol combinations. In other words, for such flags, there are multiple symbol combinations that can be stopped and displayed (winning combinations).

[0246] For example, bit 5 in the win request storage area 5 and the prize activation storage area 5 is assigned three symbol combinations: "Cactus 2" - "White 7" - "Hat" (combination name "C_Maintain Replay C_01"), "Cactus 2" - "Chili Up 1" - "Hat" (combination name "C_Maintain Replay C_02"), and "Cactus 2" - "Cactus 2" - "Hat" (combination name "C_Maintain Replay C_03"). Therefore, if "1" is stored in bit 5 of the win request storage area 5, it indicates that these three symbol combinations can be stopped and displayed on the active line. Also, if "1" is stored in bit 5 of the prize activation storage area 5, it indicates that one of these three symbol combinations has been displayed on the active line.

[0247] [Storage area for carryover items] Next, the configuration of the carryover storage area will be described with reference to Figure 31. In this embodiment, the carryover storage area consists of a 1-byte data storage area.

[0248] When the internal draw determines an internal winning combination "F_BB1" or "F_BB2", that internal winning combination (BB combination) is stored in the carryover combination storage area as a carryover combination. The carryover combination stored in the carryover combination storage area is retained without being cleared until the corresponding symbol combination is displayed on an active line. In addition, while a carryover combination is stored in the carryover combination storage area, the carryover combination is stored in the winning request storage area in addition to the internal winning combination determined by the internal draw.

[0249] [Game status flag storage area] Next, with reference to Figure 32, the configuration of the game state flag storage area will be described. The game state flag storage area consists of a 1-byte data storage area. In this embodiment, as shown in Figure 32, a unique bonus type or RT type is assigned to each bit of the game state flag storage area.

[0250] In the game state flag storage area, when a "1" is stored in a predetermined bit, it indicates that the bonus game or RT corresponding to that predetermined bit is in operation. For example, when a "1" is stored in bit 0 of the game state flag storage area, it indicates that the Big Bonus "BB" is in operation and the game state is the BB game state. Also, for example, when a "1" is stored in bit 3 of the game state flag storage area, it indicates that the game state is the RT3 state.

[0251] [Storage area for operation stop button] Next, with reference to Figure 33, the configuration of the operation stop button storage area will be described. The operation stop button storage area consists of a 1-byte data storage area and stores an operation stop button flag consisting of 1 byte. In the operation stop button flag, each bit is assigned the operation state of the stop button.

[0252] For example, if the left stop button 17L is the stop button that was pressed this time, i.e., the activated stop button, then "1" is stored in bit 0 of the activated stop button storage area. Also, for example, if the left stop button 17L is a stop button that has not yet been pressed, i.e., the active stop button, then "1" is stored in bit 4. The main CPU 101 identifies the stop button that was pressed this time and the stop buttons that have not yet been pressed based on the data stored in the activated stop button storage area.

[0253] [Pressing order storage area] Next, with reference to Figure 34, the configuration of the key press order storage area will be described. The key press order storage area consists of a 1-byte data storage area and stores a key press order flag consisting of 1 byte.

[0254] In the button press order flag, each bit is assigned the type of order in which the stop buttons are pressed. For example, if the order in which the stop buttons are pressed is "left, middle, right", then bit 0 in the button press order storage area will be set to "1".

[0255] [Pattern code storage area] Next, the configuration of the symbol code storage area will be described with reference to Figure 35. In this embodiment, the symbol code storage area consists of symbol code storage areas 0 to 11, each represented by 1 byte of data. The symbol code storage area has the same configuration as the win request flag storage area and the prize activation flag storage area (see Figures 28 to 30).

[0256] In the symbol code storage area, the bit corresponding to the symbol combination that can stop on the active line is stored as "1". After all reels have stopped, symbol codes corresponding to the display roles (winning activation flags) are stored in symbol code storage areas 0 to 11.

[0257] [Relationship between internal winning combinations and various sub-flags] In general gameplay and ART gameplay, the main control circuit 90 refers to various data tables in various draws. In this embodiment, the parameters used include not only the internal winning combination but also various parameters with different names corresponding to the internal winning combination (hereinafter referred to as "subflag (first subflag)", "subflag EX (second subflag)", and "subflag D"). Therefore, in this embodiment, the main control circuit 90 performs a process to convert the internal winning combination into various subflags (see subflag conversion process, flag conversion process, and subflag compression process in Figure 104 described later). In this embodiment, the subflags are set in the start command as information (communication parameters) related to the internal winning combination and transmitted from the main control circuit 90 to the subcontrol circuit 200.

[0258] Here, with reference to Figures 36 and 37, the correspondence between internal winning combinations and various sub-flags will be explained. Figure 36 is a diagram showing the correspondence between internal winning combinations (minor winning combination numbers) and various sub-flags, and Figure 37 is a diagram showing the correspondence between internal winning combinations (special prize winning combination numbers) and sub-flags.

[0259] In the flag conversion process of this embodiment, first, multiple internal winning combinations belonging to the same type are combined into a single sub-flag. In this embodiment, as shown in Figure 36, this flag conversion process converts 32 types of internal winning combinations (minor winning combination numbers) related to minor winning combinations and replay combinations into 18 types of sub-flags ("01" to "18": flag data). For example, internal winning combinations "F_Maintain Replay_1st (10: minor winning combination number)" to "F_Maintain Replay_3rd (12)" are combined into the sub-flag "Push Order Replay 1 (09: flag data)". The internal winning combination "Miss" is assigned the sub-flag "Miss (00)".

[0260] Furthermore, in the flag conversion process of this embodiment, as shown in Figure 36, 19 types of subflags ("00" to "18"), including the subflag "Loser (00)", are converted into 9 types of subflag EX ("00" to "08": flag data). Therefore, this conversion process can further compress the subflag data. In this embodiment, the subflags are converted to subflag EX by a lottery (flag conversion lottery). Specifically, the conversion is performed as follows.

[0261] The sub-flag "Miss (00)" is converted to sub-flag EX "Miss (00)" regardless of the result of the flag conversion lottery, and the sub-flag "Double Chili-Rep (01)" is converted to sub-flag EX "Replay (01)" regardless of the result of the flag conversion lottery.

[0262] If the sub-flags "3-in-1 Chiririp A (02)" and "3-in-1 Chiririp B (03)" are drawn in the flag conversion lottery (in the case of "Conversion Available" described below), they will be converted to sub-flag EX "Confirmed Role (06)" or "3-in-1 Chiririp (07)". If they are not drawn in the flag conversion lottery (in the case of "No Conversion" described below), they will be converted to sub-flag EX "Replay (01)".

[0263] Subflags "Reach Eye Replay 1 (04)" to "Reach Eye Replay 4 (07)" are converted to subflag EX "Confirmed Role (06)" or "Reach Eye Replay (08)" if they are drawn in the flag conversion lottery, and to subflag EX "Replay (01)" if they are not drawn in the flag conversion lottery.

[0264] The sub-flags "Replay (08)" and "Ordered Replay 1 (09)" to "Ordered Replay 3 (11)" are converted to sub-flag EX "Replay (01)" regardless of the result of the flag conversion lottery, and the sub-flags "Ordered Bell (12)" and "Common Bell (13)" are converted to sub-flag EX "Bell (02)" regardless of the result of the flag conversion lottery.

[0265] The sub-flags "Cactus (14)", "Weak Cherry (15)", and "Strong Cherry (16)" are converted to sub-flags EX "Cactus (03)", "Weak Cherry (04)", and "Strong Cherry (05)", respectively, regardless of the result of the flag conversion lottery. Also, the sub-flags "Winning combination 1 (17)" and "Winning combination 2 (18)" are converted to sub-flag EX "Miss (00)", regardless of the result of the flag conversion lottery.

[0266] As described above, in this embodiment, in effect, only the sub-flags "3 consecutive Chiririp A (02)", "3 consecutive Chiririp B (03)", and "Reach-eye Rip 1 (04)" to "Reach-eye Rip 4 (07)" are subject to the flag conversion lottery. The lottery table used in the above-mentioned flag conversion lottery will be described in detail later.

[0267] Furthermore, in the flag conversion process of this embodiment, as shown in Figure 36, nine types of subflags EX ("00" to "08") are converted into seven types of subflags D ("00" to "06"). Therefore, this conversion process can further compress the subflag data. Note that this conversion process does not involve drawing lots, but rather converts the subflags EX and subflags D by associating them as follows.

[0268] Subflag EX "Miss (00)", "Replay (01)", and "Bell (02)" are converted to subflag D "Miss (00)". Subflag EX "Cactus (03)" is converted to subflag D "Cactus (01)", subflag EX "Weak Cherry (04)" is converted to subflag D "Weak Cherry (02)", and subflag EX "Strong Cherry (05)" is converted to subflag D "Strong Cherry (03)".

[0269] Additionally, subflag EX "Confirmed Role (06)" is converted to subflag D "Confirmed Role (04)", subflag EX "3 Consecutive Chiririp (07)" is converted to subflag D "3 Consecutive Chiririp (05)", and subflag EX "Reach-Eye Replay (08)" is converted to subflag D "Reach-Eye Replay (06)".

[0270] Furthermore, in the flag conversion process of this embodiment, as shown in Figure 37, both the internal winning combinations "F_BB1 (01: Special Prize Winning Number)" and "F_BB2 (02)" are converted to the sub-flag "BB".

[0271] [Gameplay when sub-flag is converted to EX] Here, the process of converting the internal winning combination described above into sub-flags and sub-flag EX, and an example of the gameplay when sub-flag EX is converted, will be explained with reference to Figures 38A and 38B. Figure 38A is a diagram showing the flag conversion process when the internal winning combination "F_Kakuchiriripu" or "F_1Kakuchiriripu" is determined, and Figure 38B is a diagram showing the flag conversion process when any of the internal winning combinations "F_Reach-eye Replay A" to "F_Reach-eye Replay D" is determined.

[0272] In this embodiment of pachislot 1, if any of the internal winning combinations "F_Kakuchiriripu", "F_1Kakuchiriripu", and "F_Reach-eye Replay A" to "F_Reach-eye Replay D" are determined to be an internal winning combination on their own during the RT4 game state, a flag conversion lottery is performed. In this embodiment, if the flag conversion lottery is successful, a special bonus (for example, an increase in the number of ART games or a CT win) is granted.

[0273] For example, when the internal winning role "F_確チリリプ" or "F_1確チリリプ" is determined, as shown in FIG. 38A, the internal winning roles "F_確チリリプ" and "F_1確チリリプ" are each converted into sub-flags "3連チリリプA(02)" and "3連チリリプB(03)".

[0274] Next, when the sub-flags "3連チリリプA(02)" and "3連チリリプB(03)" win in the flag conversion lottery, they are converted into sub-flags EX "3連チリリプ(07)" or "確定役(06)". On the other hand, if they do not win in the flag conversion lottery, both the sub-flags "3連チリリプA(02)" and "3連チリリプB(03)" are converted into the sub-flag EX "リプレイ(01)".

[0275] As described in FIG. 24, when the internal winning role "F_確チリリプ" or "F_1確チリリプ" wins, the symbol combination related to the abbreviation "3連チリリプ" is displayed when the pressing order is correct, and the symbol combination related to the abbreviation "リプレイ" is displayed when the pressing order is incorrect. Therefore, in this embodiment, when the internal winning role "F_確チリリプ" or "F_1確チリリプ" is determined and wins in the flag conversion lottery, both the internal winning roles "F_確チリリプ" and "F_1確チリリプ" are treated as the roles of the sub-flag EX "3連チリリプ(07)" or "確定役(06)".

[0276] When the internal winning role "F_確チリリプ" or "F_1確チリリプ" is converted into the sub-flag EX "3連チリリプ(07)" or "確定役(06)" by this flag conversion process, information for displaying the symbol combination related to the abbreviation "3連チリリプ" is notified (for example, information instructing the player to aim at the chili symbol by pressing in order is notified). On the other hand, in this flag conversion process, when the flag conversion lottery does not win and the internal winning role "F_確チリリプ" or "F_1確チリリプ" is converted into the sub-flag EX "リプレイ(01)", information for displaying the symbol combination related to the abbreviation "リプレイ" is notified (for example, a pressing order other than pressing in order (irregular pressing) is notified).

[0277] Furthermore, for example, if any of the internal winning combinations "F_Reach Eye Replay A" to "F_Reach Eye Replay D" is determined, as shown in Figure 38B, the internal winning combinations "F_Reach Eye Replay A" to "F_Reach Eye Replay D" are converted to sub-flags "Reach Eye Replay 1 (04)" to "Reach Eye Replay 4 (07)", respectively.

[0278] Next, if the sub-flags "Reach Eye Replay 1 (04)" to "Reach Eye Replay 4 (07)" are drawn in the flag conversion lottery, they are converted into sub-flag EX "Reach Eye Replay (08)" or "Confirmed Role (06)". On the other hand, if the flag conversion lottery is not drawn, the sub-flags "Reach Eye Replay 1 (04)" to "Reach Eye Replay 4 (07)" are converted into sub-flag EX "Replay (01)".

[0279] As explained in Figure 24, if any of the internal winning combinations "F_Reach Eye Replay A" to "F_Reach Eye Replay D" is selected, the symbol combination related to the abbreviated "Reach Eye Replay" will be displayed if the button press order is correct, and the symbol combination related to the abbreviated "Replay" will be displayed if the button press order is incorrect. Therefore, in this embodiment, if any of the internal winning combinations "F_Reach Eye Replay A" to "F_Reach Eye Replay D" is determined and the flag conversion lottery is won, all of the internal winning combinations "F_Reach Eye Replay A" to "F_Reach Eye Replay D" are treated as the roles of sub-flag EX "Reach Eye Replay (08)" or "Confirmed Role (06)".

[0280] Then, if the internal winning combinations "F_Reach Eye Replay A" to "F_Reach Eye Replay D" are converted to, for example, sub-flag EX "Reach Eye Replay (08)" or "Confirmed Combination (06)" through this flag conversion process, information for displaying the symbol combination related to the abbreviated "Reach Eye Replay" is announced (for example, information is announced instructing the player to aim for the "White 7" symbol by pressing the buttons in order). On the other hand, if the flag conversion lottery is not successful in this flag conversion process, and the internal winning combinations "F_Reach Eye Replay A" to "F_Reach Eye Replay D" are converted to sub-flag EX "Replay (01)", information for displaying the symbol combination related to the abbreviated "Replay" is announced (for example, a button press order other than the standard press (irregular press) is announced).

[0281] Also, in the present embodiment, in the flag conversion process shown in FIG. 38A or 38B, when a player wins the flag conversion lottery and performs a stop operation according to the notification, a symbol combination related to the abbreviation "3 consecutive chiriripu" or "reach target ripu" is stopped and displayed on the effective line, and a special privilege is granted. This granting process is substantially to grant a special privilege to the player in response to the pachislot 1 winning the flag conversion lottery. However, for the player, it can be made to feel that a special privilege has been granted due to the display of the symbol combination related to the abbreviation "3 consecutive chiriripu".

[0282] In order to enhance the gaming performance of pachislot, in some cases, it may be preferable that the appearance frequency of the symbol combination to which the privilege is granted varies according to the state rather than being constant. Since the stop control (the symbol combination to be displayed) varies depending on the type of internal winning lottery, as a method of making the appearance frequency of the symbol combination to which the privilege is granted vary according to the state, a method of varying the winning probability of the internal winning lottery is also conceivable (in pachislot 1, the winning probability of the internal winning lottery can be varied according to the presence or absence of bonus activation and the RT state. For example, as an RT state corresponding to the ART gaming state, not only the RT4 state but also other RT states such as the RT6 state and the RT7 state can be provided). However, since the timing (the transition timing of the RT state) for varying the winning probability of the internal winning lottery is limited, from the viewpoint of improving the gaming performance (interest), this method lacks flexibility.

[0283] On the other hand, in the pachislot 1 of the present embodiment, without changing the winning probability of the internal winning lottery, in addition to the internal lottery for determining the internal winning lottery, by performing a flag conversion lottery and a notification based on the lottery result, the appearance frequency of the symbol combination to which the privilege is granted can be flexibly varied according to the state. That is, in a state where it is easy to win the flag conversion lottery, the appearance frequency of the symbol combination to which the privilege is granted can be increased, and conversely, in a state where it is difficult to win the flag conversion lottery, the appearance frequency of the symbol combination to which the privilege is granted can be decreased.

[0284] <Gameplay during normal gameplay> Next, the flow of gameplay during the general game state will be explained with reference to Figures 39A to 39C. In the pachislo 1 of this embodiment, during the general game state, the game state transitions from the normal game state to the CZ, and then the game state transitions from the CZ to the ART game state, thereby transitioning from the general game state (non-ART game state) to the ART game state (see Figures 14A and 14B).

[0285] Figure 39A shows the flow of gameplay when the game state transitions from the normal game state to the CZ (Challenge Zone) during general gameplay. As shown in Figure 39A, the normal game state has a low probability state and a high probability state as CZ lottery states. These low probability state and high probability state are states in which the expected probability of winning the CZ lottery conducted during the normal game state is different from each other. The low probability state is a state in which it is difficult to win the CZ lottery, and the high probability state is a state in which it is easy to win the CZ lottery. When the CZ lottery conducted during gameplay in the normal game state is won, the game state transitions from the normal game state to the CZ.

[0286] In this embodiment of pachislo 1, multiple chance zones are provided as CZ (Chance Zones), namely "CZ1," "CZ2," and "CZ3." CZ1 to CZ3 are chance zones where the probability of winning the ART lottery, which is conducted during gameplay in the CZ, differs from one another. CZ3 is a chance zone where winning the ART lottery is guaranteed, while CZ1 and CZ2 are chance zones where winning the ART lottery is possible with a predetermined probability. In the CZ lottery conducted during normal gameplay, not only is the CZ win / loss determined, but also the type of CZ to which the player transitions (one of CZ1 to CZ3) if the player wins is determined (see Figure 41 below).

[0287] Figure 39B shows the flow of gameplay when the game state transitions from the general game state CZ1 and CZ2 to the ART game state. Both CZ1 and CZ2 consist of a first half and a second half. The first half is a period in which the rank of the expected value of winning the ART lottery, which is conducted during gameplay in the CZ, is increased, and the second half is a period in which the lottery result of the ART lottery based on the rank is announced by a predetermined performance (in this embodiment, a battle performance by characters).

[0288] During CZ1, there are six ranks of modes (modes 1-6), and the higher the mode, the higher the probability of winning the ART lottery. In the first half of CZ1, the game continues for a predetermined number of games (for example, a maximum of 12 games), and a mode upgrade lottery is held based on the internal winning combination. Then, in the first game of the second half of CZ1, an ART lottery is held based on the mode that was upgraded in the first half (the mode at the end of the first half).

[0289] Furthermore, during CZ2, there are 10 ranks of points, and the higher the points, the higher the probability of winning the ART lottery. In the first half of CZ2, the game continues for a second predetermined number of games (for example, up to 15 games), and a point upgrade lottery is held based on the internal winning combination. Then, in the first game of the second half of CZ2, an ART lottery is held based on the points that were upgraded in the first half (points at the end of the first half).

[0290] In the latter half of CZ1, a battle sequence takes place between an ally character and enemy character A, and in the latter half of CZ2, a battle sequence takes place between an ally character and enemy character B. This battle sequence takes place over a period of three predetermined games (for example, a maximum of 4 games). The outcome of the battle sequence is managed (determined) based on the result of the ART lottery; if the ART lottery is won, the ally character wins the battle sequence, and if the lottery is not won, the enemy character wins the battle sequence.

[0291] Furthermore, during the latter half of each of CZ1 and CZ2 (during the battle sequence), an ART lottery is held every game based on the internally determined winning combination. If the ART lottery is successful, the result of the battle sequence is rewritten. For example, if a so-called "rare" combination is determined as the internally determined winning combination during the battle sequence, an ART lottery is held, and the result of the battle sequence is rewritten based on that result.

[0292] In CZ1 and CZ2, if ART is not won, the player loses in the battle sequence in the latter half, and the game state basically returns to the normal game state. On the other hand, in CZ1 and CZ2, if ART is won, the player wins in the battle sequence in the latter half, and the game state then returns from CZ to normal ART via the ART preparation state. In this embodiment, a freeze may occur during the first half of CZ1 and CZ2, in which case the game state returns from CZ to CT (Chance Zone for Adding Bonuses) via the ART preparation state instead of normal ART.

[0293] Figure 39C shows the flow of gameplay when the game state transitions from the general game state (CZ3) to the ART game state. In CZ3, the game continues for a fourth predetermined number of games (for example, a maximum of 17 games). In CZ3, an ART lottery is held every game based on the internal winning combination.

[0294] CZ3 ends when the ART lottery is won, and from the next game onward, the game state transitions from CZ3 to CT (Chance Zone for Additional Payouts) via the ART preparation state. In addition, a freeze may occur in CZ3, and in that case as well, from the next game onward, the game state transitions from CZ3 to CT (Chance Zone for Additional Payouts) via the ART preparation state. On the other hand, if the game period of CZ3 (the fourth predetermined number of games) elapses without winning the ART lottery in CZ3, the game state transitions from CZ3 to normal ART via the ART preparation state. In other words, in this embodiment, CZ3 is a chance zone in which the transition to the ART game state is guaranteed.

[0295] <Various data tables used during normal gameplay> Next, referring to Figures 40 to 45, we will explain the various data tables used in the lottery process related to gameplay that takes place during normal gameplay. The various data tables described below are stored in the main ROM 102.

[0296] Furthermore, the various data tables shown below conceptually represent the information on the lottery values. In the data tables, "0" means that a lottery value corresponding to a winning probability of "0%" is specified, "Very Low" means that a lottery value corresponding to a winning probability of "0% to less than 1%" is specified, and "Extremely Low" means that a lottery value corresponding to a winning probability of "1% to less than 10%" is specified. In addition, in the data tables, "Low" means that a lottery value corresponding to a winning probability of "10% to less than 30%" is specified, "Medium" means that a lottery value corresponding to a winning probability of "30% to less than 60%" is specified, and "High" means that a lottery value corresponding to a winning probability of "60% to less than 80%" is specified. Furthermore, in the data table, "Extremely High" means that a lottery value corresponding to a winning probability of "80% to less than 99%" is specified, "Extremely High" means that a lottery value corresponding to a winning probability of "99% to less than 100%" is specified, and "Confirmed" means that a lottery value corresponding to a winning probability of "100%" is specified.

[0297] In the various data tables shown below, the random number register 1 of the random number circuit 110 extracts random numbers for drawing from a predetermined range of numbers (0 to 65535), and these numbers are sequentially subtracted by a predetermined draw value. An internal draw is then performed by determining whether the result of the subtraction is negative (i.e., whether a so-called "overflow" has occurred). In this embodiment, an example has been described in which a draw related to gameplay performed during general gameplay is determined by subtracting a draw value from a random number for drawing. However, the present invention is not limited to this, and a draw may also be determined by adding a draw value to the extracted random number for drawing and determining whether the result of the addition exceeds 65536 (i.e., whether a so-called "overflow" has occurred).

[0298] [Normal, medium, and high probability lottery table] First, with reference to Figures 40A and 40B, the normal and high probability lottery tables used in the lottery for transitioning between the CZ lottery states (low probability and high probability) will be explained. In this embodiment of pachislo 1, the CZ lottery state transition lottery is performed not only every game based on the internal winning combination, but also, for example, at the end of a bonus or at the end of a CZ or ART. Figure 40A is a diagram of the configuration of the normal and high probability lottery table that is referenced every game during normal gameplay, and Figure 40B is a diagram of the configuration of the normal and high probability lottery table that is referenced, for example, when the settings are changed, at the end of a bonus, or at the end of a CZ or ART. The names of the internal winning combinations shown in Figure 40A correspond to the names of the sub-flags mentioned above.

[0299] The normal medium-high probability lottery table shown in Figure 40A defines the correspondence between each combination of the current CZ lottery state and the internal winning role, the lottery result (low probability / high probability) of the CZ lottery state after the transition, and the information of the lottery value associated with each lottery result.

[0300] As is clear from the normal and high probability lottery table shown in Figure 40A, when the current CZ lottery state is low probability, the CZ lottery state is more likely to transition to high probability when the internal winning role corresponds to the sub-flag "weak cherry". On the other hand, when the current CZ lottery state is high probability, the CZ lottery state is maintained at high probability when the internal winning role corresponds to one of the sub-flags "common bell", "cactus", "weak cherry", or "strong cherry".

[0301] The normal / high probability lottery table shown in Figure 40B defines the correspondence between each situation when referring to the table, the lottery result (low probability / high probability) of the CZ lottery state after the transition, and the information of the lottery value associated with each lottery result. As is clear from the normal / high probability lottery table shown in Figure 40B, the CZ lottery state always transitions to high probability at the end of the bonus.

[0302] [CZ Lottery Table] Next, the CZ lottery tables used in the CZ lottery will be explained with reference to Figures 41A and 41B. Figure 41A is a diagram of the configuration of the CZ lottery table used when the CZ lottery is performed based on the internal winning combination during normal gameplay, and Figure 41B is a diagram of the configuration of the CZ lottery table used when the CZ lottery is performed to determine whether or not to trigger the CZ again, for example, when the CZ fails or when ART ends. The names of the internal winning combinations shown in Figure 41A correspond to the names of the sub-flags mentioned above.

[0303] The CZ lottery table shown in Figure 41A defines the correspondence between each combination of the current CZ lottery state and the internal winning combination, the winning / losing results (lottery results) of CZ1, CZ2, and CZ3, and the information of the lottery value associated with each lottery result. As is clear from the CZ lottery table shown in Figure 41A, when the current CZ lottery state is high probability, the probability of winning the CZ lottery is higher than when the current CZ lottery state is low probability.

[0304] The CZ lottery table shown in Figure 41B defines the correspondence between the winning / losing results (lottery results) of CZ1, CZ2, and CZ3 and the lottery value information associated with each lottery result, when a CZ fails or when ART ends. When a CZ fails (when the ART lottery during CZ1 or CZ2 is unsuccessful) or when the ART game state ends, a CZ draw is conducted using this CZ lottery table to determine if a CZ can be drawn back.

[0305] [CZ1 Mode Upgrade Lottery Table] Next, referring to Figure 42, we will explain the mode-up lottery table used in the mode-up lottery of CZ1 that takes place in the first half of CZ1. Figure 42 is a diagram of the configuration of the mode-up lottery table in CZ1. Note that the names of the internal winning combinations shown in Figure 42 correspond to the names of the sub-flags mentioned above.

[0306] The mode-up lottery table during CZ1 defines the correspondence between each combination of the current mode and the internal winning role, the result of the mode-up lottery (win / loss), and the lottery value information associated with each lottery result. As shown in Figure 44A below, in CZ1, the higher the mode (the higher the mode value), the higher the probability of winning the ART lottery, and when the mode rises to mode 6, the ART lottery is guaranteed to be won.

[0307] In Figure 42, the lottery result "Mode 1UP" means that the mode of CZ1 increases by one level, and the lottery result "Mode 2UP" means that the mode of CZ1 increases by two levels. Therefore, for example, if the current mode is Mode 2, and the lottery result is "Mode 2UP", the mode of CZ1 will increase from Mode 2 to Mode 4. Also, for example, if the lottery result is "Mode 6UP_Freeze Occurs", a freeze will occur, and the winning of the ART lottery and the granting of CT will be determined.

[0308] [CZ2 Point Lottery Table] Next, referring to Figure 43, we will explain the CZ2 point lottery table used in the CZ2 point-up lottery that takes place in the first half of CZ2. Figure 43 is a diagram of the CZ2 point lottery table. The names of the internal winning combinations shown in Figure 43 correspond to the names of the sub-flags mentioned above.

[0309] The CZ2 point lottery table defines the correspondence between each combination of current points and internal winning roles, the result of the point-up lottery (win / loss), and the lottery value information associated with each lottery result. As shown in Figure 44B below, in CZ2, the higher the points, the higher the probability of winning the ART lottery, and when the points reach "10 points", the ART lottery is guaranteed to be won. Note that the lottery result "Point 2UP" in Figure 43 means that "2" is added to the current CZ2 points. For example, if the current points are "2" and the lottery result is "Point 2UP", the CZ2 points will increase from "2" to "4". Furthermore, for example, if you win the lottery result "10 Points Up_Freeze Occurs," a freeze will occur, and the winning of the ART lottery and the granting of CT will be determined.

[0310] [ART lottery table during CZ] Next, with reference to Figures 44A-44C and 45, the CZ ART lottery tables used in the ART lottery executed during the CZ will be explained. Figure 44A is a diagram of the CZ ART lottery table (for CZ1) used in the first game of the latter half of CZ1, Figure 44B is a diagram of the CZ ART lottery table (for CZ2) used in the first game of the latter half of CZ2, and Figure 44C is a diagram of the CZ ART lottery table (common to CZ1 and CZ2, for the latter half battle) used in the latter half of both CZ1 and CZ2. Figure 45 is a diagram of the CZ ART lottery table (for CZ3) used in the ART lottery executed during CZ3. The names of the internal winning roles shown in Figures 44C and 45 correspond to the names of the sub-flags mentioned above.

[0311] The ART lottery table during the CZ (for CZ1) shown in Figure 44A defines the correspondence between the current mode, the result of the ART lottery (whether or not there is a win), and the information of the lottery value associated with each lottery result. Similarly, the ART lottery table during the CZ (for CZ2) shown in Figure 44B defines the correspondence between the current points, the result of the ART lottery (whether or not there is a win), and the information of the lottery value associated with each lottery result.

[0312] As is clear from the CZ-in-ART lottery table (for CZ1) and the CZ-in-ART lottery table (for CZ2), in CZ1 and CZ2, the higher the rank (mode or points) in the first half, the easier it is to win the ART lottery.

[0313] The ART lottery table during the CZ (common to CZ1 and CZ2, for use during the latter half of the battle) shown in Figure 44C defines the correspondence between the internal winning role, the result of the ART lottery (whether or not there is a win), and the information of the lottery value associated with each lottery result. As is clear from the ART lottery table during the CZ (common to CZ1 and CZ2, for use during the latter half of the battle), in the latter half of CZ1 and CZ2, if a rare role (a role corresponding to the sub-flag "weak cherry", "cactus", or "strong cherry") is determined as the internal winning role, there is a predetermined probability of winning the ART lottery.

[0314] The CZ-in-ART lottery table (for CZ3) shown in Figure 45 defines the correspondence between each combination of the number of games played in CZ3 and the internal winning role, the result of the ART lottery (whether or not a win was achieved), and the information of the lottery value associated with each lottery result. As is clear from the CZ-in-ART lottery table (for CZ3), in this embodiment, if an ART lottery is won in CZ3, a CT is also guaranteed.

[0315] <Gameplay during normal ART> Next, the flow of gameplay during ART will be explained with reference to Figures 46A and 46B. In the pachislot machine 1 of this embodiment, as described above, there are two ART game states: normal ART and CT (see Figures 14A and 14B), with CT being a chance zone for additional wins. Therefore, in this embodiment, the player will play during normal ART with the aim of transitioning to CT.

[0316] [Transition patterns from normal ART to CT] Figure 46A shows the transition of the game state from normal ART to CT. In the pachislo 1 of this embodiment, as shown in Figure 46A, if the CT lottery held during normal ART is won, the game state transitions from normal ART to CT. In addition, as shown in Figure 46A, the pachislo 1 of this embodiment is provided with ART level and CT lottery state as parameters that affect the various lotteries held during normal ART.

[0317] There are four levels of ART (Action Replay Time), from Level 1 to Level 4. These ART levels are primarily controlled (determined) based on the number of games played during normal ART. The ART level then influences the determination of the CT (Chance Time) lottery state and the flag conversion lottery during normal ART, which will be discussed later.

[0318] There are four states for the CT lottery: low probability, normal, high probability, and super high probability. The CT lottery state is mainly controlled (determined) based on the ART level and the internal winning combination during normal ART. The CT lottery state then affects the CT lottery performed during normal ART and the flag conversion lottery during normal ART, which will be described later.

[0319] [Flag conversion during normal ART] As described above, in the pachislot 1 of this embodiment, when any of the internal winning combinations "F_Kakuchiriripu", "F_1Kakuchiriripu", and "F_Reach-eye Replay A" to "F_Reach-eye Replay D" are determined to be an internal winning combination on their own during RT4 state, that is, during ART gameplay, a flag conversion lottery is performed, and special benefits (for example, an increase in the number of ART games or a CT win) are granted according to the result of the lottery. Figure 46B is a diagram showing an overview of the flag conversion lottery method performed during normal ART.

[0320] In this embodiment, as shown in FIG. 46B, during normal ART, flag conversion lottery is performed by referring to the ART level and the CT lottery status. As a result, when winning the flag conversion lottery, special privileges are granted, and a navigation (for example, notification of information to aim at a predetermined symbol by pressing in sequence) for stopping and displaying a symbol combination related to the abbreviation "3 consecutive chiriripu" or a symbol combination related to the abbreviation "reach target ripu" on the active line is performed. On the other hand, when not winning the flag conversion lottery, a navigation (for example, notification of a pressing order other than pressing in sequence) for stopping and displaying a symbol combination related to the abbreviation "replay" on the active line is performed.

[0321] Then, when the player performs a stop operation according to this notification (navigation), a symbol combination corresponding to the notification content is stopped and displayed on the active line. Specifically, when winning the flag conversion lottery, a symbol combination related to the abbreviation "3 consecutive chiriripu" or a symbol combination related to the abbreviation "reach target ripu" is stopped and displayed on the active line, and when not winning the flag conversion lottery, a symbol combination related to the abbreviation "replay" is stopped and displayed on the active line.

[0322] <Various data tables used during normal ART> Next, referring to FIGS. 47 to 51, various data tables used in the lottery process during normal ART will be described. Note that the various data tables described below are stored in the main ROM 102.

[0323] [Flag conversion lottery table during ART] FIGS. 47A and 47B are configuration diagrams of the in-ART flag conversion lottery table used in the flag conversion lottery performed during normal ART.

[0324] In the pachislot machine 1 according to this embodiment, the flag conversion lottery during normal ART is performed in two stages. Specifically, when the internal winning role "F_確チリリプ" (F_確チリリプ is not an English term, it seems to be a specific term in Japanese pachislot related, and we keep it as it is for now) or "F_1確チリリプ" wins the lottery, first, the first-stage flag conversion lottery is performed. If one wins the lottery in this first-stage flag conversion lottery, then the second-stage flag conversion lottery is performed. And if one wins the lottery in this second-stage flag conversion lottery, the internal winning role "F_確チリリプ" or "F_1確チリリプ" is converted to the sub-flag EX "3連チリリプ" (3連チリリプ is also a specific term in Japanese pachislot related, and we keep it as it is). On the other hand, if the first-stage flag conversion lottery or the second-stage flag conversion lottery is a non-winning, the internal winning role "F_確チリリプ" or "F_1確チリリプ" is converted to the sub-flag EX "リプレイ" (リプレイ is a specific term in Japanese pachislot related, and we keep it as it is, and it is treated as a normal replay role). In addition, when any one of the internal winning roles "F_リーチ目リプA" to "F_リーチ目リプD" wins the lottery, only the second-stage flag conversion lottery is performed.

[0325] Figure 47A is a configuration diagram of the ART in-flag conversion lottery table used in the first-stage flag conversion lottery, and Figure 47B is a configuration diagram of the ART in-flag conversion lottery table used in the second-stage flag conversion lottery.

[0326] The ART in-flag conversion lottery table shown in Figure 47A defines the correspondence relationship between the internal winning role ("F_確チリリプ" or "F_1確チリリプ"), the lottery result of the first-stage flag conversion lottery (no conversion / conversion (temporary)), and the information of the lottery value associated with each lottery result.

[0327] The ART in-flag conversion lottery table shown in Figure 47B defines the correspondence relationship between each combination of the internal winning role, the ART level, and the CT lottery state, the lottery result of the second-stage flag conversion lottery (no conversion / conversion), and the information of the lottery value associated with each lottery result. In the game until winning the CT once in normal ART, the table in the "初回(一度CTに当籤するまで)" (初回 means first time in Japanese, and we keep it as it is) column of the item "ARTレベル" in Figure 47B is referred to.

[0328] In this embodiment, as shown in Figures 47A and 47B, the first and second stage flag conversion draws using the respective ART flag conversion draw tables are performed using random values ​​(0 to 255) with a probability denominator of "256". Therefore, in this embodiment, the two-stage flag conversion draw described above can be considered to be substantially the same as the draw performed once using random values ​​with a probability denominator of "65536".

[0329] In recent years, pachislot machines have required that the lottery related to payouts (such as ART lottery), which was previously performed on the sub-control board 72 (hereinafter referred to as the "sub-side"), be performed on the main control board 71 (hereinafter referred to as the "main side"). However, because the storage capacity of the main side's memory means (main ROM 102) is limited to a small capacity, there is a need for a mechanism that enables lotteries without compromising gameplay while suppressing an increase in processing capacity.

[0330] In this regard, in the pachislo 1 of this embodiment, by performing a lottery with a probability denominator of "256" in two stages, it is possible to perform a lottery with a probability denominator of "65536", thereby suppressing the increase in the capacity of the main side related to the lottery processing. Furthermore, in the second stage lottery, the ART level and CT lottery state are referenced, so it is possible to perform a flag conversion lottery according to the current state as well as the internal winning role, and as a result, a flag conversion lottery with diverse gameplay can be performed.

[0331] [ART Level Determination Table] Figures 48A and 48B are diagrams illustrating the configuration of the ART level determination table used to determine the ART level. The ART level determination process is performed when an ART win is made and when the transition to the ART game state is determined, and also during normal ART. Figure 48A is a diagram illustrating the configuration of the ART level determination table used when an ART win is made, and Figure 48B is a diagram illustrating the configuration of the ART level determination table used during normal ART.

[0332] The ART level determination table shown in Figure 48A defines the correspondence between ART levels 1 to 4 (lottery results) and the information of the lottery value associated with each ART level. In this embodiment, if a freeze occurs when an ART is won, ART level 2 is determined as the ART level.

[0333] The ART level determination table shown in Figure 48B defines the correspondence between each combination of the current ART level and the number of games played in normal ART, the various ART levels to transition to, and the information of the lottery value associated with each ART level to transition to. Furthermore, the ART level determination table shown in Figure 48B defines the correspondence between each combination of the current ART level and the number of games played in normal ART at the time of CT entry, the various ART levels to transition to, and the information of the lottery value associated with each ART level to transition to. In other words, during normal ART, the ART level can be changed not only when the number of games played in normal ART reaches a predetermined number, but also when CT is entered during normal ART.

[0334] [High probability lottery table during normal ART] Figure 49 is a diagram showing the configuration of the high-probability lottery table used to determine the CT lottery state during normal ART.

[0335] The normal ART high probability lottery table defines the correspondence between each combination of the current CT lottery state and the internal winning combination, the various CT lottery states to which the game will transition, and the information of the lottery values ​​associated with each CT lottery state. The names of the internal winning combinations shown in Figure 49 correspond to the names of the sub-flags mentioned above.

[0336] As is clear from the high-probability lottery table in normal ART, when an internal winning lottery role corresponding to a sub-flag "Triple Chiri Reip (Triple Chiri Reip A and Triple Chiri Reip B)" or a sub-flag "Reach Eye Reip (Reach Eye Reip 1 to 4)" wins the lottery, the CT lottery state is likely to shift (drop) to "low probability". However, as shown in FIG. 50 described later, when an internal winning lottery role corresponding to the sub-flag "Triple Chiri Reip" or "Reach Eye Reip" wins the lottery, even if the CT lottery state drops, it is configured to always win the CT lottery.

[0337] [CT lottery table during ART] FIG. 50 is a configuration diagram of the CT lottery table during ART used in the CT lottery performed during normal ART.

[0338] The CT lottery table during ART defines the correspondence relationship between each combination of the current CT lottery state and the internal winning lottery role, various lottery results (non-winning / normal CT / high-probability CT) of the CT lottery, and information on the lottery values associated with each lottery result. Note that the names of the internal winning lottery roles shown in FIG. 50 correspond to the names of the above-described sub-flags.

[0339] In the present embodiment, when a role corresponding to a sub-flag "Cactus", "Weak Cherry", "Strong Cherry", "Triple Chiri Reip (Triple Chiri Reip A and Triple Chiri Reip B)", "Reach Eye Reip (Reach Eye Reip 1 to 4)", or "BB" is determined as the internal winning lottery role, in the CT lottery process using the CT lottery table during ART, a CT lottery is performed using a random number value in the range where the probability denominator is "256". Also, when an internal winning lottery role other than these roles (for example, a role corresponding to a sub-flag "Replay", "Common Bell", "Push Order Bell", etc.) is determined as the internal winning lottery role, in the CT lottery process using the CT lottery table during ART, a CT lottery is performed using a random number value in the range where the probability denominator is "65536".

[0340] In the pachislot machine 1 of this embodiment, two types of CTs, referred to as "normal CT" and "high-probability CT", are provided. In the normal CT and the high-probability CT, the expected number of ART games added during CT (the bonus chance zone) is different from each other, and the high-probability CT is a CT in which more ART games are likely to be added compared to the normal CT (see FIG. 55 described later).

[0341] [ART during normal play bonus lottery table] FIG. 51 is a configuration diagram of the ART during normal play bonus lottery table used for the bonus lottery of the number of ART games conducted during normal ART. Note that the names of the internal winning roles shown in FIG. 51 correspond to the names of the above-described sub-flags.

[0342] The ART during normal play bonus lottery table defines the correspondence relationship between the internal winning roles, various lottery results of the bonus lottery (non-winning / bonus 10G to 300G), and the information of the lottery values associated with each lottery result.

[0343] [Gameplay during CT]< Next, referring to FIGS. 52A to 52C, the flow of the game during CT will be described. Note that FIGS. 52A and 52B mainly show an overview of the game flow during CT when the sub-flag EX "3 consecutive chiri replays" wins, and FIG. 52C shows an overview of the flag conversion process performed during CT.

[0344] [Game content during CT]< In the pachislot machine 1 of this embodiment, during CT, a game of 8 times (8 games) in one set is played. During the CT period, for each game, a bonus lottery of the number of ART games is conducted based on the internal winning role. When winning the bonus lottery, the subtraction of the unit number of games (number of games) of the CT game is not performed. On the other hand, when the bonus lottery is non-winning, the subtraction of the unit number of games (number of games) of the CT game is performed. Therefore, during the CT period, in a game where the number of ART games is added, CT does not end. When 8 games in which the number of ART games is not added are performed within the same set, CT ends.

[0345] Furthermore, in this embodiment, as shown in Figures 52A and 52B, if the sub-flag EX "3 consecutive Chiriripu" is drawn during the CT period, that is, if the internal winning combination "F_Confirmed Chiriripu" or "F_1 Confirmed Chiriripu" is drawn and the flag conversion lottery is also won, then a set of 8 CT games is reset (stocked). This reset (stocked) set of CT games then starts after the set of the CT game has finished.

[0346] For example, if seven unit games are played within the same set and the ART game count increase lottery is not won, and then one CT game is played that does not increase the ART game count, the CT will end. However, if the sub-flag EX "3 consecutive Chiriripu" is won in this game, the CT game will be reset. As a result, after the CT game is reset, the CT will not end until eight unit games are played that are not won in the ART game count increase lottery. Therefore, the duration of the CT game will be longer the more times the sub-flag EX "3 consecutive Chiriripu" is won.

[0347] [Flag conversion during CT] Next, with reference to Figure 52C, the method of flag conversion lottery performed during CT will be explained. As described above, in this embodiment, if the sub-flag EX "3 consecutive Chiriripu" is drawn during the CT period (i.e., the internal winning combination "F_Confirmed Chiriripu" or "F_1 Confirmed Chiriripu" is drawn, and the flag conversion lottery is also won), the CT is reset (stocked). Also, as shown in the CT flag conversion lottery table in Figure 54 described later, if the internal winning combination "F_Confirmed Chiriripu" or "F_1 Confirmed Chiriripu" is drawn during CT, the flag conversion lottery is always won (it is always converted to sub-flag EX "3 consecutive Chiriripu"). In other words, in this embodiment, if the internal winning combination "F_Confirmed Chiriripu" or "F_1 Confirmed Chiriripu" is drawn during CT, the CT is always reset.

[0348] Also, in the flag conversion lottery when any one of the internal lottery winners "F_Reach Eye Reel A" to "F_Reach Eye Reel D" wins the lottery, the winning probability of the flag conversion lottery is controlled based on three types of flag conversion tables (Tables 0 to 2). Specifically, as shown in FIG. 52C, Table 0 is the flag conversion table with the lowest probability of being converted to the sub-flag EX "Reach Eye Reel", Table 1 is the flag conversion table with the second lowest probability of being converted to the sub-flag EX "Reach Eye Reel", and Table 2 is the flag conversion table with the highest probability of being converted to the sub-flag EX "Reach Eye Reel". If the sub-flag EX "Reach Eye Reel" wins the lottery during CT, as shown in the CT in-set number addition lottery table of FIG. 56 described later, a new CT is assigned.

[0349] Also, in the present embodiment, in the normal CT, as shown in FIG. 52C, the flag conversion table is determined based on the ART level. On the other hand, in the high-probability CT, regardless of the ART level, Table 0 is always determined as the flag conversion table.

[0350] <Various data tables used during CT> Next, referring to FIGS. 53 to 56, various data tables used in the lottery process during CT will be described. The various data tables described below are stored in the main ROM 102.

[0351] [CT in-table lottery table] FIG. 53 is a configuration diagram of the CT in-table lottery table used when determining the table used for the flag conversion lottery from among the three-level flag conversion tables (Tables 0 to 2).

[0352] The CT in-table lottery table defines the correspondence relationship between each state such as the ART level and the type of CT to be executed next, the type of the flag conversion table (Tables 0 to 2), and the information of the lottery value associated with each type. The CT in-table lottery table is referred to when it is determined that the CT lottery has won and the transition to CT is determined, or at the start of CT.

[0353] [CT Flag Conversion Lottery Table] Figure 54 is a diagram showing the configuration of the CT flag conversion lottery table used in the flag conversion lottery performed during CT.

[0354] The CT flag conversion lottery table defines the correspondence between the internal winning combination ("F_Confirmed Chiriripu", "F_1Confirmed Chiriripu", and "F_Reach Eye Replay A" to "F_Reach Eye Replay D"), the lottery result (no conversion / conversion) of the flag conversion lottery in each flag conversion table (tables 0 to 2), and the information of the lottery value associated with each lottery result. As is clear from the CT flag conversion lottery table, if the internal winning combination "F_Confirmed Chiriripu" or "F_1Confirmed Chiriripu" is drawn during CT, the flag conversion lottery will always be won (it will always be converted to sub-flag EX "3 Consecutive Chiriripu").

[0355] [CT Bonus Lottery Table] Figure 55 is a diagram showing the configuration of the CT (Challenge Time) bonus game draw table used in the ART (Artistic Reel Time) bonus game draw that takes place during the CT.

[0356] The CT bonus lottery table defines the correspondence between each combination of the current CT state and the internal winning combination, the various lottery results of the bonus lottery (no win / 10 bonus games / ... / 300 bonus games), and the lottery value information associated with each lottery result. Note that the names of the internal winning combinations shown in Figure 55 correspond to the names of the sub-flags mentioned above, and if a combination other than the internal winning combinations (sub-flags) shown in Figure 55 is an internal win, it will not result in a win in the bonus lottery during CT.

[0357] Furthermore, in the bonus lottery during normal CT in this embodiment, the way in which the number of bonus games is awarded changes depending on the number of times the sub-flag "3 consecutive Chiriripu" (internal winning combination "F_Confirmed Chiriripu" or "F_1 Confirmed Chiriripu") is drawn.

[0358] Specifically, if the sub-flag "3-Chiriripu" is drawn 1 to 8 times within the same CT set, the number of bonus games awarded in the lottery results "Bonus_10G" and "Bonus_20G" shown in Figure 55 will be 10 games and 20 games, respectively. Therefore, in this case, 10 games are more likely to be determined as the bonus game for ART. Also, if the sub-flag "3-Chiriripu" is drawn 9 to 16 times within the same CT set, the number of bonus games awarded in the lottery results "Bonus_10G" and "Bonus_20G" shown in Figure 55 will both be 20 games. In other words, the number of bonus games (lottery result) corresponding to the lottery value "Extremely High" for the sub-flag "3-Chiriripu" in Figure 55 is upgraded to 20 games. Therefore, in this case, 20 games are more likely to be determined as the bonus game for ART.

[0359] Furthermore, if the sub-flag "3-Chiriripu" is drawn 17 to 24 times within the same CT set, the number of bonus games awarded for the lottery results "Bonus_10G" and "Bonus_20G" shown in Figure 55 will both be 30 games. In other words, the number of bonus games (lottery results) corresponding to the lottery values ​​"Extremely High" and "Extremely Low" for the sub-flag "3-Chiriripu" in Figure 55 will be upgraded to 30 games. Therefore, in this case, "30 games" is more likely to be determined as the bonus game for ART. Moreover, if the sub-flag "3-Chiriripu" is drawn 25 or more times within the same CT set, the number of bonus games awarded for the lottery results "Bonus_10G" and "Bonus_20G" shown in Figure 55 will both be 50 games. In other words, the number of additional games (lottery result) corresponding to the lottery values ​​"extremely high" and "extremely low" for the sub-flag "3 consecutive Chiriripu" in Figure 55 is upgraded to 50 games. Therefore, in this case, "50 games" is more likely to be determined as the number of additional games for ART.

[0360] As described above, in the pachislot machine 1 of the present embodiment, it is possible to increase the number of ART games that can be added by one additional draw according to the number of winning times of the sub-flag "Three Consecutive Chiri Reels" during CT. Also, as described above, in the present embodiment, as long as the number of ART games is being increased, CT does not end, and further, when winning the sub-flag EX "Three Consecutive Chiri Reels", CT is reset (stocked). Therefore, in the present embodiment, it is possible to make the player expect an increase in the additional amount per game as CT continues, and improve the interest during CT. Also, since the number of winning times of the sub-flag "Three Consecutive Chiri Reels" that triggers an increase in the additional amount per game is more than the basic number of game times (8 times) for one set of CT (9 times or more), it is possible to prevent giving excessive benefits to the player, and a balance of benefits can be achieved between the player and the game parlor.

[0361] Note that in the present embodiment, the number of winning times of the above-described sub-flag "Three Consecutive Chiri Reels" (internal winning combination "F_確チリリプ" or "F_1確チリリプ") is the number counted during the same CT set, but the present invention is not limited to this. For example, a new CT given when winning the set number additional draw performed during CT may also be included in the "same CT set".

[0362] [CT Medium Set Number Additional Draw Table] FIG. 56 is a configuration diagram of a CT medium set number additional draw table used in the additional draw of CT sets performed during CT.

[0363] The CT medium set number additional draw table defines the correspondence relationship between each combination of the current CT state and the internal winning combination (sub-flag "Reach Eye Reels (Reach Eye Reels 1 to 4)"), various draw results of the additional draw (non-winning / normal CT winning / high probability CT winning), and information on the draw values associated with each draw result.

[0364] As is clear from the CT set count increase lottery table, if you hit any of the internal winning combinations "F_Reach Eye Replay A" to "F_Reach Eye Replay D" during CT, you will always win the lottery for increasing the number of CT sets (a CT set will always be stocked). Note that the stocked CT set will start after the currently active CT set has finished.

[0365] <Gameplay during bonus mode> Next, we will explain the flow of gameplay during the bonus state by referring to Figures 57A to 57C. Figure 57A shows the flow of gameplay when the game state transitions to the bonus state during normal gameplay (ART not won), Figure 57B shows the flow of gameplay when the game state transitions to the bonus state during normal ART, and Figure 57C shows the flow of gameplay when the game state transitions to the bonus state during CT.

[0366] In this embodiment of pachislo 1, as shown in Figures 57A to 57C, in terms of gameplay, there are two types of bonuses: normal BB and special BB, and the type of bonus is determined when transitioning to the bonus state. If a special BB is determined, after the bonus state ends, the game state transitions to CT via the ART preparation state. On the other hand, if a normal BB is determined, the game state to which it transitions will differ depending on the state before transitioning to the bonus state.

[0367] When the game state transitions from the general game state to the normal Big Bonus (BB), as shown in Figure 57A, during the gameplay in the normal BB, an ART (Action Replay Time) lottery is conducted based on the internally determined winning combination. If the ART lottery is won, after the bonus state ends, the game state transitions to the normal ART via the ART preparation state. In this case, during the gameplay in the bonus state after winning the ART lottery, a lottery is conducted to add to the number of ART games.

[0368] When the game state transitions from normal ART to normal BB, a CT lottery is held at the end of the normal BB, as shown in Figure 57B. The probability of winning this CT lottery is 50%, and if successful, after the bonus state ends, the game state transitions to CT via the ART preparation state. On the other hand, if the CT lottery is unsuccessful, after the bonus state ends, the game state transitions to normal ART via the ART preparation state. In addition, during gameplay in the bonus state transitioned from normal ART, a lottery for increasing the number of ART games is also held.

[0369] When the game state transitions from CT to a normal BB or special BB, as shown in Figure 57C, after the bonus state ends, the game state transitions back to CT via the ART preparation state. During gameplay in the bonus state after transitioning from CT, a lottery for additional ART game rounds is also held.

[0370] <Various data tables used during gameplay in bonus mode> Next, referring to Figures 58 to 60, we will explain the various data tables used in the lottery process performed during gameplay in bonus mode. Note that the various data tables described below are stored in the main ROM 102.

[0371] [Bonus Type Lottery Table] Figure 58 is a diagram showing the configuration of the bonus type lottery table used to determine the type of bonus (regular BB, special BB).

[0372] The bonus type lottery table defines the correspondence between each game state before transitioning to a bonus state (CT and others), the various lottery results (bonus type: normal BB / special BB), and the lottery value information associated with each lottery result. The bonus type determination process, which refers to the bonus type lottery table, is performed at the start of the bonus state.

[0373] [Bonus round ART game count increase lottery table] Figure 59 is a diagram showing the configuration of the bonus-time ART game count increase lottery table used in the ART lottery and ART game count increase lottery performed during gameplay in the bonus state.

[0374] The bonus round ART game count increase lottery table defines the correspondence between each combination of the current bonus type and the internal winning role, the various lottery results for the increase lottery (non-winning / 5 games / ... / 300 games), and the lottery value information associated with each lottery result.

[0375] In this embodiment, when ART is not won (in a normal Big Bonus transitioning from a general game state, the state until the ART lottery is won), the bonus-time ART game count increase lottery table is used for the ART lottery. Specifically, when the bonus-time ART is not won, if the lottery using the bonus-time ART game count increase lottery table determines an additional game count of 1 or more (50 or more in the example shown in Figure 59), the ART lottery is won, and the corresponding number of games is assigned as the ART game count. On the other hand, in the state after ART is won, the bonus-time ART game count increase lottery table is used only for the ART game count increase lottery.

[0376] [CT lottery table at the end of the bonus round] Figure 60 is a diagram showing the configuration of the bonus end CT lottery table used in the CT lottery conducted at the end of the bonus state.

[0377] The bonus-ending CT lottery table defines the correspondence between each combination of bonus type (normal BB, special BB) and game state before transitioning to the bonus state (normal CT, high-probability CT), the various lottery results of the CT lottery (non-win / normal CT win / high-probability CT win), and the lottery value information associated with each lottery result. As is clear from the bonus-ending CT lottery table, for example, if a normal BB occurs during normal ART, there is a 50% chance of winning a CT at the end of the bonus state.

[0378] <Exceptional gameplay during normal gameplay> Next, with reference to Figure 61, we will explain the exceptional gameplay flow during normal gameplay.

[0379] In the basic game state flow of pachislo 1 of this embodiment, during the general game state, the game state transitions from the normal game state to the CZ (Chance Zone), and by winning the ART (Action Replay Time) lottery in the CZ, the game state transitions to the ART game state. In this embodiment, the ART game state is realized by providing notification in the RT4 state. Furthermore, in this embodiment, as shown in Figure 61, the transition to the RT state is controlled according to the combination of symbols displayed when stopped.

[0380] Furthermore, the symbol combinations that trigger the transition to the RT state are displayed according to the order of the player's stopping operations (press order) (see Figure 24), so even if no notification is given, the RT state may coincidentally transition to the RT4 state. In addition, in the RT4 state, there is a possibility that one of the internal winning combinations "F_Reach Eye Replay A" to "F_Reach Eye Replay D" will be determined, so even in the general game state (non-ART), it is possible to display a reach eye (symbol combination related to the abbreviated "Reach Eye Replay") that grants special benefits.

[0381] Therefore, in the pachislo 1 of this embodiment, as shown in Figure 61, if the RT state happens to transition to the RT4 state during a normal game state (non-ART), and a combination of symbols related to the abbreviated "reach eye replay" becomes available for display, the game state can be transitioned to the ART game state (normal ART) without going through the CZ.

[0382] More specifically, in normal gameplay and during RT4 mode, if one of the internal winning combinations "F_Reach Eye Replay A" to "F_Reach Eye Replay D" is determined, a flag conversion lottery is performed. If the player wins this flag conversion lottery, a notification (navigation) is given to display the symbol combination related to the abbreviated "Reach Eye Replay," and the player is granted the right to ART. On the other hand, in normal gameplay and during RT4 mode, if one of the internal winning combinations "F_Reach Eye Replay A" to "F_Reach Eye Replay D" is determined, and the flag conversion lottery is not won, a notification is given to display the symbol combination related to the abbreviated "Replay," and control is implemented so that the symbol combination related to the abbreviated "Reach Eye Replay" is not displayed.

[0383] <Various data tables used for exceptional game control during normal gameplay> Next, referring to Figure 62, we will explain the data table used in the lottery process performed during the exceptional game control in the general game state described above. The data table described below is stored in the main ROM 102.

[0384] [Non-ART Flag Conversion Lottery Table] Figure 62 is a diagram showing the configuration of the non-ART flag conversion lottery table used in the flag conversion lottery performed during normal gameplay and in RT4 state.

[0385] The non-ART flag conversion lottery table defines the correspondence between the internal winning combinations ("F_Reach Eye Replay A" to "F_Reach Eye Replay D"), the results of the flag conversion lottery (no conversion / conversion), and the information of the lottery value associated with each lottery result.

[0386] <Notification function controlled by the main unit> In conventional pachislo machines, during ART (Advanced Replay Time), the sub-control board (sub-control board 72) provided information (navigation) regarding the stopping of the reels (such as the order in which to press the buttons). However, since the presence or absence of this information affects the player's profit (i.e., payout), in recent years, there has been a demand for the main control board (main control board 71), which manages the player's profit, to provide this information. Therefore, in the pachislo machine 1 of this embodiment, as described above, an instruction monitor (not shown) for notifying information on stopping operations is provided on the information display 6 controlled by the main side, and a function is provided to notify information on stopping operations of the reels by the control of the main side.

[0387] Figures 63A to 63D show the correspondence between notifications (navigations) performed on the main side and notifications (navigations) performed on the sub side in the pachislo 1 of this embodiment. Figure 63A shows the correspondence between notifications (navigations) performed on the main side and notifications (navigations) performed on the sub side in the ART preparation state, Figure 63B shows the correspondence between notifications (navigations) performed on the main side and notifications (navigations) performed on the sub side during ART (normal ART or CT), Figure 63C shows the correspondence between notifications (navigations) performed on the main side and notifications (navigations) performed on the sub side during the RT5 state (between BB1 flags), and Figure 63D shows the correspondence between notifications (navigations) performed on the main side and notifications (navigations) performed on the sub side during the RT5 state (between BB2 flags).

[0388] In this embodiment, as shown in Figures 63A to 63D, the main control board 71 displays numerical values ​​from "1" to "11" on the instruction monitor to notify the user of the reel stopping operation. The numerical values ​​from "1" to "11" displayed on the instruction monitor uniquely correspond to the content of the stopping operation they notify.

[0389] Specifically, the numbers "1" through "3" indicate the type of reel on which the first stop operation is performed. Number "1" means that the first stop operation is performed on the left reel 3L, number "2" means that the first stop operation is performed on the middle reel 3C, and number "3" means that the first stop operation is performed on the right reel 3R.

[0390] Additionally, the numbers "4" through "9" indicate the button press order to be announced. Number "4" means the order is "left, middle, right," number "5" means the order is "left, right, middle," number "6" means the order is "middle, left, right," number "7" means the order is "middle, right, left," number "8" means the order is "right, left, middle," and number "9" means the order is "right, middle, left."

[0391] Furthermore, the numbers "10" and "11" indicate bonus roles, respectively. The number "10" represents the symbol combination related to the combination name "C_BB1" (symbol "White 7" - symbol "White 7" - symbol "White 7"), and the number "11" represents the symbol combination related to the combination name "C_BB2" (symbol "Blue 7" - symbol "Blue 7" - symbol "Blue 7").

[0392] While the numbers "1" through "11" displayed on the main unit (instruction monitor) uniquely correspond to the content of the stop operation being announced, not all players may be able to clearly understand the announcement based on these numbers. For example, simply displaying the number "6" on the instruction monitor on the main unit may not be understood by some players.

[0393] Therefore, in the pachislo 1 of this embodiment, information related to the stop operation of the stop button is notified on the sub-side in addition to the notification on the main side. Specifically, information related to the stop operation is notified by the control of the sub-side using a display device 11 (projector mechanism 211 and display unit 212) controlled on the sub-side.

[0394] For example, when notifying the button press order for the first stop operation on the left reel 3L, the main unit displays the number "1" on the instruction monitor, and the sub-unit displays the number "1" above the left reel 3L on the display screen of the display device 11, indicating that the left reel 3L is the target of the first stop operation. Also, when notifying the button press order "middle, left, right", the main unit displays the number "6" on the instruction monitor, and the sub-unit displays the number "1" above the middle reel 3C, the number "2" above the left reel 3L, and the number "3" above the right reel 3R on the display screen of the display device 11, indicating that the button press order is "middle, left, right". Furthermore, if the internal winning combination "F_BB1" is determined, the main unit displays the number "10" on the instruction monitor, while the sub-unit displays information regarding the "White 7" - "White 7" - "White 7" symbol combination on the display screen of the display device 11, informing the player which symbol to aim for.

[0395] The timing of notification on the main side can be set to any timing within the duration of at least one game in which notification is to be given. For example, notification on the main side may be given when the player's start operation is detected (accepted), when the reels start to rotate, or when any of the first to third stop operations are detected. On the other hand, it is preferable that notification on the sub-side be given at least before the first stop operation. Therefore, in the pachislo 1 of this embodiment, notification (navigation) is given on both the main side and the sub-side at the timing when the start operation is detected, or at the timing when the reels start to rotate. As a result, information about the stop operation is announced on both the main side's instruction monitor and the sub-side's display device 11 before the player performs the stop operation.

[0396] In the ART preparation state, as shown in Figure 63A, the main control system provides notifications (navigations) called "Bell Navi," "Maintenance Replay Navi," "RT3 Transition Replay Navi," and "RT4 Transition Replay Navi." In "Bell Navi," when the internal winning combination "F_3-choice Bell_1st" to "F_3-choice Bell_3rd" is determined, the button press order for stopping the symbol combination related to the abbreviated "Bell" (see Figure 29) on the active line is notified. In "Maintenance Replay Navi," when the internal winning combination "F_Maintenance Replay_1st" to "F_Maintenance Replay_3rd" is determined, the button press order for stopping the symbol combination related to the abbreviated "Replay" (see Figure 28) on the active line is notified. In "RT3 Transition Replay Navi," when the internal winning combinations "F_RT3 Transition Replay_1st" to "F_RT3 Transition Replay_3rd" are determined, the button press sequence for stopping the symbol combination related to the abbreviated "RT3 Transition Replay" (see Figure 28) on the active line is announced. In addition, in "RT4 Transition Replay Navi," when the internal winning combinations "F_RT4 Transition Replay_123" to "F_RT4 Transition Replay_3rd" are determined, the button press sequence for stopping the symbol combination related to the abbreviated "RT4 Transition Replay" (see Figure 28) on the active line is announced.

[0397] Furthermore, during ART gameplay (normal ART or CT), as shown in Figure 63B, the main control system provides notifications (navigations) called "bell navigation," "maintenance replay navigation," "RT3 transition replay navigation," and "RT4 transition replay navigation." During ART gameplay (RT4 state), a flag conversion lottery is conducted, and based on the results of this lottery, the button press order to display the symbol combinations abbreviated as "3 consecutive chiri-ri-replay," "reach-eye replay," or "replay" is announced. However, this announcement is made only by the sub-system and not by the main system.

[0398] As described above, since the symbol combinations related to the abbreviations "3 - consecutive Chili Reels" or "Reach - target Reels" are related to the granting of special privileges, the presence or absence of notification seems to affect the player's profit (number of balls). However, in fact, in the pachislo 1 of this embodiment, the special privilege is granted based on the lottery result of the flag - conversion lottery. Therefore, the displayed symbol combination does not affect the granted special privilege. Thus, for example, in a state where the flag - conversion lottery is won, even if the symbol combination related to the abbreviation "Replay" stops being displayed, a special privilege is granted. On the other hand, in a state where the flag - conversion lottery is not won, even if the symbol combination related to the abbreviations "3 - consecutive Chili Reels" or "Reach - target Reels" can be stopped and displayed, no special privilege is granted. In the pachislo 1 of this embodiment, when the displayed symbol combination does not affect the player's profit (number of balls) in this way, notification is only made on the display device 11 controlled by the sub - side without making notification on the main - side instruction monitor.

[0399] Also, during the RT5 state (between - flag state), as shown in FIGS. 63C and 63D, information indicating that the player is to aim at the symbol combination related to the bonus combination carried over as an internal winning combination is notified. For example, when the internal winning combination "F_BB1" is carried over, as shown in FIG. 63C, a notification (navi) called "White 7 Navi" is made under the control of the main - side. When the internal winning combination "F_BB2" is carried over, as shown in FIG. 63D, a notification (navi) called "Blue 7 Navi" is made under the control of the main - side.

[0400] In "White 7 Navi", information on the stop operation for stopping and displaying the symbol combination corresponding to the internal winning combination "F_BB1", that is, the symbol combination related to the combination name "C_BB1" ("White 7" - "White 7" - "White 7": refer to FIG. 28) on the active line is notified. Also, in "Blue 7 Navi", information on the stop operation for stopping and displaying the symbol combination corresponding to the internal winning combination "F_BB2", that is, the symbol combination related to the combination name "C_BB2" ("Blue 7" - "Blue 7" - "Blue 7": refer to FIG. 28) on the active line is notified.

[0401] In the current state between flags, if a bonus role and one of the internal winning roles "Miss," "F_Special 1," "F_Special 2," or "F_Special 3" have been determined, the symbol combination related to the bonus role (BB role) can be stopped and displayed on the active line, as explained in Figure 24. However, if an internal winning role other than "Miss," "F_Special 1," "F_Special 2," or "F_Special 3" has been matched with a bonus role, the symbol combination related to the bonus role cannot be stopped and displayed on the active line. Therefore, in this embodiment, as shown in Figures 63C and 63D, a notification called "White 7 Navi" or "Blue 7 Navi" is given by the main control only when a carried-over bonus role and one of the internal winning roles "Miss," "F_Special Role 1," "F_Special Role 2," or "F_Special Role 3" have been matched. Therefore, in this embodiment, the notification (navigation) referred to as "White 7 Navi" or "Blue 7 Navi" controlled by the main unit can be performed at an appropriate timing that allows for the winning of a bonus role.

[0402] Furthermore, the pachislo machine 1 of this embodiment is also equipped with a function to notify the player of a bonus, for example, by displaying a bonus confirmation screen or lighting up a bonus confirmation lamp. Therefore, the main unit may perform a navigation called "white 7 navigation" or "blue 7 navigation" only after notifying the player that a bonus role has been determined as an internal winning role (bonus notification).

[0403] As a way to announce a bonus, it is common practice to perform a sequence of events that takes place over multiple gameplay periods (a so-called continuous sequence), and then display a bonus confirmation screen depending on the outcome of this sequence. If the main system were to perform a "white 7 navigation" or similar during such a continuous sequence, the outcome of the sequence would be revealed midway through, potentially spoiling the fun. Therefore, in this embodiment, the main control board 71 performs a notification (navigation) called a "white 7 navigation" or "blue 7 navigation" controlled by the main system after the bonus announcement.

[0404] The method for enabling the main system to know when a bonus is announced is optional. One possible method is that when a bonus role is determined as an internal winning role, the main control board 71 determines the number of games required until the bonus announcement ends, and after this number of games have been played, it provides a notification (navigation) called "White 7 Navi" or "Blue 7 Navi". More specifically, when the main control board 71 determines the number of games required until the bonus announcement ends, it notifies the sub-control board 72 of this number of games. The sub-control board 72 controls the effects according to this number of games, and displays a bonus confirmation screen when this number of games has been played, thereby enabling the main system to know when the bonus announcement was made. In other words, the main control board 71 counts the number of unit games played since a bonus role was determined as an internal winning role when no bonus roles have been carried over. After the count reaches a predetermined number of games, if a bonus role is determined as an internal winning role along with one of the internal winning roles "miss", "F_special role 1", "F_special role 2", or "F_special role 3", the "white 7 navigation" or "blue 7 navigation" is performed.

[0405] Another possible method involves controlling the bonus notification from the main control board rather than the sub-control board. More specifically, when the main control board 71 determines a bonus role as an internal winning role while no bonus roles have been carried over, it determines the animation to be performed on the display device 11 (at least the number of games required for the animation) and notifies the sub-control board 72. The sub-control board 72 then executes the notified animation and displays a bonus confirmation screen, allowing the main control board to determine when the bonus notification was made.

[0406] Furthermore, a configuration may be implemented that allows the main system to determine the timing of bonus notification using methods other than the two methods described above. In this case, since the main control board 71 cannot receive signals from the sub-control board 72, etc., it is necessary to determine the timing of bonus notification based on signals that the main control board 71 can receive. For example, since the main control board 71 can receive signals associated with stopping operations, a method can be considered in which a bonus notification is issued when a predetermined stopping operation (for example, anything other than pressing in order) is performed while a bonus role has been determined as an internal winning role. Specifically, the sub-control board 72 obtains information regarding the internal winning role and information regarding the stopping operation from the main control board 71, and issues a bonus notification when the combination of this information is a predetermined combination. By adopting such a bonus notification method, the main control board 71 can also grasp the trigger for the bonus notification, and thus the timing of the bonus notification can be determined on the main system.

[0407] <Explanation of the operation of the main control circuit> Next, referring to Figures 64 to 170, the contents of the various processes that the main CPU 101 of the main control circuit 90 executes using a program will be explained.

[0408] [Processing when power is turned on (reset interrupt)] First, the power-on (reset interrupt) processing of the pachislo 1, which is controlled by the main CPU 101, will be explained with reference to Figures 64 and 65. Figure 64 is a flowchart showing the procedure for power-on (reset interrupt) processing, and Figures 65A to 65C are diagrams showing examples of source programs for executing processes S2, S7, S8, and S13 in the flowchart, respectively. The power-on (reset interrupt) processing shown in Figure 64 is executed when the power management circuit 93 detects that power voltage has been supplied to the microprocessor 91 and outputs a reset signal to the "XSRST" terminal of the microprocessor 91. Based on this, the interrupt request signal output from the interrupt controller 112 of the microprocessor 91 to the main CPU 101 is executed.

[0409] First, the main CPU 101 determines whether or not the power monitoring port (power monitoring means) is in the ON state (S1).

[0410] In S1, when the main CPU 101 determines that the power monitoring port is ON (i.e., S1 is YES), the main CPU 101 repeats the process of S1. Note that, in this context, "the power monitoring port is ON" means that the power supply voltage (DC + 5V) supplied to the main CPU 101 is unstable.

[0411] On the other hand, in S1, when the main CPU 101 determines that the power monitoring port is not in the ON state (if S1 is determined to be NO), the main CPU 101 performs initialization processing for the timer circuit 113 (PTC) (S2). In this process, the main CPU 101 performs initial settings for the timer circuit 113. Specifically, the main CPU 101 sets the division ratio in the timer prescaler register (not shown), sets interrupt enablement etc. in the timer control register (not shown), and sets the initial count value of the timer counter (not shown).

[0412] Next, the main CPU 101 performs initialization processing for the first serial communication circuit 114 (SCU1) for use between the main control circuit 90 and the sub-control circuit 200, and initialization processing for the second serial communication circuit 115 (SCU2) for the second interface board (S3). Next, the main CPU 101 performs initialization processing for the random number circuit 110 (RDG) (S4). Next, the main CPU 101 performs a write test of the main RAM 103 (S5).

[0413] Next, the main CPU 101 determines, based on the write test results, whether or not the write to the main RAM 103 was successful (S6).

[0414] In S6, if the main CPU 101 determines that the write to the main RAM 103 was not performed successfully (if S6 is determined to be NO), the main CPU 101 performs the process described in S13 below. On the other hand, in S6, if the main CPU 101 determines that the write to the main RAM 103 was performed successfully (if S6 is determined to be YES), the main CPU 101 obtains the state of the timer control register (not shown) of the timer circuit 113 (S7).

[0415] Next, the main CPU 101 determines, based on the acquired state of the timer control register, whether the current state is the timing for an interrupt (S8). Specifically, the main CPU 101 determines, based on the acquired state of the timer control register, whether 1.1172ms has elapsed since the timer count started.

[0416] In this embodiment, when the timer time of 1.1172ms is set by the initialization process of the timer circuit 113 in S2, the counting process of the CPU's built-in timer begins. Subsequently, the status of the timer circuit 113 can be obtained by reading the information of the timer control register (not shown). In this embodiment, the timer control register is provided with a bit (discrimination bit) that can determine (reference) whether the current state is the timing for interrupt processing to occur (whether or not it is a timer interrupt state).

[0417] Therefore, in the process of S7 above, the main CPU 101 reads the information from the timer control register (not shown), and in the process of S8 above, the main CPU 101 determines whether the current state is the timing for interrupt processing by referring to the on / off state ("1" / "0") of the discrimination bit in the timer control register. Note that when 1.1172ms has elapsed since the timer circuit 113 started counting (if the count value of the timer circuit 113 is 0), the discrimination bit will be in the on state.

[0418] In S8, if the main CPU 101 determines that the current state is not the timing for an interrupt (i.e., S8 is judged as NO), the main CPU 101 returns to the processing in S7 and repeats the processing from S7 onward.

[0419] On the other hand, in S8, when the main CPU 101 determines that the current state is the timing for an interrupt to occur (if S8 is a YES determination), the main CPU 101 performs a thumb check (unspecified) (S9). In this process, the main CPU 101 performs a thumb check on the main RAM 103, but this operation is performed in an unspecified work area within the main RAM 103 (see Figure 12C). The program used in this thumb check is stored in an unspecified area within the main ROM 102 (see Figure 12B). Details of the thumb check will be explained later with reference to Figures 79 and 80.

[0420] Furthermore, in S8, if the main CPU 101 determines that the current state is the timing for an interrupt to occur (if S8 is determined to be YES), the main CPU 101 executes the interrupt processing described later (see Figure 158 below) before processing in S9. Then, this interrupt processing sends an idle command from the main control circuit 90 (main control board 71) to the sub-control circuit 200 (sub-control board 72).

[0421] After processing in S9, the main CPU 101 determines whether the setting key-shaped switch 54 is in the ON state (S10).

[0422] In S10, if the main CPU 101 determines that the setting key-type switch 54 is in the ON state (if S10 is determined to be YES), the main CPU 101 performs the process described in S15 below. On the other hand, in S10, if the main CPU 101 determines that the setting key-type switch 54 is not in the ON state (if S10 is determined to be NO), the main CPU 101 determines whether the sum check result was normal or not based on the result of the sum check process in S9 (S11).

[0423] In S11, if the main CPU 101 determines that the thumb check result is not normal (if S11 is determined to be NO), the main CPU 101 performs the process described in S13 below. On the other hand, in S11, if the main CPU 101 determines that the thumb check result is normal (if S11 is determined to be YES), the main CPU 101 performs the game recovery process (S12). In this process, the main CPU 101 restores the game state to the state before the power outage detection. Details of the game recovery process will be explained later with reference to Figure 66 below.

[0424] If S6 or S11 is determined to be NO, the main CPU 101 displays the string "rr" on the information display unit 6 (7-segment LED display) to indicate that an error has occurred (S13). Subsequently, the main CPU 101 repeats the WDT clearing process (S14).

[0425] Returning to the process of S10, if S10 is determined to be YES, the main CPU 101 performs a configuration change confirmation process (S15). In this process, the main CPU 101 mainly performs the generation and storage of the configuration change command at the start of the configuration change. Details of the configuration change confirmation process will be explained later, referring to Figure 68.

[0426] Next, the main CPU 101 performs RAM initialization processing (S16). In this process, the main CPU 101 sets the address of "RAM abnormality or setting change start" in the game RAM area of ​​the main RAM 103 shown in Figure 12C as the starting address for initialization, and erases (clears) the information from this starting address to the last address of the game RAM area. After processing in S16, the main CPU 101 starts the main processing described later (see Figure 82 below).

[0427] In this embodiment, the power-on (reset interrupt) processing is performed as described above. The processing of S2 during the power-on (reset interrupt) processing described above is performed by the main CPU 101 sequentially executing each source code defined in the source program in Figure 65A.

[0428] In the source program shown in Figure 65A, the CPU clock is set to 10MHz (supply clock is 20MHz), the prescaler register setting is set to 228, and the initial count value is set to 49. As a result, the interrupt processing timer time (execution period) is calculated to be 1.1172ms (=1 / (10MHz / 288)×49).

[0429] Furthermore, the processing of S7 and S8 during the power-on (reset interrupt) processing described above is performed by the main CPU 101 sequentially executing the respective source codes defined in the source program in Figure 65B. Specifically, the process of acquiring the state of the timer control register in S7 is executed by the "LD" instruction in Figure 65B, and the judgment process in S8 is executed by the "JBIT" instruction in Figure 65B. The "LD" instruction and the "JBIT" instruction in Figure 65B are repeatedly executed until 1.1172ms have elapsed from the start of counting by the timer circuit 113. When 1.1172ms has elapsed from the start of counting by the timer circuit 113, an interrupt request signal is output from the timer circuit 113 to the main CPU 101 via the interrupt controller 112. The main CPU 101, upon receiving this interrupt request signal, starts the first 1.1172ms period of interrupt processing after power restoration.

[0430] Furthermore, in the first interrupt processing cycle of 1.1172ms immediately after power restoration (after initialization upon power-on), no commands related to game operation are set, so a no-operation command is sent from the main control circuit 90 to the sub-control circuit 200. By enabling interrupt processing immediately after power restoration in this way, a no-operation command is sent in the shortest possible time after power restoration, establishing a communication connection between the main control circuit 90 and the sub-control circuit 200, and stabilizing the communication operation between the main control circuit 90 and the sub-control circuit 200.

[0431] Furthermore, the communication parameters 1 to 5 that constitute the idle command transmitted in this communication operation are set with data stored in the L register, H register, E register, D register, and C register, respectively, when the power is restored. Therefore, in this embodiment, the data set in the communication parameters 1 to 5 of the idle command transmitted in the first interrupt processing after power restoration can be made different (undefined) each time the power is restored. In other words, the sum value (BCC) of the idle command transmitted in the interrupt processing immediately after power restoration (after initialization when power is turned on) can be made different each time the power is restored. In this case, fraudulent activities such as cheating can be suppressed.

[0432] Furthermore, the S13 process (interrupt disable process) during the power-on (reset interrupt) process described above is performed by the main CPU 101 sequentially executing each source code defined in the source program in Figure 65C. The control for displaying the error code "rr" on the two-digit 7-segment LED in the information display unit 6 is executed by a single source code "LDW HL,100H*cZCHRAR+cBX_PAYSEG" as shown in Figure 65C, and the output of 7-segment common output data and 7-segment cathode output data to the two-digit 7-segment LED are performed simultaneously.

[0433] In other words, in the pachislo machine 1 of this embodiment, when dynamically controlling the lighting of a two-digit 7-segment LED, the 7-segment common output data and the 7-segment cathode output data are output simultaneously. In this case, the number of instruction codes required for dynamic lighting control of the 7-segment LED can be reduced in the source program, and the capacity of the source program (the capacity used by the main ROM 102) can be reduced. Therefore, in this embodiment, free capacity can be secured (increased) in the main ROM 102, and the increased free capacity can be used to improve gameplay.

[0434] In this context, "7-segment common output data" refers to the LED drive data output to the common terminal of the 7-segment LED when dynamically controlling the 7-segment LED, and "7-segment cathode output data" refers to the LED drive data output to each cathode terminal of the 7-segment LED when dynamically controlling the 7-segment LED lighting.

[0435] [Game Restoration Process] Next, with reference to Figures 66 and 67, the game recovery process performed in S12 during power-on (reset interrupt) processing (see Figure 64) will be explained. Figure 66 is a flowchart showing the procedure for the game recovery process, and Figure 67 is a diagram showing an example of a source program for executing the processes S25 to S32 in the flowchart.

[0436] First, the main CPU 101 sets the stack pointer (SP) to the stack pointer at the time of power loss (S21). Next, the main CPU 101 clears (turns off) the on-edge data of the input port before interrupt processing and the currently set on-edge data (S22). Next, the main CPU 101 sets the backup data of the output port to the output port (S23). Next, the main CPU 101 reads the data of the input port and saves this data to the current and pre-interrupt processing data storage area of ​​the input port (S24).

[0437] Next, the main CPU 101 sets the address of the reel control data storage area (S25). Then, the main CPU 101 sets the number of reels to check (3 in this embodiment) (S26).

[0438] Next, the main CPU 101 acquires reel control management information (data related to the control of the display column fluctuations when a power outage occurs) for a predetermined reel based on the address of the set reel control data storage area (S27). The reel control management information (display column fluctuation control management information) is information about the control status (rotation status) of each reel, and is backed up and saved in the event of a power outage.

[0439] Next, the main CPU 101 determines whether the reel control management information corresponds to the rotation status of the reel during acceleration, while waiting for a constant speed, or while rotating at a constant speed (S28).

[0440] In S28, if the main CPU 101 determines that the conditions of S28 are not met (S28 is judged as NO), the main CPU 101 performs the process of S31 described later. On the other hand, if the main CPU 101 determines that the conditions of S28 are met (S28 is judged as YES), the main CPU 101 clears the reel control data (reel control management information) (S29). This process ensures that after the game resumes, the reel rotation control starts from the acceleration process. Next, the main CPU 101 sets the reel operation timing value (execution start timing of reel control data "1") (S30). When "1" is set for the reel operation timing, it becomes the excitation change timing within the reel control process (see S903 in Figure 158 described later), so the main CPU 101 starts the reel rotation control from the acceleration process.

[0441] After processing in S30 or if S28 is determined to be NO, the main CPU 101 subtracts 1 from the reel count value (S31). Next, the main CPU 101 determines whether the reel count value after the subtraction is "0" or not (S32).

[0442] In S32, if the main CPU 101 determines that the value of the number of reels after subtraction is not "0" (i.e., S32 is determined to be NO), the main CPU 101 changes the reel being checked, returns to the process in S27, and repeats the process from S27 onward.

[0443] On the other hand, in S32, when the main CPU 101 determines that the value of the number of reels after subtraction is "0" (if S32 is determined to be YES), the main CPU 101 performs RAM initialization processing (S33). In this process, the main CPU 101 sets the address of the "power restored" in the game RAM area of ​​the main RAM 103 shown in Figure 12C as the starting address for initialization, and erases (clears) the information from this starting address to the last address of the game RAM area.

[0444] Next, the main CPU 101 restores all the data from the registers that were saved when the power outage was detected (S34). After the processing in S34, the main CPU 101 terminates the game recovery process and returns to the processing that was in place when the power outage was detected.

[0445] In this embodiment, the game recovery process is performed as described above. In the game recovery process of this embodiment, as described above, the input / output state of each port at the time of the power outage is ensured when the power is restored, and if the reels were rotating at the time of the power outage, the reel control management information is acquired when the power is restored and the processing necessary to start the reel's rotation again is also performed (see processing S25 to S32). Therefore, in this embodiment, even when power is restored after a power outage while the reels are rotating, stable re-rotation control can be performed, and the player will not experience any discomfort.

[0446] Furthermore, the processing in S25 to S32 during the game recovery process described above is performed by the main CPU 101 sequentially executing each source code defined in the source program in Figure 67. As mentioned above, the microprocessor 91 with security functions for gaming machines used in the pachislo 1 of this embodiment is provided with various instruction codes exclusive to the main CPU 101. For example, the "LDQ" instruction (a predetermined read instruction) in Figure 67 is one of the instruction codes exclusive to the main CPU 101.

[0447] In the source program, for example, when the source code "LDQ HL,k" is executed, the address specified by the contents of the Q register (storage data) and a 1-byte integer k (direct value) is loaded into the HL register. In this case, the contents of the Q register become the upper-order address value of the specified address, and the integer k (direct value) becomes the lower-order address value of the specified address. Therefore, when the source code "LDQ HL,.LOW.wR1_CTRL" in Figure 67 is executed, the address specified by the contents of the Q register (the upper-order address value of the address of the reel control data storage area) and the integer value ".LOW.wR1_CTRL" (the lower-order address value of the address of the reel control data storage area) (the address of the reel control data storage area) is loaded into the HL register. Note that ".LOW." is not an actual instruction, but a pseudo-instruction. In the function of this pseudo-instruction, only the lower-order address of the storage area specified following ".LOW." is valid. Furthermore, pseudo-instructions are not actual instructions stored in ROM, but rather instructions that a conversion program (assembler) references when converting a source file into a format for storage in ROM.

[0448] As described above, in this embodiment, by using instruction codes exclusive to the main CPU 101 that specify addresses using the Q register (extended register), it is possible to access the main ROM 102, main RAM 103, and memory-mapped I / O directly. In this case, instruction codes related to address setting can be omitted in the source program, thereby reducing the size of the source program (the amount of capacity used by the main ROM 102). As a result, in this embodiment, it is possible to secure (increase) free space in the main ROM 102, and to utilize the increased free space to improve gameplay.

[0449] [Confirmation process for setting changes] Next, with reference to Figures 68 and 69, the setting change confirmation process performed in S15 during power-on (reset interrupt) processing (see Figure 64) will be explained. Figure 68 is a flowchart showing the procedure for the setting change confirmation process, Figure 69A is a diagram showing an example of a source program for executing processes S44 to S47 in the flowchart, and Figure 69B is a diagram showing an example of a source program for executing process S57 in the flowchart.

[0450] First, the main CPU 101 performs initialization processing for the unspecified RAM area in the main RAM 103 (S41). Next, the main CPU 101 performs interrupt waiting processing (S42). In this process, the main CPU 101 waits until the processing of sending the idle command via interrupt processing to the sub-control circuit 200 is completed.

[0451] Next, the main CPU 101 performs RAM initialization processing (S43). In this process, the main CPU 101 sets the address of "RAM abnormality or setting change start" in the game RAM area of ​​the main RAM 103 shown in Figure 12C as the starting address for initialization, and erases (clears) the information from this starting address to the last address of the game RAM area.

[0452] Next, the main CPU 101 determines whether the setting key-shaped switch 54 is in the ON state (S44). The setting key (not shown) inserted into the setting key-shaped switch 54 is an operation key for operating the settings of Pachislo 1 (settings 1 to 6), and when the setting key is ON, the setting key-shaped switch 54 is in the ON state.

[0453] In S44, if the main CPU 101 determines that the setting key-type switch 54 is not in the ON state (if S44 is determined to be NO), the main CPU 101 terminates the setting change confirmation process and moves the process to S16 of the power-on (reset interrupt) processing (see Figure 64). On the other hand, in S44, if the main CPU 101 determines that the setting key-type switch 54 is in the ON state (if S44 is determined to be YES), the main CPU 101 performs the process of prohibiting medal acceptance (S45). As a result of this process, the solenoid of the selector 66 (see Figure 7) is not driven, and the inserted medals are ejected from the medal payout port 24 (see Figure 2).

[0454] Next, the main CPU 101 sets information (005H: first value) indicating the start of a setting change or setting confirmation in the L register and performs the generation and storage process for a setting change command (setting change / setting confirmation start) (S46). In this process, the main CPU 101 generates setting change command data (first command data) that will be sent from the main control circuit 90 to the sub-control circuit 200 at the start of the setting change process or setting confirmation process, and stores this command data in the communication data storage area provided in the main RAM 103. Details of the setting change command generation and storage process will be explained later with reference t...

Claims

1. A variable display means capable of displaying multiple patterns in a variable manner, A method for determining the winning role from among multiple roles, A stop operation detection means capable of detecting a stop operation, A stop control means for stopping the variable display means according to the winning role determined by the role determination means and the stop operation mode detected by the stop operation detection means, Equipped with, The aforementioned multiple roles include predetermined roles, In a unit game in which the aforementioned predetermined role is determined as the winning role, depending on the manner of the stopping operation, there are cases in which the first symbol combination is stopped and displayed, and cases in which the second symbol combination is stopped and displayed, depending on the manner of the stopping operation. A first determination means capable of determining a specific decision result favorable to the player when predetermined determination conditions are met, If the aforementioned specific decision result is determined, a means for granting benefits that can grant benefits based on the aforementioned specific decision result after a predetermined period from the date of the decision, A second determination means capable of making a special decision to prompt the display of the second symbol combination when the aforementioned predetermined role is determined to be a winning role, A means for executing a performance that can carry out a performance, Furthermore, The second decision means is capable of making the special decision within the predetermined period, The aforementioned predetermined determination conditions may be met when the aforementioned predetermined role is determined to be the winning role. When the special decision is made, the aforementioned performance execution means executes a performance that shows a manner of stopping operation to stop and display the second combination of symbols. In a game in which, in response to the aforementioned special decision, the performance execution means performs a performance indicating a manner of stopping to display the second symbol combination, even if the first symbol combination is displayed in a stopped state, it does not affect the granting of the aforementioned bonus. In the first state, the probability of the special decision is a predetermined probability, In the second state, the probability of the special decision is lower than the predetermined probability, but the special decision can still be made in the second state. A gaming machine characterized by the following features.

2. A variable display means capable of displaying multiple patterns in a variable manner, A method for determining the winning role from among multiple roles, A stop operation detection means capable of detecting a stop operation, A stop control means for stopping the variable display means according to the winning role determined by the role determination means and the stop operation mode detected by the stop operation detection means, Equipped with, The aforementioned multiple roles include predetermined roles, In a unit game in which the aforementioned predetermined role is determined as the winning role, depending on the manner of the stopping operation, there are cases in which the first symbol combination is stopped and displayed, and cases in which the second symbol combination is stopped and displayed, depending on the manner of the stopping operation. A first determination means capable of determining a specific decision result favorable to the player when predetermined determination conditions are met, If the aforementioned specific decision result is determined, a means for granting benefits that can grant benefits based on the aforementioned specific decision result after a predetermined period from the date of the decision, A second determination means capable of making a special decision to prompt the display of the second symbol combination when the aforementioned predetermined role is determined to be a winning role, A means for executing a performance that can carry out a performance, Furthermore, The second determination means is capable of making the special determination during the predetermined period using a game different from the game in which the specific determination result was determined. The aforementioned predetermined determination conditions may be met when the aforementioned predetermined role is determined to be the winning role. When the special decision is made, the aforementioned performance execution means executes a performance that shows a manner of stopping operation to stop and display the second combination of symbols. In a game in which, in response to the aforementioned special decision, the performance execution means performs a performance indicating a manner of stopping to display the second symbol combination, even if the first symbol combination is displayed in a stopped state, it does not affect the granting of the aforementioned bonus. In the first state, the probability of the special decision is a predetermined probability, In the second state, the probability of the special decision is lower than the predetermined probability. A gaming machine characterized by the following features.

3. A variable display means capable of displaying multiple patterns in a variable manner, A method for determining the winning role from among multiple roles, A stop operation detection means capable of detecting a stop operation, A stop control means for stopping the variable display means according to the winning role determined by the role determination means and the stop operation mode detected by the stop operation detection means, Equipped with, The aforementioned multiple roles include predetermined roles, In a unit game in which the aforementioned predetermined role is determined as the winning role, depending on the manner of the stopping operation, there are cases in which the first symbol combination is stopped and displayed, and cases in which the second symbol combination is stopped and displayed, depending on the manner of the stopping operation. A first determination means capable of determining a specific decision result favorable to the player when predetermined determination conditions are met, If the aforementioned specific decision result is determined, a means for granting benefits that can grant benefits based on the aforementioned specific decision result after a predetermined period from the date of the decision, A second determination means capable of making a special decision to prompt the display of the second symbol combination when the aforementioned predetermined role is determined to be a winning role, A means for executing a performance that can carry out a performance, Furthermore, The second decision means is capable of making the special decision within the predetermined period, The aforementioned predetermined determination conditions may be met when the predetermined role is determined as a winning role in a game that is not within the predetermined period, but will not be met when the predetermined role is determined as a winning role in a game that is within the predetermined period. When the special decision is made, the aforementioned performance execution means executes a performance that shows a manner of stopping operation to stop and display the second combination of symbols. In a game in which, in response to the aforementioned special decision, the performance execution means performs a performance indicating a manner of stopping to display the second symbol combination, even if the first symbol combination is displayed in a stopped state, it does not affect the granting of the aforementioned bonus. In the first state, the probability of the special decision is a predetermined probability, In the second state, the probability of the special decision is lower than the predetermined probability. A gaming machine characterized by the following features.

Citation Information

Patent Citations

  • Game machine

    JP2014036725A

  • Slot machine

    JP2016209256A

  • Game machine

    JP2016209293A