Gaming machine

The gaming machine employs a progress restriction mechanism to manage game value accumulation, addressing biased transitions and fraudulent strategies, ensuring fair gameplay by restricting progress based on predetermined thresholds.

JP7871312B2Active Publication Date: 2026-06-08HEIWA CORP

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
HEIWA CORP
Filing Date
2024-02-29
Publication Date
2026-06-08

AI Technical Summary

Technical Problem

Existing gaming machines face issues with biased transitions to advantageous game states and fraudulent strategies, necessitating a comprehensive management system to ensure fair gameplay.

Method used

The gaming machine incorporates a progress restriction mechanism that manages game value accumulation, allowing transitions to advantageous states while preventing fraud and ensuring fair gameplay by restricting progress based on predetermined thresholds.

Benefits of technology

This solution enables fair and appropriate management of game progression, preventing biased transitions and fraudulent strategies, thereby ensuring a balanced gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To advance a game appropriately.SOLUTION: A game machine of the present invention includes progress restriction means capable of restricting the progress of a game when an acquisition amount of game value acquired by a player reaches a predetermined amount, and a game state may be shifted to an advantageous state advantageous to the player during the progress of the game. Even if the acquisition amount reaches a predetermined amount during the advantageous state, the progress restriction means does not restrict the progress of the game at least until the advantageous state is completed. There is a first situation in which the acquisition amount reaches a predetermined amount or more when the advantageous state is completed, and a second situation in which the acquisition amount is less than a predetermined amount when the advantageous state is completed. The progress restriction means restricts the progress of the game in both the first situation and the second situation. When a game situation is not the first situation or the second situation, and is not a third situation that is different from the first situation and the second situation, the acquisition amount can be cleared. When the third situation occurs before the first situation or the second situation occurs, clearing the acquisition amount is prohibited.SELECTED DRAWING: Figure 36
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Description

Technical Field

[0001] The present invention relates to a gaming machine that determines whether to give a gaming profit to a player by lottery.

Background Art

[0002] In a slot machine as a gaming machine, in response to a player's bet of medals (gaming media) and operation of a start switch, a winning combination lottery is performed, and a plurality of reels on which various symbols are depicted are rotationally controlled. Then, in response to the lottery result and the player's operation of a stop switch, the reels are sequentially stopped, and when a symbol combination corresponding to a winning combination is displayed on a valid line, which is a line targeted for payout, a predetermined number of medals are paid out, and a gaming profit (hereinafter simply referred to as a gaming benefit) is given to the player.

[0003] Also, in a slot machine, a plurality of gaming states that differ in the degree of advantage (gaming benefit) of the player are provided during the progress of the game. For example, when winning a winning type (hereinafter referred to as a selected winning type) in which a winning combination with a large gaming benefit (hereinafter referred to as a correct winning combination) overlaps with other winning combinations, the operation mode of the stop switch (hereinafter referred to as the correct operation mode) that is the winning condition of the correct winning combination is notified (hereinafter, an effect that notifies such an operation mode that is the winning condition of a predetermined winning combination (assists the winning of the correct winning combination) is simply referred to as an assist effect), and there is also a slot machine that provides an AT (assist time) effect state in which the player can easily display the symbol combination corresponding to the correct winning combination on the valid line. In addition, an RT (replay time) gaming state in which the winning probability of a replay combination is set high may be used, or a so-called ART gaming state in which the above AT effect state and RT gaming state are simultaneously advanced may be used (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

[0005] There is a social need to prevent bias in the frequency of transitions to the aforementioned AT performance state and bonus game state. Therefore, in order to comprehensively and uniformly determine whether or not there is a bias in game states with high medal acquisition performance, for example, it is conceivable to designate sections with performance related to instruction functions, i.e., sections in which auxiliary performances are executed, as advantageous sections that are favorable to the player, and to pre-set the maximum number of games in which the advantageous section can continue. In addition to this, it is conceivable to manage whether the difference in the number of medals, which is the difference between the number of medals inserted (bet) and the number of medals paid out, has reached a predetermined difference in the number of medals, and if it has reached that, to activate a so-called complete function that restricts the progress of the game. Even when such a complete function is adopted, it is necessary to ensure that the game progresses appropriately while eliminating fraudulent acts and strategies by the player.

[0006] In view of these problems, the present invention aims to provide a gaming machine that can appropriately manage the game. [Means for solving the problem]

[0007] To solve the above problems, the gaming machine of the present invention is equipped with a progress restriction means that can restrict the progress of the game when the amount of game value acquired by the player reaches a predetermined amount, and the player may transition to an advantageous state during the progress of the game, and even if the amount acquired reaches the predetermined amount during the advantageous state, the progress restriction means does not restrict the progress of the game at least until the advantageous state ends, and there is a first situation in which the amount acquired is equal to or greater than the predetermined amount at the end of the advantageous state, and a second situation in which the amount acquired is less than the predetermined amount at the end of the advantageous state, and the progress restriction means restricts the progress of the game in both the first and second situations, and when neither the first nor the second situation is occurring, and different from the first and second situations , relating to the amount obtainedIf the third situation (for example, when the acquired amount reaches a minimum value of a predetermined amount, which is a prohibited amount for clearing) is not reached, the acquired amount can be cleared, and if the third situation occurs before the first or second situation occurs, the acquired amount can be cleared. of Prohibited It is possible to ru. [Effects of the Invention]

[0008] According to the present invention, it becomes possible to conduct games appropriately. [Brief explanation of the drawing]

[0009] [Figure 1] This is an external view illustrating the general mechanical configuration of a slot machine. [Figure 2] This is an external view of the slot machine with the front door open, illustrating its general mechanical configuration. [Figure 3] This diagram illustrates the reel's symbol arrangement and active lines. [Figure 4] This is a block diagram showing the general electrical configuration of a slot machine. [Figure 5] This is an explanatory diagram to explain the winning roles. [Figure 6] This diagram shows the draw table for the winning categories. [Figure 7] This is an explanatory diagram to illustrate the transitions between game states. [Figure 8] This is an explanatory diagram to illustrate the transitions between different performance states. [Figure 9] This is a flowchart illustrating the CPU initialization process on the main control board. [Figure 10] This is a flowchart illustrating the cold start process on the main control board. [Figure 11] This is a flowchart explaining the error stop process on the main control board. [Figure 12] This is a flowchart illustrating the setting value switching process on the main control board. [Figure 13] This is a flowchart for explaining the initialization start process on the main control board. [Figure 14] This is a flowchart for explaining the state return process on the main control board. [Figure 15] This is a flowchart for explaining the game start process on the main control board. [Figure 16] This is a flowchart for explaining the game medal insertion process on the main control board. [Figure 17] This is a flowchart for explaining the internal lottery process on the main control board. [Figure 18] This is a flowchart for explaining the symbol code setting process on the main control board. [Figure 19] This is a flowchart for explaining the execution flag setting process on the main control board 200. [Figure 20] This is a flowchart for explaining the non-favorable performance state process executed in the state-specific module execution process. [Figure 21] This is a flowchart for explaining the allocation performance state process executed in the state-specific module execution process. [[ID=Z7]] [Figure 22] This is a flowchart for explaining the normal performance state process executed in the state-specific module execution process. [Figure 23] This is a flowchart for explaining the precursor performance state process executed in the state-specific module execution process. [Figure 24] This is a flowchart for explaining the AT performance state process executed in the state-specific module execution process. [Figure 25] This is a flowchart for explaining the special precursor performance state process executed in the state-specific module execution process. [Figure 26] This is a flowchart for explaining the special performance state process executed in the state-specific module execution process. [Figure 27] This is a flowchart for explaining the process during the drum rotation on the main control board. [Figure 28] This is a flowchart for explaining the drum stop process on the main control board. [Figure 29] This is a flowchart illustrating the display judgment process on the main control board. [Figure 30] This is a flowchart explaining the dispensing process on the main control board. [Figure 31] This is a flowchart explaining the game transition process on the main control board. [Figure 32] This is a flowchart illustrating the power outage safety procedure on the main control board. [Figure 33] This is a flowchart explaining the timer interrupt processing on the main control board. [Figure 34] This is an explanatory diagram showing the memory map. [Figure 35] This is an explanatory diagram showing an example of the complete function. [Figure 36] This is an explanatory diagram showing an example of the complete function. [Figure 37] This is a flowchart illustrating the process of updating the difference count counter on the main control board. [Figure 38] This is a flowchart illustrating the process for determining whether the complete function has been activated on the main control board. [Figure 39] This is a flowchart illustrating the process for setting the complete function activation signal buffer on the main control board. [Figure 40] This is a flowchart illustrating the first difference counter clearing process on the main control board. [Figure 41] This is a flowchart illustrating the process of clearing the second difference counter on the main control board. [Figure 42] This is an explanatory diagram illustrating the processing of the performance control mechanism. [Figure 43] This is a flowchart illustrating the display processing of the performance control system. [Figure 44] This is a flowchart explaining the process of clearing the net number of tokens counter. [Figure 45] This flowchart illustrates a modified example of the second difference counter clearing process on the main control board. [Figure 46] This is an explanatory diagram illustrating the processing of the performance control mechanism. [Figure 47] This is an explanatory diagram illustrating the processing of the performance control mechanism. [Figure 48] This is an explanatory diagram illustrating the processing of the performance control mechanism. [Figure 49] This is an explanatory diagram to illustrate hysteresis. [Figure 50] This is an explanatory diagram illustrating the processing of the performance control mechanism. [Modes for carrying out the invention]

[0010] Preferred embodiments of the present invention will be described in detail below with reference to the attached drawings. The dimensions, materials, and other specific numerical values ​​shown in these embodiments are merely examples to facilitate understanding of the invention and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustrations.

[0011] (Mechanical configuration of slot machine 100) As shown in the external views of Figures 1 and 2, the slot machine 100 as a gaming machine is provided with a casing 102 with an open front, and a front upper door 104 and a front lower door 106 that are rotatably arranged vertically at one end of the front of the casing 102. A colorless, transparent symbol display window 108 made of glass or transparent resin is provided approximately in the lower center of the front upper door 104, and three reels 110 (left reel 110a, middle reel 110b, and right reel 110c) are provided in the casing 102 at positions corresponding to the symbol display window 108, each of which is rotatably and independently provided. On the outer surfaces of the left reel 110a, the middle reel 110b, and the right reel 110c, multiple types of symbols are arranged in each of the 20 equally divided areas, as shown in the symbol arrangement in Figure 3(a). Through the symbol display window 108, the player can see a total of nine consecutive symbols, three on each of the left reel 110a, middle reel 110b, and right reel 110c, located in the upper, middle, and lower rows.

[0012] An operating panel mounting base 112 is formed at the top of the front lower door 106, and the operating panel mounting base 112 is equipped with a medal insertion section 114, a bet switch 116, a start switch 118, a stop switch 120, a performance switch 122, etc. The medal insertion section 114 accepts the insertion of medals as game value through the medal insertion slot 114a. The bet switch 116 is a switch used when inserting (betting) a predetermined number of medals from the medals electrically stored (hereinafter simply referred to as credits) inside the slot machine 100. The bet switch 116 includes a max bet switch for inserting (betting) a predetermined number of medals required for one game, and a 1 bet switch for inserting an additional one medal within the predetermined range.

[0013] The start switch 118 is composed of, for example, a lever capable of detecting tilting operations, and detects the player's operation to start the game. The stop switches 120 (stop switches 120a, 120b, and 120c) are provided corresponding to the left reel 110a, the middle reel 110b, and the right reel 110c, respectively, and detect the player's stopping operations. When the stop switches 120 are in a state where they can be stopped, the first time the player stops one of the stop switches 120a, 120b, or 120c is called a first stop. After the first stop, stopping one of the two remaining stop switches 120 is called a second stop. After the second stop, stopping the last remaining stop switch 120 is called a third stop. The effect switch 122 is composed of, for example, a push switch and a jog dial switch rotatably arranged around it, and detects the player's push and rotation operations.

[0014] A liquid crystal display unit 124 is provided at the upper center of the front upper door 104 to display various images related to the performance. In addition, performance lamps 126, which are made up of, for example, high-brightness light-emitting diodes (LEDs), are provided at the top and left and right sides of the front upper door 104. Speakers 128 are provided at the left and right positions of the liquid crystal display unit 124 on the back of the front upper door 104 and at the left and right positions on the back of the front lower door 106 to provide auditory effects such as sound effects and musical tones.

[0015] The control panel mounting base 112 is equipped with a main credit display unit 130 and a main payout display unit 132. Between the symbol display window 108 and the control panel mounting base 112, there is a sub-credit display unit 134 and a sub-payout display unit 136. The main credit display unit 130 and sub-credit display unit 134 display the number of credited medals (credit count), while the main payout display unit 132 and sub-payout display unit 136 display the number of medals paid out.

[0016] Below the reels 110 inside the casing 102, a medal dispensing device (medal hopper) 142 is provided for dispensing medals from the medal dispensing port 140a. Furthermore, a receiving tray 140 is provided at the lower front of the front lower door 106 for storing the medals dispensed from the medal dispensing port 140a. A power switch 144 is also provided inside the casing 102. The power switch 144 is operated by an administrator managing the slot machine 100 and is used to switch between two states: power off and power on.

[0017] Furthermore, within the casing 102, a setting key and a setting change switch (collectively referred to as the setting value setting means) are provided on the main control board 200, which will be described later. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and rotated from the OFF position to the ON position, and power is turned on via the power switch 144, the machine enters setting change mode, and the setting value can be changed (also simply called setting change). The setting value indicates the degree of advantage for the player (payout rate) in stages, and is expressed in six stages, for example, from 1 to 6. Generally, the higher the numerical value of the setting value, the higher the degree of advantage for the overall game (higher expected number of coins won). When the setting change switch is pressed while the setting can be changed, the setting value is increased by 1. For example, when the setting value is changed to one of the six setting values ​​and the start switch 118 is operated, the setting value is finalized, and the setting change mode ends when the setting key is returned to its original position (OFF position), and the game can be played. Note that setting changes are only possible for a certain period of time after the power switch 144 is operated and the power is turned on.

[0018] In the slot machine 100, once the game can be started and a predetermined number of medals have been bet, the active lines are activated and the operation of the start switch 118 becomes effective. Here, betting includes inserting credited medals through the operation of the bet switch 116, inserting medals through the medal insertion unit 114, and automatically inserting medals based on the display of a replay symbol on the active line, which will be described in more detail later. The active line is the line used to determine the winning combination, and in this embodiment there is one line. As shown in Figure 3(b), of the nine symbols (3 reels x 3 rows of upper, middle, and lower) facing the symbol display window 108, the active line A is set to be the line connecting the positions corresponding to the symbols that stop on the middle row of the left reel 110a, the lower row of the middle reel 110b, and the upper row of the right reel 110c. Invalid lines are lines other than valid line A that display other symbol combinations to make it easier to determine the winning combination when it is difficult to determine the winning combination based solely on the symbol combinations displayed on valid line A. In this embodiment, we assume the six invalid lines B1, B2, B3, C1, C2, and D shown in Figure 3(b).

[0019] When the player operates the start switch 118, the game begins, and the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate, and a lottery for winning types is performed. Subsequently, the left reel 110a, middle reel 110b, and right reel 110c are stopped according to the operation of the stop switches 120a, 120b, and 120c, respectively. Then, if a winning combination that is eligible for a medal payout is achieved based on the results of the winning type lottery and the combination of symbols displayed on the active line A, the medals are paid out. If a winning type that is eligible for a medal payout is not achieved, or if a winning type is achieved but the symbols do not land, the game ends when the left reel 110a, middle reel 110b, and right reel 110c all stop.

[0020] In this embodiment, the above-mentioned game 1 refers to the game from the time when a medal is inserted through the medal insertion unit 114, when credited medals are inserted through the operation of the bet switch 116, or when a medal is automatically inserted based on the display of a replay symbol on the active line A, until the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate and a winning type lottery is performed in response to the operation of the start switch 118 by the player, and the left reel 110a, middle reel 110b, and right reel 110c are controlled to stop in response to the lottery result of the winning type lottery and the operation of multiple stop switches 120a, 120b, and 120c by the player, and until the left reel 110a, middle reel 110b, and right reel 110c corresponding to the operated stop switches 120a, 120b, and 120c are stopped, and if a winning symbol that can receive a medal payout is hit, the medal payout is performed. Furthermore, if the player fails to win a prize that is eligible for a medal payout, or if they win a prize but do not win a medal, one game ends when the left reel 110a, middle reel 110b, and right reel 110c all stop. However, the start of one game may be interpreted as the player operating the start switch 118 instead of inserting medals or winning a replay. The number of times such a game is repeated is called the number of games. In addition, one game in which a prize type lottery is performed and a payout is possible is sometimes called a basic game to distinguish it from the pseudo-game (simulated game) described later. Here, whether a basic game is performed alone or in combination with a pseudo-game, the completion of a basic game is considered the completion of one game. Therefore, the completion of a pseudo-game does not affect the counting of the number of games in the slot machine 100. However, the number of games managed by the hall computer (not shown) may or may not include simulated games in the game count, depending on the specifications.

[0021] Figure 4 is a block diagram showing the schematic electrical configuration of the slot machine 100. As shown in Figure 4, the slot machine 100 is equipped with a control board that includes a main control board 200 (main control unit) which controls the progress of the game, and a sub-control board 202 (sub-control unit) which controls the effects according to the progress of the game. Furthermore, the transmission of electrical signals between the main control board 200 and the sub-control board 202 is restricted to one direction only, from the main control board 200 to the sub-control board 202, from the viewpoint of preventing fraud.

[0022] (Main control board 200) The main control board 200 has a semiconductor integrated circuit including a main CPU 200a which is a central processing unit, a main ROM 200b which stores programs and the like, and a main RAM 200c which functions as a work area, and comprehensively controls the entire slot machine 100. In addition, even if the power is cut off, the data in the main RAM 200c will not be erased unless a setting change is made and a RAM clear is performed.

[0023] Furthermore, the main control board 200 has functional units such as initialization means 300, betting means 302, winning type lottery means 304, reel control means 306, determination means 308, payout control means 310, game state control means 312, performance state control means 314, and command transmission means 316, which are operated by the main CPU 200a cooperating with the main RAM 200c based on a program stored in the main ROM 200b.

[0024] The main control board 200 receives various detection signals from the inserted medal detection unit 414b, which detects when medals are inserted into the medal slot 114a, the bet switch 116, the start switch 118, and the stop switches 120a, 120b, and 120c. Based on the received detection signals, the main CPU 200a performs various processes.

[0025] The initialization means 300 executes the initialization process on the main control board 200. The betting means 302 places a bet for the tokens to be used in the game. The winning type lottery means 304, based on the operation of the start switch 118, performs a winning type lottery to determine whether a winning combination is correct, and more specifically, whether a winning type that includes the winning combination is correct, as will be described in more detail later.

[0026] The reel control means 306 controls the rotation of the left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, middle reel 110b, and right reel 110c, respectively. Furthermore, the reel control means 306 may extend the time from the activation of the stop switches 120a, 120b, and 120c in the previous game until the player activates the stop switches 120a, 120b, and 120c to display the lottery results for the winning type (they are deactivated by the completion of the operation of the stop switches 120a, 120b, and 120c in the previous game) beyond a predetermined time, and during that time, it may perform a reel effect (freeze effect) that controls the rotation of reels 110a, 110b, and 110c in various ways. The reel effect can be achieved by not activating any switch that should be activated for a predetermined time, suspending a process that should be executed for a predetermined time, or not transmitting or receiving signals from any switch that should be transmitted or received for a predetermined time. Furthermore, in this embodiment, as a reel effect, in response to the operation of the start switch 118 in the basic game, the basic game may be interrupted and its progress delayed, during which the rotation of reels 110a, 110b, and 110c is controlled, and in response to the operation of the stop switches 120a, 120b, and 120c, the reels 110a, 110b, and 110c are temporarily stopped, thereby performing a simulated game that resembles the basic game. The simulated game ends upon the operation of the start switch 118 again, or after a predetermined time has elapsed since the temporary stop control, and the rotation control of reels 110a, 110b, and 110c in the basic game resumes. As an example of the simulated game, predetermined symbols (for example, symbols that constitute a bonus role) on each reel 110a, 110b, and 110c can also be automatically temporarily stopped in response to the operation of the stop switches 120a, 120b, and 120c. In such simulated games, the game can be enhanced by performing effects with rotation control and stopping patterns similar to or different from those of the basic game.Temporary stop, while appearing to be stopped, indicates a state where the reels are not completely stopped by continuously changing the phase signals of the stepping motors 152 of reels 110a, 110b, and 110c within 500 msec. Temporary stop control refers to control that temporarily stops reels 110a, 110b, and 110c. However, unless otherwise specified, both stop and temporary stop are simply treated as stop, in the sense that they maintain their position without rotating in one direction. Similarly, stop control and temporary stop control are simply treated as stop control, in the sense that the left reel 110a, middle reel 110b, and right reel 110c are rotated in response to the operation of the start switch 118, and the corresponding left reel 110a, middle reel 110b, and right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c, respectively.

[0027] Furthermore, a reel drive control unit 150 is connected to the main control board 200. This reel drive control unit 150 drives the stepping motor 152 based on the rotation start signals for the left reel 110a, middle reel 110b, and right reel 110c transmitted from the reel control means 306 in response to the operation signal of the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on the stop signals for the left reel 110a, middle reel 110b, and right reel 110c respectively, and the detection signal from the rotation position detection circuit 154, transmitted from the reel control means 306 in response to the operation signal of the stop switch 120.

[0028] The determination means 308 determines whether or not a combination of symbols corresponding to a winning combination is displayed on the active line A. Here, the display of a combination of symbols corresponding to a winning combination on the active line A is sometimes simply referred to as a win. The payout control means 310 pays out a number of medals (value) corresponding to the winning combination based on whether or not a combination of symbols corresponding to a winning combination has been displayed on the active line A (a win has been achieved). In addition, a medal payout device 142 is connected to the main control board 200, and the payout control means 310 dispenses medals while counting the number of medals dispensed.

[0029] The game state control means 312 refers to the result of the winning type lottery and the result of the determination means 308 and transitions the game state to one of several types of game states. The performance state control means 314 refers to the result of the winning type lottery, the result of the determination means 308 and the game state transition information and transitions the performance state to one of several types of performance states.

[0030] The command transmission means 316 sequentially determines game-related commands in conjunction with the operation of the betting means 302, the winning type lottery means 304, the reel control means 306, the determination means 308, the payout control means 310, the game state control means 312, the performance state control means 314, etc., and sequentially transmits the determined commands to the sub-control board 202.

[0031] Furthermore, the main control board 200 is equipped with a random number generator (random number generation means) 200d. The random number generator 200d sequentially increments a count value, and after counting a predetermined number of times, it resets the count value (changes the sequence of numbers to set an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains random values ​​by extracting the count value from the random number generator 200d at a predetermined time. The random values ​​generated by the random number generator 200d of the main control board 200 (hereinafter referred to as the winning type lottery random numbers) are used to determine the type of game prize to be given to the player, for example, by the winning type lottery means 304 to determine the winning type.

[0032] (Sub-control board 202) Furthermore, the sub-control board 202, like the main control board 200, has various semiconductor integrated circuits including a sub-CPU 202a which is a central processing unit, a sub-ROM 202b which stores programs, etc., and a sub-RAM 202c which functions as a work area, and controls the performance in particular based on commands from the main control board 200. Also, like the main RAM 200c, the sub-RAM 202c is connected to a backup power supply (not shown), so that data is retained without being erased even if the power is cut off. In addition, the sub-control board 202 is also provided with a random number generator (random number generation means) 202d, like the main control board 200, and the random values ​​generated by the random number generator 202d (hereinafter referred to as performance lottery random numbers) are mainly used to determine the type of performance.

[0033] Furthermore, the sub-control board 202 has functional units such as an initialization determination means 330, a command receiving means 332, and a performance control means 334, which function through the cooperation of the sub-CPU 202a with the sub-RAM 202c based on a program stored in the sub-ROM 202b.

[0034] The initialization determination means 330 executes the initialization process on the sub-control board 202. The command receiving means 332 receives commands from other control boards, such as the main control board 200, and processes the commands. The performance control means 334 receives a detection signal from the performance switch 122 and determines the game performance to be performed by the liquid crystal display unit 124, speaker 128, and performance lamp 126 based on the received command. Specifically, the performance control means 334 determines the image data to be displayed on the liquid crystal display unit 124, the lighting data for the performance through lighting equipment such as the performance lamp 126, sub-credit display unit 134, and sub-payout display unit 136, and also determines the audio data that constitutes the sound to be output from the speaker 128. Then, the performance control means 334 executes the determined game performance. Note that auxiliary performances are also included in the performance. The auxiliary animation is an animation that, in the lottery for the winning type, notifies the player of the correct operation of stop switches 120a, 120b, and 120c, which are the conditions for winning the correct role, when the selected winning type overlaps with the correct role. Through this auxiliary animation, the player can easily display the symbol combination corresponding to the correct role on the active line A. The correct role is a winning role that is more advantageous than the incorrect role, not only in terms of the payout of medals from winning that role, but also in terms of all the game benefits obtained from winning that role. The animation state in which this auxiliary animation is performed is called the AT (Assist Time) animation state. In addition, a so-called ART (Advanced Replay Time) game state may be used in which the AT animation state and the RT (Replay Time) game state, in which the probability of winning the replay role is high, proceed in parallel.

[0035] In the following, notification means managed by boards other than the main control board 200, including the sub-control board 202, such as the liquid crystal display unit 124, the effect lamp 126, the speaker 128, the sub-credit display unit 134, and the sub-payout display unit 136, may be referred to as other notification means. In contrast, notification means managed by the main control board 200, such as the main credit display unit 130 and the main payout display unit 132, may be referred to as the main notification means (instruction monitor). Furthermore, the main notification means and other notification means capable of executing auxiliary effects may be collectively referred to as the auxiliary effect execution means. The effect state control means 314 causes the auxiliary effect execution means to execute auxiliary effects in the AT effect state. In particular, in this embodiment, as the main notification means (instruction monitor), a numerical value (instruction number) that can identify the operation pattern (batting order) is displayed on the main payout display unit 132, and as other notification means, the operation order is notified through the liquid crystal display unit 124, the effect lamp 126, and the speaker 128.

[0036] (Table used on the main control board 200) Figure 5 is an explanatory diagram for explaining the winning roles, and Figure 6 is an explanatory diagram for explaining the winning type lottery table.

[0037] In the slot machine 100, as will be described in detail later, there are multiple types of game states and performance states, and the game state and performance state are changed according to the progress of the game. The main control board 200 stores multiple winning type lottery tables, etc., corresponding to the game states managed and controlled by the game state control means 312 in the main ROM 200b. The winning type lottery means 304 extracts the corresponding winning type lottery table from the main ROM 200b according to the current setting value (which indicates the ease of obtaining game profits in stages) stored in the main RAM 200c and the current game state, and determines which winning type in the winning type lottery table corresponds to the random number for winning type lottery obtained in response to the operation signal of the start switch 118, based on the extracted winning type lottery table.

[0038] Here, the winning combinations that make up the winning combinations extracted by the winning combination lottery table include replay combinations, minor combinations, and bonus combinations. A replay combination is a combination that, when the symbol combination corresponding to the replay combination is displayed on active line A, allows the player to play the game again without placing a new bet of medals. A minor combination is a combination that, when the symbol combination corresponding to that minor combination is displayed on active line A, allows the player to receive a predetermined number of medals depending on the symbol combination. A bonus combination is a combination that, when the symbol combination corresponding to that bonus combination is displayed on active line A, allows the game state managed by the game state control means 312 to transition to a bonus game state (the RBB operation game state described later).

[0039] In this embodiment, as shown in Figure 5, the winning combinations include a bonus combination called "RBB," replay combinations "Replay 1" to "Replay 4," and minor combinations "Minor Combination 1" to "Minor Combination 38." In Figure 5, one or more symbols constituting each winning combination are associated with the left reel 110a, the middle reel 110b, and the right reel 110c, respectively. In the following, winning combinations "Minor Combination 1" to "Minor Combination 6" may be abbreviated as "9-coin combination," winning combination "Minor Combination 7" as "3-coin combination," and winning combinations "Minor Combination 8" to "Minor Combination 38" as "1-coin combination."

[0040] In this embodiment, when the player operates the stop switch 120, if the symbols constituting a winning combination that can be awarded are on the active line A, the reel control means 306 controls the reel to stop so that the symbols stop on the active line A. Also, when the stop switch 120 is operated, if the symbols constituting a winning combination that can be awarded are not on the active line A but are within a range (pull-in range) equivalent to 4 symbols in the opposite direction of the rotation of the reel 110, the reel control means 306 controls the reel to stop after maintaining rotation for the number of slides so that the number of separated symbols becomes the number of slides, and the symbols constituting the winning combination are pulled onto the active line A. Furthermore, if there are multiple symbols on the reel 110 corresponding to winning combinations that can be awarded, and all of them are within the reel 110's pull-in range, the reel control means 306 determines which symbol to pull onto the active line A according to a predetermined priority order, and then stops after maintaining rotation for a number of sliding frames to pull the priority symbol onto the active line A. When the stop switch 120 is pressed, if there are symbols on the active line A that constitute a combination of symbols corresponding to winning combinations other than the winning combinations that can be awarded, the reel control means 306 also performs a so-called kick-away process in parallel to prevent those symbols from stopping on the active line A. In addition, as will be described later, if the winning combinations included in the winning types have a set operation pattern (operation order and operation timing) as a winning condition, the reel control means 306 stops the reel so that the combination of symbols corresponding to the winning combination can be displayed on the active line A according to the player's operation pattern.

[0041] For example, the symbols that make up the symbol combinations corresponding to the winning combinations "Replay 1" to "Replay 3", "Small Win 1" to "Small Win 6", "Small Win 11", "Small Win 12", "Small Win 16" to "Small Win 19", and "Small Win 38" are arranged on each reel 110 in such a way that they can always be displayed on the active line A due to the stop control described above. Such winning combinations are sometimes represented as PB=1. On the other hand, for example, the symbols that make up the symbol combinations corresponding to the winning combinations "RBB", "Replay 4", "Small Win 7" to "Small Win 10", "Small Win 13" to "Small Win 15", and "Small Win 20" to "Small Win 37" are not necessarily arranged on each reel 110 in such a way that they can always be displayed on the active line A due to the stop control described above, so so-called missed wins may occur. Such winning combinations are sometimes represented as PB≠1.

[0042] As shown in Figure 6, the winning type lottery table is divided into multiple winning areas, and the winning types that are subject to the lottery and whether or not there are losses (misses) differ depending on the game state. In Figure 6, the winning areas (winning types) assigned to each game state (non-internal game state (non-internal), RBB internal game state (RBB internal), RBB active game state (RBB active)) are represented by "◎" and "○", but in reality, multiple winning type lottery tables corresponding to each game state are stored in the main ROM 200b. Note that "◎" indicates a winning type that allows for a lottery to transition to the advantageous section, and "○" indicates a winning type that does not allow for a lottery to transition to the advantageous section.

[0043] In the winning type lottery table, each partitioned winning area is associated with a predetermined number (winning range value), which is a numerical value indicating the winning range, and a winning type. The sum of the numbers assigned to all winning areas for each game state equals the total number of random numbers for the winning type lottery (65536). Therefore, the probability of each winning type being determined is the value obtained by dividing the number associated with the winning area by the total number of random numbers for the winning type lottery. The winning type lottery means 304, based on the game state at that time, sequentially obtains the numbers from the highest numbered winning areas in the winning type lottery table, subtracts these numbers from the random numbers for the winning type lottery, and if the value after subtraction is less than 0, the winning type associated with the winning area at that time is taken as the result of the winning type lottery. Alternatively, if the number of numbers for all winning areas from winning area 1 or higher is subtracted from the random numbers for the winning type lottery and the value after subtraction is 0 or greater, the winning type "Loss" for winning area 0 becomes the result of the winning type lottery.

[0044] Here, we will provide some additional information about the winning combination "RBB". A designated Type 1 Special Bonus (RB) is a bonus that increases the number of symbol combinations related to winning at predetermined intervals, or increases the probability of the condition device related to winning at predetermined intervals activating. It activates when predetermined conditions are met and can continue to operate until the results of a number of games not exceeding 12 are obtained. Here, the condition device is a device whose activation is a necessary condition for displaying symbol combinations related to winning, replay, bonus, or continuous bonus device activation. It activates when the winning type lottery (a lottery conducted by an electronic computer within the gaming machine) is won, in other words, it means a winning flag.

[0045] According to the winning type lottery table in Figure 6, for example, the winning type "Loss" is associated with winning area 0. If this winning type is selected, none of the symbol combinations corresponding to any of the winning roles shown in Figure 5 will be displayed on the active line A, and no medals will be paid out.

[0046] Additionally, the winning area 1 is associated with the winning type "Bell ALL," which includes the winning combinations "Small Combination 1" to "Small Combination 38" in overlapping order, while the winning area 2 is associated with the winning type "1 Coin ALL," which includes the winning combinations "Small Combination 8" to "Small Combination 38" in overlapping order.

[0047] Furthermore, each of the winning areas 3 to 13 is associated with a winning type "Reach 1" to "Reach 11," which each contains one of the winning combinations "1-coin combinations" that pay out one coin. In the following, the 11 winning types in winning areas 3 to 13 may be simply abbreviated as the winning type "Reach."

[0048] Furthermore, winning area 14 is associated with winning type "Cherry A," which includes the winning combination "Small Win 14" (payout of 1 coin), "Small Win 32," "Small Win 33," "Small Win 36," and "Small Win 38," all of which are overlapping. Winning area 15 is associated with winning type "Cherry B," which includes the winning combination "Small Win 7" (payout of 3 coins) and "Small Win 36" (payout of 1 coin), all of which are overlapping. In the following, the two winning types in winning areas 14 and 15 may be simply abbreviated as the winning type "Cherry."

[0049] Furthermore, each of the winning areas 16-31 is associated with a selection of winning types (winning types "Batting Order Bell A3" to "Batting Order Bell A6", winning types "Batting Order Bell B3" to "Batting Order Bell B6", winning types "Batting Order Bell C3" to "Batting Order Bell C6", winning types "Batting Order Bell D3" to "Batting Order Bell D6") in which one of the correct winning combinations (winning combinations "Small Win 1" to "Small Win 6") that pay out 9 coins and one of the incorrect winning combinations (winning combinations "Small Win 16" to "Small Win 35") that pay out 1 coin.

[0050] Furthermore, the winning area 32 is associated with the winning type "Common Bell 1," which includes the winning combinations "Small Win 1," "Small Win 17," and "Small Win 18" in overlapping order; the winning area 33 is associated with the winning type "Common Bell 2," which includes the winning combinations "Small Win 2," "Small Win 17," and "Small Win 18" in overlapping order; and the winning area 34 is associated with the winning type "Common 1," which includes the winning combinations "Small Win 8" to "Small Win 13," "Small Win 15," and "Small Win 36" to "Small Win 38" in overlapping order.

[0051] Furthermore, the winning area 35 is associated with the winning type "Replay A," which includes the winning combinations "Replay 1" to "Replay 4" in overlapping order, and the winning area 36 is associated with the winning type "Replay B," which includes the winning combinations "Replay 1," "Replay 2," and "Replay 4" in overlapping order.

[0052] Furthermore, winning area 37 is associated with the winning type "RBB" which contains the winning combination "RBB" alone, winning areas 38 to 40 are associated with the winning types "RBB Reach 1" to "RBB Reach 3" which contain both the winning combination "RBB" and one of the winning combinations "1-coin combination" which pays out 1 coin, winning area 41 is associated with the winning type "RBB Cherry A" which contains both the winning combination "RBB" and the winning combinations "Small Combination 14", "Small Combination 32", "Small Combination 33", "Small Combination 36", and "Small Combination 38", which pay out 1 coin, and winning area 42 is associated with the winning type "RBB Common 1 Coin" which contains both the winning combination "RBB" and the winning combinations "Small Combination 8" to "Small Combination 13", "Small Combination 15", and "Small Combination 36" to "Small Combination 38".

[0053] Furthermore, if a winning combination includes multiple winning symbols, the conditions for which the symbol combination corresponding to each winning symbol will be preferentially displayed on the active line A are set. These conditions include the order in which the stop switches 120a, 120b, and 120c are operated, and the timing of the operation of the stop switches 120a, 120b, and 120c (the operating position of the reel 110).

[0054] In the following explanation, the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of left reel 110a, middle reel 110b, and right reel 110c will be referred to as "Batting Order 1," the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of left reel 110a, right reel 110c, and middle reel 110b will be referred to as "Batting Order 2," and the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of middle reel 110b, left reel 110a, and right reel 110c will be referred to as "Batting Order 1." "Batting Order 3" is defined as "Batting Order 4," and the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of middle reel 110b, right reel 110c, and left reel 110a is defined as "Batting Order 5," and the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of right reel 110c, left reel 110a, and middle reel 110b is defined as "Batting Order 6."

[0055] For example, if the winning type "Reach Eye 1" in winning area 3 is selected and the correct operation method (batting order 1 or 2) is used, the stop control is performed so that the symbol combination corresponding to the winning role "Small Role 13", which is the correct role with a payout of 1 coin, is preferentially displayed on active line A. Also, if the operation method is batting order 3 to 6, the stop control is performed so that the symbol combination corresponding to the winning role "1-Coin Role", which is the incorrect role with a payout of 1 coin, is always displayed on active line A. Furthermore, if the winning type is selected in winning areas 4 to 14, similar to the winning type "Reach Eye 1" in winning area 3, if the correct operation method (batting order 1 or 2) is used, the stop control is performed so that the symbol combination corresponding to the correct role with a payout of 1 coin is preferentially displayed on active line A. If the operation method is batting order 3 to 6, the stop control is performed so that the symbol combination corresponding to the winning role "1-Coin Role", which is the incorrect role with a payout of 1 coin, is always displayed on active line A.

[0056] Furthermore, if the winning type "Bat Order Bell A3" in winning area 16 is selected and the correct operation (bat order 3) is performed, the stopping control is performed so that the symbol combination corresponding to the winning role "Small Role 3", which is the correct role with a payout of 9 coins, is preferentially displayed on active line A. Also, if the operation is performed with bat order 1, 2, 4-6, the stopping control is performed so that the symbol combination corresponding to the winning role "1-Coin Role", which is the incorrect role with a payout of 1 coin, is displayed on active line A with a probability of 1 / 1, 1 / 2, or 1 / 4.

[0057] Furthermore, the probability of winning (number of wins) for each type of win in winning areas 16-31 is set to be equal. Since players usually cannot know which type of win they have won, the above-mentioned winning areas 16-31 are provided to make it more difficult to win the correct combination. In addition, as described above, even if the stop switches 120a, 120b, and 120c are operated in a manner in which incorrect combinations are displayed preferentially, it is not guaranteed that the symbol combination corresponding to the incorrect combination will be displayed on active line A, so depending on the manner of operation, a missed win may occur (PB≠1).

[0058] When a player wins one of the above-mentioned winning types, the corresponding internal winning flag is activated (ON), and the stopping control of each reel 110 is performed according to the status of this internal winning flag. In this case, if a player wins a winning type that includes a small win, but is unable to display the symbol combination corresponding to that win on the active line A during that game, the internal winning flag is turned OFF after the end of the game. In other words, the right to win a small win is limited to the game in which the winning type that includes the small win was won, and this right cannot be carried over to the next game. On the other hand, when a player wins a winning type that includes the winning combination "RBB", the RBB internal winning flag is activated (ON), and the RBB internal winning flag is carried over to the next game until the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A. Furthermore, if an internal winning flag corresponding to a winning type that includes a replay symbol is set, one of the symbol combinations corresponding to a replay symbol included in that winning type will always be displayed on active line A. After the processing necessary to proceed to the next game without requiring any tokens is performed, the internal winning flag will be turned off.

[0059] (Transition of game state) Here, we will explain the transitions between game states using Figure 7. Multiple game states are available, including a non-internal game state, a game state during RBB (Real Big Bonus) activation, and a game state during RBB activation. Each game state transitions according to the winning, activation, and termination of bonus roles, as will be described later. The types of wins possible in each game state are indicated by "◎" or "○" in Figure 6.

[0060] The non-internal game state is a game state that corresponds to the initial state in multiple game states. In this non-internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Also, in the non-internal game state, the winning combination "RBB" is determined at a predetermined probability (for example, approximately 1 / 30). The game state control means 312 transitions the game state in response to the winning combination "RBB". For example, in a game in which the winning combination "RBB" is won, when the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A, the game state control means 312 transitions the game state to the RBB activation game state (1).

[0061] During RBB (Replay Bonus) operation, the probability of winning a replay is set to 0. In this RBB operation state, the possible winning types are set as follows: "Bell ALL" in winning area 1 and "1 Coin ALL" in winning area 2. When "Bell ALL" is won, a symbol combination corresponding to one of the winning roles "Small Role 1" to "Small Role 38" is displayed on active line A. When "1 Coin ALL" is won, the symbols are stopped so that a symbol combination corresponding to one of the winning roles "Small Role 8" to "Small Role 38" is displayed on active line A. In this case, the expected number of coins won per game during RBB operation is low due to the configuration of these small roles.

[0062] When the termination condition for the RBB operation game state is met, that is, when the number of acquired coins exceeds a predetermined number (for example, 22 coins), the game state control means 312 transitions the game state to a non-internal game state (2).

[0063] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the active line A, the game state control means 312 transitions the game state to the RBB internal game state (3).

[0064] In the RBB internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Also, in the RBB internal game state, it is not possible to win a "miss" type prize. In other words, if the symbol combination corresponding to the winning prize "RBB" cannot be displayed on active line A during a game in which the winning prize "RBB" is won, then subsequent stopping control on active line A will prioritize minor prizes and replay prizes over the winning prize "RBB," making it impossible to display the symbol combination corresponding to the winning prize "RBB" on active line A. Therefore, once the game state transitions to the RBB internal game state, the game state will not change thereafter, and the RBB internal game state will be maintained. Here, while maintaining this RBB internal game state, the AT performance state is realized in that RBB internal game state.

[0065] In this system, during the RBB internal gameplay state, multiple types of winning combinations are awarded without overlapping, increasing the opportunities to win winning combinations. As a result, for example, auxiliary effects are performed during the AT (Attack Time) performance state in the RBB internal gameplay state, making it easier to acquire medals. On the other hand, during the RBB activation gameplay state, multiple types of winning combinations are awarded simultaneously, reducing the opportunities to win winning combinations. This makes it more difficult for players to increase their medal count compared to the AT performance state in other gameplay states. Therefore, it is possible to implement a specification (Accel RBB) where the RBB activation gameplay state has the functionality of having a higher probability of winning winning combinations than the RBB internal gameplay state, but is inferior to the RBB internal gameplay state in terms of medal acquisition performance.

[0066] (Transition of performance state) Figure 8 is an explanatory diagram illustrating the transitions between performance states. The performance states transitioned by the performance state control means 314 on the main control board 200 will be described in detail below.

[0067] Here, in order to comprehensively and uniformly determine whether or not there is a bias in game states that have high medal acquisition performance, a game section that is advantageous to the player is defined as an advantageous section, which includes game sections that have performance related to instruction functions, i.e., game sections that execute auxiliary effects (instruction functions). In the advantageous section, if an auxiliary effect is activated as a result of a lottery etc. related to the operation of an auxiliary effect performed by the main control board 200, the main control board 200 may transmit information indicating the content of the instruction to a peripheral board such as the sub-control board 202, for example, only when it is displayed on the main notification means, so that the content of the instruction can be identified by the main control board 200. In addition, a game section that does not allow the execution of auxiliary effects (instruction functions), unlike the advantageous section, is defined as an unadvantageous section. Therefore, multiple performance states belong to either an advantageous section or an unadvantageous section, which are game sections. In this embodiment, almost all performance states belong to the advantageous section, and some performance states (in this case, unadvantageous performance states) are unadvantageous sections.

[0068] Furthermore, in the advantageous section, among the winning patterns where the correct role would be missed without auxiliary effects, if an auxiliary effect is performed to assist in winning the correct role (an auxiliary effect that allows the maximum payout to be obtained) in the selected winning pattern that yields the maximum payout (in this case, 9 coins), this must be indicated, for example, by lighting up the section indicator 160.

[0069] Furthermore, in the non-advantageous section, it is possible to make the winning probability of each winning type different for each setting value, but the probability of transitioning to a performance state with auxiliary effects (AT performance state) for the same winning type must not differ for each setting value. On the other hand, in the advantageous section, it is possible to make both the winning probability of each winning type and the probability of transitioning to (or adding) a performance state with auxiliary effects (AT performance state) for the same winning type different for each setting value.

[0070] Therefore, the performance state control means 314 manages not only the transition of performance states but also the transition between the non-advantageous section and the advantageous section. Furthermore, regardless of this management, the advantageous section is forcibly terminated when the following termination conditions are met. For example, in the slot machine 100, the advantageous section is forcibly terminated when the value counted in the advantageous section reaches a predetermined value (for example, when the number of games played reaches 1500 or 3000 games, or when MY exceeds 2400 coins). Note that MY represents the difference in coins, with the lowest difference in coins being 0. In the case of a coinless gaming machine, which can proceed with the game without the intervention of physical coins while maintaining the gameplay of a slot machine, there is no need to set a limit on the number of games played, so the advantageous section is forcibly terminated when MY exceeds 2400 coins in the advantageous section. In either case, the performance state control means 314 resets all information updated in the advantageous section (all variables that affect the performance related to the instruction function) when transitioning from the advantageous section to the non-advantageous section.

[0071] (Non-advantageous period, advantageous period) During non-advantageous periods, auxiliary effects are not performed, thus limiting the number of medals that can be obtained. Here, a non-advantageous effect state is defined as the effect state during non-advantageous periods.

[0072] In the advantageous period, when a selected winning type is won, the auxiliary performance execution mechanism executes an auxiliary performance, making it possible to acquire many medals while suppressing medal consumption. Therefore, by transitioning to the advantageous period, players can proceed with the game more advantageously compared to the non-advantageous period. In this advantageous period, there are different performance states, each with different gameplay characteristics: normal performance state, pre-announcement performance state, AT performance state, distribution performance state, special pre-announcement performance state, and special performance state. Each performance state will be explained individually below.

[0073] (Normal presentation state) The normal performance state belongs to the advantageous section and is the performance state that is most likely to be present at the start of the game among multiple performance states. The performance state control means 314 conducts an AT lottery in the normal performance state. The AT lottery is a lottery that determines the transition to the AT performance state, and the performance state control means 314 conducts the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. If the performance state control means 314 wins the AT lottery, it transitions the performance state to a pre-announcement performance state which is the stage before the AT performance state (1), and causes the performance control means 334 to execute a pre-announcement performance that increases the expectation that the transition to the AT performance state has been decided. In addition, even if the performance state control means 314 does not win the AT lottery, it may maintain the normal performance state and cause the performance control means 334 to execute a pre-announcement performance, making the player expect that the transition to the AT performance state has been decided. Furthermore, the performance state control means 314 executes a so-called chance zone (CZ) over multiple games, which increases the probability of winning the AT lottery each time a predetermined number of games are played in the normal performance state. If the AT lottery is won in such a chance zone, the performance state control means 314 also transitions the performance state to a pre-announcement performance state (1).

[0074] (Pre-announcement state) The pre-announcement performance state is a performance state that belongs to the advantageous section and executes pre-announcement performances for a predetermined number of games (here, for example, a predetermined number of games of 32 games or less). The pre-announcement performances executed in the pre-announcement performance state (genuine pre-announcement performances) and the pre-announcement performances executed in the normal performance state (false pre-announcement performances) are similar in display style and the number of consecutive games. Therefore, players cannot distinguish which performance state they are in just by watching the pre-announcement performances. However, the pre-announcement performances executed in the pre-announcement performance state differ from those executed in the normal performance state in that they ultimately announce that a transition to the AT performance state has been decided. Therefore, players will want the pre-announcement performance state to be one in which they announce that a transition to the AT performance state has been decided. The performance state control means 314 then always transitions the performance state to the AT performance state when the pre-announcement performance state ends (2). In other words, if a pre-announcement performance is being executed in the pre-announcement performance state, it will always transition to the AT performance state. In this respect, the pre-announcement state is more advantageous to the player than the normal state. Furthermore, the decision to transition to the pre-announcement state is synonymous with the decision to transition to the subsequent AT state, and sometimes the transition to the pre-announcement state (i.e., the transition to the AT state), along with, in other cases, a direct transition to the AT state, is collectively referred to as transitioning to a specific state.

[0075] (AT performance state) The AT performance state belongs to the advantageous section, and auxiliary performances are executed until a predetermined termination condition is met, for example, until the difference in the number of tokens, which is the difference between the number of tokens inserted (bet) and the number of tokens paid out, reaches a predetermined difference in tokens (300 or 100 tokens). The performance state control means 314 performs a lottery to add to the difference in tokens at a probability corresponding to the winning type determined by the winning type lottery in the AT performance state. If the lottery for adding tokens is won, the performance state control means 314 adds the won difference in tokens to the predetermined difference in tokens, which is the termination condition. In this way, the termination condition of the AT performance state changes. Then, when the predetermined termination condition is met, the performance state control means 314 transitions the performance state to the normal performance state (3).

[0076] Thus, in this embodiment, the player remains in the normal performance state, expecting to transition to the AT performance state, and when a pre-announcement performance begins, the player hopes that it is a genuine pre-announcement, that is, a pre-announcement performance in the pre-announcement performance state. Here, if the transition to the AT performance state is not announced during the pre-announcement performance, the normal performance state continues, and if the transition to the AT performance state is announced during the pre-announcement performance, the AT performance state is executed after the pre-announcement performance state ends.

[0077] When the AT performance state ends, the performance state control means 314 may transition the performance state to the normal performance state (3), or it may transition the performance state to a non-advantageous performance state (4) and reset the advantageous period. When the advantageous period is reset, as described above, the information updated in the advantageous period (all variables that affect the performance related to the instruction function) is cleared. However, depending on the performance pattern at the time of transition, the player will not know whether the performance state has transitioned to the normal performance state or the non-advantageous performance state.

[0078] (Non-advantageous state) The non-advantageous performance state belongs to the non-advantageous section and is the initial performance state. The performance state control means 314, in the non-advantageous performance state, decides to transition to the advantageous section with a probability of approximately 1 / 2 for each game, and when a transition to the advantageous section is decided, it always transitions the performance state to the distribution performance state (5). Therefore, the number of games played in the non-advantageous performance state is often short (a few games).

[0079] (Distribution and production state) The distribution performance state belongs to the advantageous section and is a performance state that is always passed through when transitioning from a non-advantageous section to an advantageous section, and is a performance state that can only be experienced for, for example, one game. In the distribution performance state, the performance state is distributed to either the normal performance state or the pre-announcement performance state. Specifically, the performance state control means 314 may, for example, decide to transition to the pre-announcement performance state with a probability of 1 / 10 and change the performance state to the pre-announcement performance state (6), or decide to transition to the normal performance state with a probability of 9 / 10 and change the performance state to the normal performance state (7). However, the ratio of such distribution is not limited to pre-announcement performance state:normal performance state = 1:9 and can be determined arbitrarily.

[0080] If a pre-announcement state is determined during the distribution state, the state will always transition to the AT state via the pre-announcement state, which continues for a predetermined number of games (through the pre-announcement state). If a pre-announcement state is not determined during the distribution state, the state will be the normal state. However, in the normal state, the probability of winning the AT lottery differs depending on the path taken to that normal state. For example, as mentioned above, if the state transitions directly from the AT state to the normal state (3), the state control means 314 will perform an AT lottery at a low probability (for example, 1 / 4000) in the normal state that was transitioned from the AT state (not from a non-advantageous state).

[0081] On the other hand, if the performance state changes from a non-advantageous performance state and a distribution performance state to a normal performance state as a result of transitioning from a non-advantageous period to an advantageous period (7), the performance state control means 314 conducts an AT lottery with a high probability (for example, 1 / 8) in the normal performance state transitioned from the non-advantageous period. Therefore, in the normal performance state transitioned from a non-advantageous performance state (via the non-advantageous period), the AT lottery will eventually be won. Here, two patterns of winning the AT lottery have been given as examples: a low probability (for example, 1 / 4000) and a high probability (for example, 1 / 8). However, it is also possible to provide three or more patterns for the winning probability, and conduct an AT lottery with a relatively high winning probability in the normal performance state transitioned from a non-advantageous performance state. Furthermore, the probability of winning is not limited to 1 / 8 or 1 / 4000, but is sufficient if the transition to the AT (Attack Time) state is more likely in the normal state transitioned from the non-advantageous state than in the normal state that has not transitioned from the non-advantageous state. For example, if the probability of winning the AT lottery in the normal state transitioned from the non-advantageous state is set higher than the probability of winning the AT lottery in the normal state that has not transitioned from the non-advantageous state, then that probability can be set arbitrarily.

[0082] However, the performance state control means 314, even if the AT lottery is won in the normal performance state transitioned from a non-advantageous performance state, does not immediately transition to the pre-announcement performance state. Instead, after the distribution performance state ends, it keeps the player in the normal performance state for a block period of, for example, 96 games, and prohibits the transition to the AT performance state. Specifically, when the AT lottery is won in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 314 turns on the main pre-announcement permission flag. The main pre-announcement permission flag is a flag that indicates whether or not the transition to the pre-announcement performance state is permitted, and when it is turned on, the transition to the pre-announcement performance state is permitted. Once the main pre-announcement permission flag is turned on, it remains on until the transition to the pre-announcement performance state is made, so even if the AT lottery is won afterward, the main pre-announcement permission flag remains on. The performance state control means 314 also determines the number of games up to 96 by lottery when transitioning from the distribution performance state to the normal performance state, and sets this as the block period. However, it is set so that 96 games are often selected as the block period.

[0083] The performance state control means 314 counts the number of games played after the distribution performance state has ended, and during the block period, regardless of whether the main pre-announcement permission flag is ON or OFF, it does not transition the performance state to the pre-announcement performance state. Then, when the block period has elapsed (a predetermined number of games corresponding to the block period has been reached) and the main pre-announcement permission flag is ON, the performance state control means 314 transitions the performance state to the pre-announcement performance state (8) and resets the main pre-announcement permission flag. Therefore, in the normal performance state transitioned from the non-advantageous performance state, even if the AT lottery is won early, the pre-announcement performance state will not be transitioned until at least 96 games corresponding to the block period have been played.

[0084] In this way, by passing through a non-advantageous performance state (non-advantageous section), the player can obtain the following benefits. Specifically, there is a 1 / 10 probability of immediately transitioning to a pre-announcement performance state, then transitioning to an AT performance state after the pre-announcement performance state, or there is a 9 / 10 probability of transitioning to a normal performance state, then a pre-announcement performance is executed after the block period has elapsed, and then transitioning to an AT performance state after the pre-announcement performance state. In this case, after the non-advantageous performance state and distribution performance state have ended, for example, after 0 to 96 games have passed, the pre-announcement performance will begin, and after the pre-announcement performance has ended, i.e., after the non-advantageous performance state and distribution performance state have ended, for example, after 32 to 128 games have passed, the player will almost certainly transition to an AT performance state. In this way, where the player has a high probability of winning the AT lottery for a predetermined number of games, it is sometimes called "heaven" or "heaven mode". Therefore, the player will want to transition to a non-advantageous performance state (non-advantageous section), that is, to reset the advantageous section.

[0085] Here, a normal performance state is adopted that makes it highly likely to transition to the AT performance state when passing through a non-advantageous performance state, that is, when transitioning from a non-advantageous section to an advantageous section. By introducing a block period, the trigger for its initiation is biased to occur 128 games after the non-advantageous performance state and distribution performance state have ended. In other words, even if the AT performance state ends and the player is downgraded to the normal performance state, there is a high probability of executing (re-entering) the AT performance state again until 128 games have passed. Therefore, players will continue playing in the hope of re-entering the AT performance state after it has ended, thus improving the utilization rate of slot machine 100.

[0086] Furthermore, even in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 314 executes a chance zone with an increased probability of winning the AT lottery over multiple games each time a predetermined number of games are played, similar to the normal performance state transitioned from an AT performance state. If the AT lottery is won in such a chance zone, the performance state control means 314 transitions the performance state to a pre-announcement performance state, regardless of whether it is within the block period mentioned above. In the normal performance state transitioned from a non-advantageous performance state, it should normally be possible to transition to a pre-announcement performance state after the block period has elapsed. If this were to happen, the player would lose the AT performance state that they could have originally obtained by deciding to transition to the AT performance state on their own, which could reduce the player's motivation to play. Therefore, if the AT lottery is won on the player's own in a chance zone in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 314 transitions the performance state back to a non-advantageous performance state after the end of the subsequent AT performance state (4). In this way, players can fully receive the benefits of playing through a non-advantageous state. Furthermore, by having the chance zone start before the 96th game, which is more likely to be selected as a block period, players can expect to win the AT lottery in the chance zone, that is, to have the AT state executed at least twice.

[0087] In this embodiment, as described above, when the AT performance state ends, the performance state control means 314 may either directly transition the performance state to the normal performance state (3) or transition the performance state to a non-advantageous performance state (4). Here, a condition for transitioning the performance state to a non-advantageous performance state is that the player has won the AT lottery to transition to an AT performance state that has a predetermined game benefit. For example, there are multiple types of AT performance states that differ in the number of continuous games played and the probability of increasing the difference in the number of tokens. If the player wins a specific AT performance state, the performance state control means 314 will always transition the performance state to a non-advantageous performance state after the AT performance state ends (4). Alternatively, even if the player does not win a specific AT performance state, the performance state control means 314 may transition the performance state to a non-advantageous performance state with a predetermined probability after the AT performance state ends (4).

[0088] Here, the advantageous period is reset. Therefore, players can transition to a high-profit AT (Automatic Trigger) state with a relatively small number of games played from the start of the advantageous period, for example, 1500 or 3000 games. They can also effectively utilize the number of games played within the advantageous period to gain profits.

[0089] Furthermore, in this embodiment, as described above, if the AT lottery is won in the normal performance state after the AT performance state has ended, the performance state control means 314 transitions the performance state to the pre-announcement performance state (1). However, if the number of games played in the normal performance state reaches a predetermined number of games (for example, 600 games) without transitioning to the AT performance state, and the AT lottery is won in the normal performance state, the performance state control means 314 ultimately decides to transition to the non-advantageous performance state, and without transitioning the performance state to the pre-announcement performance state, performs a pre-announcement performance (false pre-announcement performance) to notify that the AT performance state has not been directly transitioned, and then first transitions to the special pre-announcement performance state (9). Here, the predetermined transition condition for determining the transition to a non-advantageous performance state (non-advantageous section) is explained as the number of games played in the normal performance state reaching a predetermined number of games (for example, 600 games), followed by winning an AT lottery in the normal performance state. However, the predetermined transition condition is not limited to this case; it may also be the number of games played in the advantageous section reaching a predetermined number, followed by winning an AT lottery in the normal performance state. In addition, the predetermined transition condition may also be, instead of or in addition to the above, the number of games played in the normal performance state reaching a predetermined number of games (for example, 871 games) (the so-called ceiling function), or winning an AT lottery again based on not winning an AT lottery in a chance zone (CZ).

[0090] (Special premonition state) The special pre-announcement performance state is a performance state that belongs to the advantageous section and remains for a predetermined number of games (for example, 10 games). A lottery for the special performance state is held, and a pre-announcement performance indicating the expected probability of transitioning to the special performance state is executed. Here, the lottery for the special performance state is a lottery for increasing the number of coins, and if the number of coins is increased one or more times, the transition to the special performance state is determined. The performance state control means 314 holds a lottery for the special performance state with a probability corresponding to the winning type determined by the winning type lottery. Here, the lottery for the special performance state is designed so that the game profit differs steadily and in stages according to the setting value. For example, in two arbitrarily selected setting values, the higher the setting value, the higher the probability of increasing the number of coins through the special performance state lottery than the lower the setting value. Therefore, for example, the expected number of coins to be increased is 100 coins for setting 1 and 200 coins for setting 6, and a gameplay structure can be created in which it is relatively easier to obtain game profits with a higher setting value. The performance state control means 314, upon winning the special performance state lottery, sets the cumulative number of added tokens (final tokens) as the termination condition for the special performance state and transitions the performance state to the special performance state (10). If the special performance state lottery is not won, the performance state control means 314 directly transitions the performance state to a non-advantageous performance state (11). Here, an example has been given of adding tokens in the special performance state through the special performance state lottery, but it is not limited to this case; a predetermined number of tokens may be added, or the number of tokens may be added through a lottery when a so-called rare role such as a winning type "reach eye" or a winning type "cherry" is won. Also, here, an example has been given of adding tokens in the special performance state, but it is not limited to this case; the number of tokens acquired (payout) or the number of continuous games may be added.

[0091] (Special performance state) The special performance state (special state) belongs to the advantageous section, and auxiliary performances are executed until predetermined termination conditions are met. Such termination conditions are, for example, the awarding of game benefits determined before the start of the special performance state is completed during the special performance state, such as when the number of acquired net winnings reaches the termination number. For example, at the end of the special pre-announcement performance state (at the start of the special performance state), the termination number (cumulative number of added net winnings) is determined by the special performance state lottery in the special pre-announcement performance state. Then, in the special performance state, when the termination number is awarded to the player (when the number of acquired net winnings reaches the termination number), the termination condition is met, and the special performance state ends. Here, the termination number is not changed in the special performance state (the special performance state is not extended). Then, when the predetermined termination conditions are met, the performance state control means 314 transitions the performance state to a non-advantageous performance state (12).

[0092] If a player wins an AT lottery after the number of games played in the normal performance state exceeds a predetermined number of games (for example, 600 games), they will always transition to a non-advantageous performance state via a special pre-announcement performance state (11), (12), and as a result, they can transition to the AT performance state. Here, the performance state control means 314 transitions the performance state to a non-advantageous performance state and resets the advantageous section, so that the player can transition to the AT performance state, which offers high game profits, from the start of the number of games played allowed in the advantageous section, for example, 1500 games or 3000 games, and can also effectively utilize the number of games played allowed in the advantageous section to obtain game profits.

[0093] Furthermore, in the normal performance state accessed via the special performance state, non-advantageous performance state, or distribution performance state, the probability of winning the AT lottery is higher than in the normal performance state accessed directly from the AT performance state. Therefore, to allow players to understand this, the LCD display unit 124 displays a predetermined message to indicate that there is a high probability of transitioning to the AT performance state.

[0094] However, in the normal performance state, whether the AT lottery is won after the number of games played exceeds a predetermined number (for example, 600 games) or before the predetermined number of games, the advantageous period is reset, but from the perspective of being able to execute the AT performance state once, the gameplay profit is not much different. Furthermore, in the latter case, the AT performance state starts after the pre-announcement performance state ends, i.e., within 32 games, whereas in the former case, the AT performance state often starts after waiting for a block period to elapse. In that case, it can be said that the gameplay profit is smaller in the former case because medals are consumed in the normal performance state until the transition to the AT performance state is made possible. Therefore, if the AT lottery is won after the number of games played in the normal performance state exceeds a predetermined number of games, the game transitions to a special pre-announcement performance state, and a special performance state lottery is executed, and if successful, additional gameplay profit is given by the special performance state. Thus, if the AT lottery is won after the number of games played in the normal presentation state exceeds a predetermined number, the game's profit is greater than if the AT lottery is won before the predetermined number of games has been played, and the player will feel satisfied. Therefore, players can expect that the game's profit will increase as the number of games played in the normal presentation state increases, and will continue to play. In this way, the utilization rate of slot machine 100 can be improved.

[0095] In the special performance state executed here, as mentioned above, a higher setting value makes it easier to obtain stable game profits. Also, only the game profits determined before the special performance state begins are awarded in the special performance state, and no additional (bonus) game profits are added during the special performance state. Therefore, in the special performance state, the range of fluctuation in the expected number of coins obtained can be suppressed according to the setting value. This makes it possible to increase the design value of the expected number of coins obtained in the AT performance state.

[0096] Furthermore, since the special performance state is entered after the number of games played in the normal performance state exceeds a predetermined number, the number of times it occurs is less likely to fluctuate compared to the AT performance state, and it will be executed at a stable frequency. In that case, even if the range of fluctuation in the expected number of coins won in the AT performance state becomes large, the special performance state can absorb that fluctuation, and it becomes possible to further suppress the range of fluctuation in the expected number of coins won according to the setting value, while raising the design value of the expected number of coins won in the AT performance state.

[0097] Furthermore, after the AT performance state ends, the game directly transitions to the normal performance state (3). If the number of games played in the normal performance state reaches a predetermined number of games (for example, 871 games) without transitioning to the AT performance state (the so-called ceiling function), the performance state control means 314 resets the advantageous section and transitions the performance state to the non-advantageous performance state (13). As described above, after the non-advantageous performance state and the distribution performance state end, for example, a premonition performance begins after 0 to 96 games have passed, and after the premonition performance ends, that is, after the non-advantageous performance state and the distribution performance state end, for example, after 32 to 128 games have passed, the game can transition to the AT performance state. Therefore, if the game continues to be played in the normal performance state without transitioning to the AT performance state, the game will transition to the AT performance state within a predetermined number of games (for example, 999 games). This ceiling function gives players the reassurance that they can receive relief measures even if they are unlucky and consume a lot of medals. Furthermore, once the normal gameplay state has progressed to a certain extent, the expected number of coins to be won if the game continues increases, encouraging players to continue playing until the ceiling (for example, 999 plays), thus improving the utilization rate of slot machine 100.

[0098] The predetermined number of games for this ceiling function (for example, 96 to 871 games) is determined at the following timings. For example, when transitioning directly from the AT performance state to the normal performance state (3), the performance state control means 314 determines the predetermined number of games for the ceiling function in the normal performance state (for example, 96 to 871 games) when transitioning from the AT performance state to the normal performance state. Also, when transitioning to the normal performance state via the non-advantageous performance state and the distribution performance state (7), the performance state control means 314 determines the predetermined number of games for the ceiling function in the normal performance state (for example, 96 to 871 games) when transitioning from the distribution performance state to the normal performance state. However, unlike the case of transitioning from the AT performance state to the normal performance state, when transitioning to the normal performance state via the non-advantageous performance state and the distribution performance state, there is a high probability of winning the AT lottery, so it is common to wait for the block period to elapse and then transition to the pre-announcement performance state, and the ceiling function is rarely executed.

[0099] Furthermore, in the embodiments described above, the probability of winning the AT lottery in the normal performance state was explained as being high (e.g., 1 / 8) when transitioning from a non-advantageous performance state to a normal performance state, and low (e.g., 1 / 4000) when transitioning directly from an AT performance state to a normal performance state. However, the case is not limited to these examples. For instance, when transitioning directly from an AT performance state to a normal performance state, the probability of winning the AT lottery at the start of the normal performance state may be low, but it may transition to a high probability through an upgrade lottery, and it may also transition to a low probability through a downgrade lottery. In addition, when transitioning directly from an AT performance state to a normal performance state, the probability of winning the AT lottery may become high from the start of the normal performance state if certain conditions are met, such as winning a lottery.

[0100] Furthermore, in the embodiment described above, assuming that the number of games allowed in the advantageous period is 1500, the number of games allowed in the normal performance state that can transition to the special performance state is set to 600, and the ceiling of the ceiling function is set to 871 games. However, not limited to this case, if the number of games allowed in the advantageous period is 3000, the number of games allowed in the normal performance state that can transition to the special performance state and the ceiling of the ceiling function may be set to higher values, for example, 1200 games or 2000 games, in order to increase the expected number of coins obtained in the AT performance state. Also, as described above, in a coinless gaming machine, there is no need to set a limit on the number of games played (1500 games or 3000 games), and the advantageous period is forcibly terminated based on the MY exceeding 2400 coins in the advantageous period. Therefore, in a medalless gaming machine, the value of the advantageous section MY counter, which counts the difference in the number of tokens (MY) during the advantageous section, can be set to 900 tokens in the normal performance state that allows transition to a special performance state, or the ceiling of the ceiling function can be set to 1200 tokens, as long as the value of the advantageous section MY counter does not exceed 2400 tokens. In this way, the number of games played that constitutes the condition can be arbitrarily determined.

[0101] The specific processes in the main control board 200 and the sub-control board 202 will be explained below based on flowcharts.

[0102] (CPU initialization process of main control board 200) Figure 9 is a flowchart illustrating the CPU initialization process on the main control board 200. When power is supplied from the power supply board, a system reset occurs in the main CPU 200a, and the main CPU 200a performs the following CPU initialization process (S100).

[0103] (Step S100-1) When powered on, the main CPU 200a performs initial setup processing, which includes reading the boot program from the main ROM 200b and performing the necessary configuration processes to execute various operations.

[0104] (Step S100-3) The main CPU 200a sets the wait processing time in the timer counter.

[0105] (Step S100-5) The main CPU 200a determines whether it has detected a power failure warning signal. The main control board 200 is equipped with a power failure detection circuit, and when the power supply voltage falls below a predetermined value, the power failure detection circuit outputs a power failure warning signal. If a power failure warning signal is detected, the process proceeds to step S100-3 above; if a power failure warning signal is not detected, the process proceeds to step S100-7.

[0106] (Step S100-7) The main CPU 200a determines whether the wait processing time set in step S100-3 has elapsed. If it determines that the wait processing time has elapsed, it proceeds to step S100-9; if it determines that the wait time has not elapsed, it proceeds to step S100-5.

[0107] (Step S100-9) Main CPU 200a performs the necessary processing to allow access to main RAM 200c.

[0108] (Step S100-11) Main CPU 200a performs a checksum verification process. Here, Main CPU 200a calculates a checksum and determines whether the calculated checksum does not match (is abnormal) the checksum saved at the time of power failure, and whether the backup is abnormal. If Main CPU 200a determines that either the backup or the checksum, or both, are abnormal, it turns on the backup abnormality flag. If it determines that both the backup and the checksum are normal, it turns off the backup abnormality flag.

[0109] (Step S100-13) The main CPU 200a determines whether the backup error flag is turned on. If it determines that the backup error flag is turned on, the process moves to step S110; if it determines that the backup error flag is not turned on, the process moves to step S120.

[0110] (Step S110) The main CPU 200a will perform a cold start procedure. This cold start procedure will be explained later.

[0111] (Step S120) The main CPU 200a executes a setting value switching process to change the configured values. This setting value switching process will be described later.

[0112] (Step S130) The main CPU 200a performs a state recovery process to return to the state it was in immediately before the power was cut off. This state recovery process will be described later.

[0113] Figure 10 is a flowchart illustrating the cold start process (S110) in the main control board 200.

[0114] (Step S110-1) The main CPU 200a clears the used area in the main RAM 200c and performs a RAM usage check process to detect any abnormalities in the used area.

[0115] (Step S110-3) The main CPU 200a clears a separate area (unused area) in the main RAM 200c and performs a separate area RAM check process to detect abnormalities in that area. If an abnormality is detected in the separate area during the separate area RAM check process, the main CPU 200a turns on the RAM read / write error flag.

[0116] (Step S110-5) The main CPU 200a sets the error code "EA," which indicates a malfunction in the main RAM 200c.

[0117] (Step S110-7) The main CPU 200a determines whether an abnormality was detected in step S110-1. If it determines that an abnormality was detected in step S110-1, it proceeds to step S112; if it determines that no abnormality was detected in step S110-1, it proceeds to step S110-9.

[0118] (Step S110-9) The main CPU 200a acquires a RAM read / write error flag, which is turned on when an abnormality is detected in step S110-3 above.

[0119] (Step S110-11) The main CPU 200a determines whether the RAM read / write error flag is on. If it determines that the RAM read / write error flag is on, the process moves to step S112; if it determines that the RAM read / write error flag is not on, the process moves to step S120.

[0120] (Step S120) The main CPU 200a executes a setting value switching process to change the configured values. This setting value switching process will be described later.

[0121] (Step S110-13) The main CPU 200a sets the error code "E7," indicating a backup error.

[0122] (Step S112) The main CPU 200a executes an error stop process to halt gameplay due to an error. This error stop process will be described later.

[0123] Figure 11 is a flowchart illustrating the error stop process (S112) in the main control board 200.

[0124] (Step S112-1) The main CPU 200a sets the initial stack pointer value as the address of the stack pointer.

[0125] (Step S112-3) The main CPU 200a performs error setting processing, which includes setting error display and warning sounds.

[0126] (Step S112-5) The main CPU 200a sets the output bit off for external signals 1-3, which turns off the output image of the bits corresponding to external signals 1-3.

[0127] (Step S112-7) The main CPU 200a executes an output port image set process to update the output image for the bits set in step S112-5 above.

[0128] (Step S112-9) The main CPU 200a enters an infinite loop. This will cause the game to stop progressing.

[0129] Figure 12 is a flowchart illustrating the setting value switching process (S120) in the main control board 200.

[0130] (Step S120-1) The main CPU 200a acquires the signal from input port 1 and determines whether the setting value switching condition is met based on the acquired signal from input port 1. If it is determined that the setting value switching condition is not met, the setting value switching process is terminated. If it is determined that the setting value switching condition is met, the process moves to step S120-3. Here, the signal from input port 1 includes signals indicating whether the front upper door 104 and the front lower door 106 are open, and signals indicating whether the setting key is turned on. Here, it is determined that the setting value switching condition is met when signals indicating that the front upper door 104 and the front lower door 106 are open, and signals indicating that the setting key is turned on are acquired.

[0131] (Step S120-3) The main CPU 200a executes a RAM clear process in the main RAM 200c to clear the used area that should be cleared when the settings are changed.

[0132] (Step S120-5) Main CPU 200a executes a table content setting process that transfers the table data of the data table to main RAM 200c when the setting value is switched.

[0133] (Step S120-7) The main CPU 200a sets a command to start changing settings in the send buffer, indicating that it is beginning to change the setting values.

[0134] (Step S120-9) The main CPU 200a performs edge checking to detect the falling edge (on-edge) of the signal at the input port.

[0135] (Step S120-11) The main CPU200a retrieves configuration data that shows the current settings.

[0136] (Step S120-13) The main CPU 200a determines whether it has detected the on-edge of the setting change switch in step S120-9. If it determines that it has not detected the on-edge of the setting change switch, it proceeds to step S120-17. If it determines that it has detected the on-edge of the setting change switch, it proceeds to step S120-15.

[0137] (Step S120-15) The main CPU 200a increments the setting value data by 1.

[0138] (Step S120-17) The main CPU 200a determines whether the setting value data is within the range of possible settings (1 to 6). If it determines that the setting value data is within the range, it proceeds to step S120-21; otherwise, it proceeds to step S120-19.

[0139] (Step S120-19) The main CPU 200a sets the setting value data to 0.

[0140] (Step S120-21) The main CPU 200a updates the set value data to the value incremented or set in step S120-15 or step S120-19 above.

[0141] (Step S120-23) The main CPU 200a performs a display data conversion process to display the set values ​​on the main credit display unit 130.

[0142] (Step S120-25) The main CPU 200a determines whether it has detected the on-edge of the setting change switch. If it determines that it has not detected the on-edge of the setting change switch, it proceeds to step S120-31. If it determines that it has detected the on-edge of the setting change switch, it proceeds to step S120-27.

[0143] (Step S120-27) The main CPU 200a determines whether the setting change switch is on. If it determines that the setting change switch is on, the process moves to step S120-27; if it determines that the setting change switch is not on, the process moves to step S120-29.

[0144] (Step S120-29) The main CPU 200a sets the timer for the setting change switch interval.

[0145] (Step S120-31) The main CPU 200a performs a timer wait process, waiting until the setting change switch interval timer reaches 0.

[0146] (Step S120-33) The main CPU 200a determines whether it has detected the on-edge of the start switch 118. If it determines that it has not detected the on-edge of the start switch 118, it proceeds to step S120-9. If it determines that it has detected the on-edge of the start switch 118, it proceeds to step S120-35.

[0147] (Step S120-35) The main CPU 200a determines whether the setting key is off. If it determines that the setting key is off, the process moves to steps S120-35; otherwise, the process moves to step S120-37.

[0148] (Step S120-37) The main CPU 200a determines whether the setting key is on. If it determines that the setting key is on, the process moves to steps S120-37; if it determines that the setting key is not on, the process moves to step S122.

[0149] (Step S122) The main CPU 200a executes an initialization start process to initiate the initialization process. This initialization start process will be described later.

[0150] Figure 13 is a flowchart illustrating the initialization start process (S122) in the main control board 200.

[0151] (Step S122-1) The main CPU 200a sets a "configuration change complete" command in the send buffer to indicate that the configuration change has finished.

[0152] (Step S122-3) The main CPU 200a sets a setting change status command in the send buffer, indicating the state when the setting change is complete.

[0153] (Step S122-5) The main CPU 200a sets a wait timer when initialization starts.

[0154] (Step S122-7) The main CPU 200a performs a timer wait process at the start of initialization, waiting until the wait timer reaches 0.

[0155] (Step S122-9) The main CPU 200a executes a RAM clear process when a setting change is made, which clears a different area of ​​the main RAM 200c.

[0156] (Step S122-11) The main CPU 200a executes a RAM clear process in the main RAM 200c to clear the used area that should be cleared when the settings are changed.

[0157] (Step S122-13) The main CPU 200a sets a game status command, which indicates the current game state, into the transmit buffer.

[0158] (Step S200) The main CPU 200a executes the game start process to begin the game. This game start process will be described later.

[0159] Figure 14 is a flowchart illustrating the state recovery process (S130) in the main control board 200.

[0160] (Step S130-1) Main CPU 200a restores the stack pointer.

[0161] (Step S130-3) The main CPU 200a executes an unused area clearing process to clear any unused areas in the main RAM 200c.

[0162] (Step S130-5) Main CPU 200a clears the stack pointer save buffer.

[0163] (Step S130-7) The main CPU 200a sets (turns on) a flag after power loss and recovery.

[0164] (Step S130-9) The main CPU 200a performs port input processing to update the image of the input port.

[0165] (Step S130-11) The main CPU 200a performs an operation target bit extraction process to extract information about the operation target bit based on the input port image updated in step S130-9 above.

[0166] (Step S130-13) The main CPU 200a sets the target bit extracted in step S130-11 above as the target bit of the previous state.

[0167] (Step S130-15) The main CPU 200a acquires the motor phase of reels 110a, 110b, and 110c. Here, the motor phase is set as the state of reels 110a, 110b, and 110c. The motor phase indicates the operating state of reels 110a, 110b, and 110c, namely, accelerating, steady rotation, stopped, and standby. Specifically, a 1-byte (storage unit) variable assigned to the motor phase changes to a value such as 3 for accelerating, 2 for steady rotation, 1 for stopped, and 0 for standby, depending on the operating state of the stepping motor 152.

[0168] (Step S130-17) Based on the motor phases obtained in step S130-15, the main CPU 200a determines whether any of the reels 110a, 110b, and 110c are in steady rotation or accelerating mode. If it determines that none of the reels 110a, 110b, and 110c are in steady rotation or accelerating mode, the process moves to step S130-21. If it determines that any of the reels 110a, 110b, or 110c are in steady rotation or accelerating mode, the process moves to step S130-19.

[0169] (Step S130-19) The main CPU 200a performs rotation error processing, which sets the parameters for when an error is detected in reels 110a, 110b, and 110c.

[0170] (Step S130-21) The main CPU 200a restores the saved registers.

[0171] (Step S130-23) Main CPU 200a enables the interrupt and terminates the state recovery process. As a result, Main CPU 200a returns to the state it was in immediately before the power was cut off.

[0172] Figure 15 is a flowchart illustrating the game start process (S200) on the main control board 200.

[0173] (Step S200-1) The main CPU 200a executes a replay state identification signal output setting process to output a replay state identification signal indicating whether or not it is a replay.

[0174] (Step S200-3) The main CPU 200a sets the coin count indicator output bit off to turn off (turn off) the bit corresponding to the coin count indicator that displays the number of coins inserted (number of coins bet).

[0175] (Step S200-5) The main CPU 200a executes the output port image set process to update the output image for the bits set in step S200-3 above.

[0176] (Step S200-7) The main CPU 200a sets the game start wait timer.

[0177] (Step S200-9) The main CPU 200a performs a timer wait process, waiting until the game start wait timer reaches 0.

[0178] (Step S200-11) The main CPU 200a executes a game-by-game RAM clear process, which clears the portion of the main RAM 200c's used memory that should be cleared after each game.

[0179] (Step S200-13) The main CPU 200a executes the bonus signal setting process, which sets the bonus signal.

[0180] (Step S200-15) The main CPU 200a performs edge clearing, which clears the edge information of the input port image.

[0181] (Step S210) The main CPU 200a executes the game token insertion process, which accepts the insertion of tokens. This game token insertion process will be described later.

[0182] Figure 16 is a flowchart illustrating the game token insertion process (S210) on the main control board 200.

[0183] (Step S210-1) The main CPU 200a performs error checking, which involves verifying the results of various error detections.

[0184] (Step S210-3) The main CPU 200a performs edge checking to detect the falling edge (on-edge) of the signal at the input port.

[0185] (Step S210-5) The main CPU 200a acquires a door open error detection flag, which is set to 1 when either the front upper door 104 or the front lower door 106 is open.

[0186] (Step S210-7) Based on the door open error detection flag obtained in step S210-5, the main CPU 200a determines whether the front upper door 104 and the front lower door 106 are closed. If it determines that the front upper door 104 and the front lower door 106 are closed, the process moves to step S210-16. If it determines that at least one of the front upper door 104 or the front lower door 106 is not closed, the process moves to step S210-9.

[0187] (Step S210-9) The main CPU 200a sets error code "E8," indicating that at least one of the front upper door 104 or the front lower door 106 is open.

[0188] (Step S210-11) The main CPU 200a performs error display, requests for warning sounds, and error wait processing, including waiting for error recovery.

[0189] (Step S210-13) The main CPU 200a executes a setting value verification process to check the configured values.

[0190] (Step S210-15) The main CPU 200a performs edge clearing, which clears the edge information of the input port image.

[0191] (Step S210-16) The main CPU 200a performs the process to determine if the complete function is activated. This process will be described later.

[0192] (Step S210-17) The main CPU 200a executes a credit button check process to refund stored (credit) medals when the credit switch (not shown) for refunding stored (credit) medals is pressed.

[0193] (Step S210-19) The main CPU 200a executes the processing related to the game token insertion button used to bet tokens. When the bet switch 116 is pressed, the CPU bets the stored (credit) tokens up to a predetermined number and subtracts the number of tokens bet from the stored token count. Also, when tokens are inserted through the token slot 114a, the CPU bets the tokens up to a predetermined number, and if more tokens are inserted than the predetermined number, the excess amount is added to the stored token count.

[0194] (Step S210-21) The main CPU 200a executes a game token acquisition process to check if the number of tokens inserted is the specified number.

[0195] (Step S210-23) Based on the results of the check in step S210-21, the main CPU 200a determines whether the number of inserted sheets is not the specified number. If it determines that the number of inserted sheets is not the specified number, it proceeds to step S210-1; if it determines that the number of inserted sheets is the specified number, it proceeds to step S210-25.

[0196] (Step S210-25) The main CPU 200a sets a start indicator output bit to turn on (light up) a start indicator (not shown) that indicates whether or not the operation of the start switch 118 has been successful.

[0197] (Step S210-27) The main CPU 200a determines whether or not the falling edge (press) of the start switch 118 has been detected. If it determines that the falling edge of the start switch 118 has not been detected, the process moves to step S210-1; if it determines that the falling edge of the start switch 118 has been detected, the process moves to step S210-29.

[0198] (Step S210-29) The main CPU 200a clears the main payout display buffer in order to clear the display on the main payout display unit 132.

[0199] (Step S210-31) The main CPU 200a executes a re-play state identification signal clearing process to clear the re-play state identification signal.

[0200] (Step S210-33) The main CPU 200a performs pre-processing to block the start indicator light, which is to turn it off.

[0201] (Step S210-35) The main CPU 200a sets a lever press command in the transmit buffer, indicating that the start switch 118 has been pressed.

[0202] (Step S220) The main CPU 200a executes an internal lottery process to determine the winning category. This internal lottery process will be explained later.

[0203] Figure 17 is a flowchart illustrating the internal lottery process (S220) in the main control board 200.

[0204] (Step S220-1) The main CPU200a acquires the setting value data.

[0205] (Step S220-3) The main CPU 200a sets the error code "EC," which indicates an error with an incorrect setting.

[0206] (Step S220-5) The main CPU 200a determines whether the setting value data obtained in step S220-1 is abnormal. If it determines that the setting value data is abnormal, it proceeds to step S112; if it determines that the setting value data is not abnormal, it proceeds to step S220-7.

[0207] (Step S220-7) The main CPU 200a obtains the random number for the winning type, which has been updated by the random number generator 200d.

[0208] (Step S220-9) The main CPU 200a executes a state offset acquisition process to obtain an offset value related to the game state.

[0209] (Step S220-11) The main CPU 200a sets the address of the internal lottery area definition table (winning type lottery table).

[0210] (Step S220-13) The main CPU 200a sets the value indicated by the address obtained by adding the offset value acquired in step S220-9 to the address set in step S220-11 as the initial value of the winning area. Here, the first winning area in the winning type lottery table for the current game state is set as the initial value.

[0211] (Step S220-15) The main CPU 200a acquires lottery data, which is a numerical value indicating the winning range of the winning area, and also executes a lottery data acquisition process that shifts the winning area by 1.

[0212] (Step S220-17) The main CPU 200a determines whether or not to conduct a draw for the winning category. If it determines that a draw for the winning category should not be conducted, the process moves to step S220-21; if it determines that a draw for the winning category should be conducted, the process moves to step S220-19.

[0213] (Step S220-19) The main CPU 200a subtracts the lottery data from the random value.

[0214] (Step S220-21) The main CPU 200a determines whether the subtraction result in step S220-19 is negative, that is, whether it has won in the winning area by the winning type lottery. As a result, if it is determined that it has won in the winning type lottery, the process proceeds to step S230, and if it is determined that it has not won in the winning type lottery, the process proceeds to step S220-23.

[0215] (Step S220-23) The main CPU 200a determines whether the winning type lottery has ended. As a result, if it is determined that the winning type lottery has not ended, the process proceeds to step S220-15, and if it is determined that the winning type lottery has ended, the process proceeds to step S220-25.

[0216] (Step S220-25) The main CPU 200a clears the trigger role type.

[0217] (Step S230) The main CPU 200a executes a symbol code setting process for setting a symbol code based on the winning area and the game state. This symbol code setting process will be described later.

[0218] FIG. 18 is a flowchart for explaining the symbol code setting process (S230) in the main control board 200.

[0219] (Step S230-1) The main CPU 200a acquires the winning area selected in step S220 above, and if the winning area obtained includes a bonus role, it executes a game state setting process for setting the game state to an internal middle game state.

[0220] (Step S230-3) The main CPU 200a sets the winning area acquired in step S230-1 above as the stop control number.

[0221] (Step S230-5) The main CPU 200a determines (sets) the winning role group based on the winning area obtained in step S230-1 above. Depending on the determined winning role group, the main CPU 200a may turn on the simulated game execution flag. When the simulated game execution flag is on, it indicates that a simulated game will be executed, and when it is off, it indicates that a simulated game will not be executed.

[0222] (Step S230-7) The main CPU 200a executes a symbol code initial setup process that sets the symbol codes that indicate the symbols that can be displayed and the symbols to be pulled in, based on the stop control number set in step S230-3 above.

[0223] (Step S230-9) The main CPU 200a executes the display symbol bit initial value setting process, which sets the display symbol bits.

[0224] (Step S231) The main CPU 200a executes the execution flag setting process, which includes setting the execution flag, performing various processes related to the performance status, and processing related to auxiliary performances. This execution flag setting process will be described later.

[0225] (Step S230-13) The main CPU 200a sets the performance commands, which are commands related to the advantageous period, into the transmission buffer.

[0226] (Step S230-15) The main CPU 200a sets a winning information command indicating the winning type into the transmission buffer.

[0227] (Step S230-17) The main CPU 200a checks the timer between games.

[0228] (Step S230-19) The main CPU 200a sets a reel rotation pre-command indicating that the reels 110a, 110b, and 110c are before rotation in the transmission buffer.

[0229] (Step S230-21) The main CPU 200a executes an excitation release waiting process to wait for the excitation release of the stepping motor 152.

[0230] (Step S236) The main CPU 200a executes a reel effect process for executing a pseudo game. Specifically, in response to operations of the stop switches 120a, 120b, and 120c, predetermined symbols (for example, symbols constituting a bonus combination) on each of the reels 110a, 110b, and 110c are automatically subjected to temporary stop control. When all of the reels 110a, 110b, and 110c have temporarily stopped, or when rotation has started through random delay processing after the temporary stop has ended, the pseudo game execution flag is turned off.

[0231] (Step S2,30-23) The main CPU 200a determines whether the inter-game timer is not zero. As a result, if it is determined that the inter-game timer is not zero, the process proceeds to step S230-23, and if it is determined that the inter-game timer is zero, the process proceeds to step S230-25.

[0232] (Step S230-25) The main CPU 200a executes a reel start process for starting the rotation of the reels 110a, 110b, and 110c. Here, the motor phases of the reels 110a, 110b, and 110c are set to be accelerating to start the rotation of each reel, or the inter-game timer is set to a value corresponding to 4.1 seconds.

[0233] (Step S230-27) The main CPU 200a sets a reel start command indicating that the rotation of the reels 110a, 110b, and 110c has started in the transmission buffer.

[0234] (Step S240) The main CPU 200a executes the reel rotation processing, which is the processing performed while reels 110a, 110b, and 110c are rotating. This reel rotation processing will be explained later.

[0235] Figure 19 is a flowchart illustrating the execution flag setting process (S231) on the main control board 200.

[0236] (Step S231-1) The main CPU 200a executes an AT state update process that updates (transitions) the performance state based on the next AT flag. The next AT flag indicates the performance state to be set in the next game, and is set by the following process.

[0237] (Steps S232 to S238) The main CPU 200a executes state-specific module execution processing, which executes modules for each performance state and game section, and then terminates the execution flag setting process. In the state-specific module execution processing, modules (processes) corresponding to the transitioned performance state and game section are read from the main ROM 200b and executed. Below, modules related to the features of this embodiment will be described in detail, and modules unrelated to the features of this embodiment will be omitted from the description.

[0238] Figure 20 is a flowchart illustrating the non-advantageous performance state processing (S232) executed in the state-specific module execution process. The non-advantageous performance state processing is executed when the performance state is a non-advantageous performance state.

[0239] (Step S232-1) The main CPU 200a performs a lottery to determine the transition to the advantageous period based on the winning type determined by the winning type lottery.

[0240] (Step S232-3) The main CPU 200a determines whether the player has won the advantageous period in step S232-1. If it determines that the player has won the advantageous period, it proceeds to step S232-5. If it determines that the player has not won the advantageous period, it terminates the processing for the non-advantageous state.

[0241] (Step S232-5) The main CPU 200a sets the next AT flag to a value corresponding to the distribution performance state, turns on the advantageous period flag indicating that it is an advantageous period, and terminates the processing for the non-advantageous performance state.

[0242] Figure 21 is a flowchart illustrating the distribution performance state processing (S233) executed in the state-specific module execution process. The distribution performance state processing is executed when the performance state is the distribution performance state.

[0243] (Step S233-1) The main CPU 200a performs a lottery, for example, which determines whether the game enters a pre-announcement state with a probability of 1 / 10 or a normal state with a probability of 9 / 10.

[0244] (Step S233-3) The main CPU 200a determines whether the normal performance state was won in step S233-1 above. If it is determined that the normal performance state was won, the process moves to step S233-5; if it is determined that the normal performance state was not won (i.e., the pre-announcement performance state was won), the process moves to step S233-13.

[0245] (Step S233-5) Main CPU 200a sets the next AT flag to a value corresponding to the normal performance state.

[0246] (Step S233-7) The main CPU 200a determines the number of games required to trigger the ceiling function in the normal performance state, with an upper limit of 871 games, and sets this determined number of games to the ceiling game counter. The ceiling game counter is a counter that counts the number of games until the ceiling function is triggered.

[0247] (Step S233-9) The main CPU 200a determines the number of games played during a block period, up to a maximum of 96 games, that prohibits the transition to the AT (Attack Time) state when transitioning from a non-advantageous state to a normal state, and sets the determined number of games in the block game counter. The block game counter is a counter that counts the number of games played during which the execution (setting) of the AT state is prohibited.

[0248] (Step S233-11) The main CPU 200a sets a high probability (for example, 1 / 8) as the winning probability for the AT lottery in the normal performance state, and terminates the distribution performance state processing.

[0249] (Step S233-13) In step S233-3, if it is determined that the normal performance state has not been won (i.e., the pre-announcement performance state has been won), the main CPU 200a sets the next AT flag to the value corresponding to the pre-announcement performance state.

[0250] (Step S233-15) The main CPU 200a determines the number of games to continue the pre-announcement state, up to a maximum of 32 games, sets the determined number of games to the pre-announcement game counter, and terminates the distribution state processing. The pre-announcement game counter is a counter that counts the number of games until the end of the pre-announcement state.

[0251] Figure 22 is a flowchart illustrating the normal performance state processing (S234) executed in the state-specific module execution process. The normal performance state processing is executed when the performance state is the normal performance state.

[0252] (Step S234-1) The main CPU 200a performs the AT lottery based on the probability of winning the AT lottery (low probability or high probability) and the winning type determined by the winning type lottery.

[0253] (Step S234-3) The main CPU 200a determines whether the AT lottery has been won or whether the pre-announcement permission flag is ON. If it is determined that the AT lottery has been won or the pre-announcement permission flag is ON, the process moves to step S234-5. If it is determined that the AT lottery has not been won and the pre-announcement permission flag is OFF, the process moves to step S234-21.

[0254] (Step S234-5) The main CPU 200a determines whether the block game counter is 0 or not. If it determines that the block game counter is 0, it proceeds to step S234-9; if it determines that the block game counter is not 0 (the block period is still ongoing), it proceeds to step S234-7.

[0255] (Step S234-7) Main CPU200a turns the pre-announcement permission flag ON, regardless of whether the pre-announcement permission flag is ON or OFF at that time.

[0256] (Step S234-9) In step S234-5, if it is determined that the block game counter is 0, the main CPU 200a turns OFF the pre-announcement permission flag.

[0257] (Step S234-11) The main CPU 200a determines whether the ceiling game count counter exceeds 271. If it determines that the ceiling game count counter exceeds 271, that is, that the number of games played in the normal performance state is less than 600, the process moves to step S234-13. If it determines that the ceiling game count counter is 271 or less, that is, that the number of games played in the normal performance state is 600 or more, the process moves to step S234-19.

[0258] (Step S234-13) Main CPU 200a sets the next AT flag to a value corresponding to the pre-announcement state.

[0259] (Step S234-15) The main CPU 200a determines the number of games in which the pre-announcement state will continue, up to a maximum of 32 games, and sets the determined number of games in the pre-announcement game counter.

[0260] (Step S234-17) The main CPU 200a sets the probability of winning the AT lottery to a low probability (for example, 1 / 4000) for the next normal performance state, regardless of whether the probability of winning the AT lottery in the normal performance state is low or high.

[0261] (Step S234-19) In step S234-11, if it is determined that the ceiling game count counter is 271 or less, that is, that the number of games played in the normal performance state is 600 or more, the main CPU 200a sets the next AT flag to a value corresponding to the special pre-announcement performance state.

[0262] (Step S234-21) The main CPU 200a determines whether the block game counter is greater than 0. If it determines that the block game counter is greater than 0, it proceeds to step S234-23; if it determines that the block game counter is not greater than 0 (i.e., it is 0), it proceeds to step S234-25.

[0263] (Step S234-23) The main CPU 200a decrements the block game counter by 1.

[0264] (Step S234-25) The main CPU 200a determines whether the ceiling game counter is 0. If it determines that the ceiling game counter is 0, the process moves to step S234-27; if it determines that the ceiling game counter is not 0, the process moves to step S234-29.

[0265] (Step S234-27) Main CPU 200a, in order to execute the ceiling function, turns off the advantageous section flag, sets the next AT flag to a value corresponding to the non-advantageous performance state, and terminates the processing of the normal performance state.

[0266] (Step S234-29) The main CPU 200a decrements the ceiling game count counter by 1 and terminates the processing of the normal performance state.

[0267] While a detailed explanation is omitted here, in the normal gameplay state, after a predetermined number of games, a chance zone (CZ) with an increased probability of winning the AT lottery is executed over multiple games. Also, the probability of winning the AT lottery is low at the start of the normal gameplay state, but it may change to a high probability through an upgrade lottery.

[0268] Figure 23 is a flowchart illustrating the pre-announcement performance state processing (S235) executed in the state-specific module execution process. Pre-announcement performance state processing is executed when the performance state is a pre-announcement performance state.

[0269] (Step S235-1) The main CPU 200a determines whether the pre-announcement game count counter is 0. If it determines that the pre-announcement game count counter is 0, the process moves to step S235-3; if it determines that the pre-announcement game count counter is not 0, the process moves to step S235-5.

[0270] (Step S235-3) The main CPU 200a sets the next AT flag to a value corresponding to the AT performance state and terminates the processing of the corresponding pre-performance state.

[0271] (Step S235-5) The main CPU 200a decrements the pre-announcement game count counter by 1 and terminates the processing of the corresponding pre-announcement animation state.

[0272] Figure 24 is a flowchart illustrating the AT performance state processing (S236) executed in the state-specific module execution process. The AT performance state processing is executed when the performance state is the AT performance state.

[0273] (Step S236-1) The main CPU 200a performs a lottery to determine the number of additional tokens that will be added to the predetermined number of tokens, which is the termination condition in the AT performance state. If the lottery is successful, the winning number of tokens is added to the predetermined number of tokens.

[0274] (Step S236-3) The main CPU 200a determines whether the AT performance state has met the termination conditions. If it determines that the termination conditions have been met, it proceeds to step S236-5; if it determines that the termination conditions have not been met, it terminates the AT performance state processing.

[0275] (Step S236-5) The main CPU 200a determines whether or not a transition to the normal performance state has been decided. If a transition to the normal performance state has been decided, the process moves to step S236-7. If a transition to the normal performance state has not been decided, i.e., a transition to a non-advantageous performance state has been decided, the process moves to step S236-11.

[0276] (Step S236-7) Main CPU 200a sets the next AT flag to a value corresponding to the normal performance state.

[0277] (Step S236-9) The main CPU 200a determines the number of games to execute the ceiling function in the normal performance state, with an upper limit of 871 games. It then sets the determined number of games to the ceiling game counter and terminates the AT performance state processing.

[0278] (Step S236-11) If it is determined in step S236-5 that a transition to the normal performance state has not been decided, the main CPU 200a turns off the advantageous section flag, sets the next AT flag to a value corresponding to the non-advantageous performance state, and terminates the AT performance state processing.

[0279] Figure 25 is a flowchart illustrating the special pre-announcement performance state processing (S237) executed in the state-specific module execution processing. The special pre-announcement performance state processing is executed when the performance state is a special pre-announcement performance state.

[0280] (Step S237-1) The main CPU 200a performs a lottery to determine how to increase the predetermined number of tokens that can be earned during a special performance state. If the lottery is successful, the winning number of tokens is added to the predetermined number of tokens.

[0281] (Step S237-3) The main CPU 200a determines whether the special pre-announcement performance state has met its termination condition (in this case, the completion of a predetermined number of games). If it determines that the termination condition has been met, it proceeds to step S237-5; if it determines that the termination condition has not been met, it terminates the special pre-announcement performance state process.

[0282] (Step S237-5) In step S237-1, the main CPU 200a determines whether or not it has won the bonus lottery. If it determines that it has won the bonus lottery, it proceeds to step S237-7; if it determines that it has not won the bonus lottery, it proceeds to step S237-9.

[0283] (Step S237-7) Main CPU 200a sets the next AT flag to a value corresponding to the special performance state and terminates the processing for that special pre-performance state.

[0284] (Step S237-9) If it is determined in step S237-5 that the bonus lottery has not been won, the main CPU 200a turns off the advantageous section flag, sets the next AT flag to a value corresponding to the non-advantageous performance state, and terminates the special pre-announcement performance state processing.

[0285] Figure 26 is a flowchart illustrating the special performance state processing (S238) executed in the state-specific module execution process. The special performance state processing is executed when the performance state is a special performance state.

[0286] (Step S238-1) The main CPU 200a determines whether the special performance state has met the termination conditions. If it determines that the termination conditions have been met, it proceeds to step S238-3; if it determines that the termination conditions have not been met, it terminates the special performance state process. The termination condition for the special performance state is that the predetermined number of additional tokens added in step S237-1 has been obtained.

[0287] (Step S238-3) The main CPU 200a turns off the advantageous section flag, sets the next AT flag to a value corresponding to the non-advantageous performance state, and terminates the special performance state processing.

[0288] Figure 27 is a flowchart illustrating the processing (S240) during rotation of the main control board 200.

[0289] (Step S240-1) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bits corresponding to the indicators (not shown) of the stop switches 120a, 120b, and 120c. Here, the stop indicator output bit consists of a 3-bit bit sequence, with each bit corresponding to the illumination color of the three stop switches 120a, 120b, and 120c, represented as blue = 1 and red = 0.

[0290] (Step S240-3) The main CPU 200a executes an output port image set process to update the output image for the bits set in step S240-1 above.

[0291] (Step S240-5) The main CPU 200a performs error checking, which involves verifying the results of various error detections.

[0292] (Step S240-7) The main CPU 200a refers to the index flag to obtain the index of the rotating reels 110a, 110b, and 110c. Note that the index flag is only set after reels 110a, 110b, and 110c have reached a steady rotation speed. In other words, if the index flag is set, it also indicates that reels 110a, 110b, and 110c have reached a steady rotation speed.

[0293] (Step S240-9) The main CPU 200a determines whether all index flags for reels 110a, 110b, and 110c have been detected. If it determines that none of the index flags have been detected, it proceeds to step S240-1; if it determines that all of the index flags have been detected, it proceeds to step S240-11.

[0294] (Step S240-11) The main CPU 200a obtains stop reel bits indicating which reels 110a, 110b, and 110c are stopped or starting to stop. Here, the stop reel bits consist of a 3-bit sequence, where each bit corresponds to one of the three reels 110a, 110b, and 110c, and are represented as 1 for steady state, and 0 for acceleration, deceleration, or stopped state.

[0295] (Step S240-13) The main CPU 200a saves the stop spinner bit obtained in step S240-11 as a spinner rotation flag.

[0296] (Step S240-15) The main CPU 200a sets the stop indicator output bit ON (output image) to turn on (turn off) the bits corresponding to the indicators (not shown) of the stop switches 120a, 120b, and 120c.

[0297] (Step S240-17) The main CPU 200a acquires an image of input port 0 and performs a target bit extraction process to extract the target bits from the acquired image. Here, the target bits consist of a 3-bit sequence, where each bit is associated with one of the three stop switches 120a, 120b, and 120c, and are represented as 1 for operated and 0 for not operated.

[0298] (Step S240-19) The main CPU 200a calculates the logical AND of the reel rotation flag obtained in step S240-13 and the target bit extracted in step S240-17. Here, if the reel 110 is rotating and the stop switch 120 corresponding to that reel is operated, that is, if the operated stop switch 120 corresponds to the reel 110 that is rotating, the logical AND is 1.

[0299] (Step S240-21) The main CPU 200a determines whether the logical AND calculated in step S240-19 is 0, that is, whether the stop switch 120 corresponding to the rotating reel 110 has not been operated. If it determines that the stop switch 120 corresponding to the rotating reel 110 has not been operated, the process moves to step S240-3. If it determines that the stop switch 120 corresponding to the rotating reel 110 has been operated, the process moves to step S240-23.

[0300] (Step S240-23) The main CPU 200a acquires an output image containing the stop indicator output bits, and calculates the logical AND of the acquired output image and the logical AND calculated in step S240-19 above. Here, the logical AND bit is 0 if the operated stop switch 120 is lit red, and 1 if it is lit blue.

[0301] (Step S240-25) The main CPU 200a determines whether the logical AND calculated in step S240-23 is 0, that is, whether the operated stop switch 120 is lit red. If it determines that the operated stop switch 120 is lit red, the process moves to step S240-1; if it determines that the operated stop switch 120 is not lit red, the process moves to step S240-27.

[0302] (Step S240-27) The main CPU 200a determines whether the operated stop switch 120 is valid or not. If it determines that the operated stop switch 120 is not valid, the process moves to step S240-1; if it determines that the operated stop switch 120 is valid, the process moves to step S240-29. Here, it is determined whether only one stop switch 120 was operated. If it determines that only one stop switch 120 was operated, the process moves to step S240-29; if it determines that more than one stop switch 120 was operated, i.e., two or more, the process moves to step S240-1.

[0303] (Step S240-29) The main CPU 200a executes a stop control reel setting process to acquire various parameters for stopping the reel 110 corresponding to the operated stop switch 120.

[0304] (Step S240-31) The main CPU 200a will have interrupts disabled.

[0305] (Step S240-33) The main CPU 200a executes a press reference position acquisition process, which derives the symbol number of the symbol located on active line A as the press reference position.

[0306] (Step S240-35) The main CPU 200a executes a process to determine the number of slipping frames of reel 110.

[0307] (Step S250) The main CPU 200a executes a reel stop process to stop the reel 110 corresponding to the operated stop switch 120. This reel stop process will be described later.

[0308] Figure 28 is a flowchart illustrating the reel stop process (S250) on the main control board 200.

[0309] (Step S250-1) The main CPU 200a obtains the press reference position derived in step S240-35 above.

[0310] (Step S250-3) The main CPU 200a calculates the stop request number by correcting the number of sliding frames determined in step S240-37 with respect to the press reference position obtained in step S250-1.

[0311] (Step S250-5) The main CPU 200a sets a stop request flag (to 1). The stop request flag is used to request a concurrently running program to stop the target reel 110. By setting the stop request flag to 1, it becomes possible to stop the symbol corresponding to the stop request number on the active line A. This stop request flag and the above stop request number are read by the concurrently running program, and the reel 110 is stopped. Once the stop process is complete, the program resets the stop request flag to 0 (OFF).

[0312] (Step S250-7) Main CPU 200a enables interrupts.

[0313] (Step S250-9) The main CPU 200a sets a stop information command indicating the stopping order of reel 110 into the transmit buffer.

[0314] (Step S250-11) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switch 120.

[0315] (Step S250-13) The main CPU 200a executes an output port image set process to update the output image for the bits set in step S250-11 above.

[0316] (Step S250-15) The main CPU 200a executes the display pattern bit setting process, which sets the display pattern bits.

[0317] (Step S250-17) The main CPU 200a performs the next machine setting preprocessing to stop the next reel 110.

[0318] (Step S250-19) The main CPU 200a determines whether the stopping process for all reels 110 has been completed. If it determines that the stopping process for all reels 110 has not been completed, it proceeds to step S240; if it determines that the stopping process for all reels 110 has been completed, it proceeds to step S250-21.

[0319] (Step S250-21) The main CPU 200a determines whether the stop request flag is on for any of the reels 110, that is, whether all of the reels 110 are not stopped. If it determines that all of the reels 110 are not stopped, it proceeds to step S250-21; if it determines that all of the reels 110 are stopped, it proceeds to step S250-23.

[0320] (Step S250-23) The main CPU 200a performs error checking, which involves verifying the results of various error detections.

[0321] (Step S250-25) The main CPU 200a performs a target bit extraction process to extract information about the target bit.

[0322] (Step S250-27) The main CPU 200a determines whether the stop switch 120 is pressed based on the target bit obtained in step S250-25 above. If it determines that the stop switch 120 is pressed, it proceeds to step S250-23; if it determines that the stop switch 120 is not pressed, it proceeds to step S260.

[0323] (Step S260) The main CPU 200a executes a display determination process to determine the winning combination. This display determination process will be described later.

[0324] Figure 29 is a flowchart illustrating the display determination process (S260) in the main control board 200.

[0325] (Step S260-1) The main CPU 200a clears the buffer of the main payout display unit 132.

[0326] (Step S260-3) The main CPU 200a executes a display judgment anomaly detection process to determine whether a display judgment anomaly has occurred, based on whether the combination of symbols displayed on active line A matches the combination of symbols permitted to be displayed on active line A.

[0327] (Step S260-5) The main CPU 200a sets the error code "EE" to indicate a display judgment error.

[0328] (Step S260-7) The main CPU 200a determines whether there is a display judgment abnormality based on the result of the determination in step S260-3 above. If it determines that there is a display judgment abnormality, it proceeds to step S112; if it determines that there is no display judgment abnormality, it proceeds to step S260-9.

[0329] (Step S260-9) The main CPU 200a executes a display symbol identification and generation process that determines the winning combination based on the symbol combination that stops (is displayed) on the active line A.

[0330] (Step S260-11) The main CPU 200a is set to 0 as the initial value for the number of coins to be dispensed.

[0331] (Step S260-13) The main CPU 200a determines whether a minor win has occurred. If it determines that a minor win has occurred, it proceeds to step S260-15; if it determines that a minor win has not occurred, it proceeds to step S260-35.

[0332] (Step S260-15) The main CPU 200a turns on the winning flag, which indicates that a minor role has been achieved.

[0333] (Step S260-17) The main CPU 200a executes a payout setting process that determines the number of coins to be paid out according to the winning combination.

[0334] (Step S260-19) The main CPU 200a determines whether it is in a favorable period. If it determines that it is not in a favorable period, it proceeds to step S270; if it determines that it is in a favorable period, it proceeds to steps S260-21.

[0335] (Step S260-21) The main CPU 200a obtains the value of the advantageous period MY counter, which counts MY during the advantageous period.

[0336] (Step S260-23) The main CPU 200a adds the number of payouts to the value of the advantageous section MY counter obtained in step S260-23 above.

[0337] (Step S260-25) The main CPU 200a retrieves the number of tokens inserted into the game.

[0338] (Step S260-27) The main CPU 200a subtracts the number of inserted sheets from the value added in step S260-23 above.

[0339] (Step S260-29) The main CPU 200a determines whether the subtraction result in step S260-27 is negative. If it determines that the subtraction result is not negative, it proceeds to step S260-33; if it determines that the subtraction result is negative, it proceeds to step S260-31.

[0340] (Step S260-31) Main CPU200a clears (sets to 0) the value of the advantageous section MY counter.

[0341] (Step S260-33) The main CPU 200a updates the value of the advantageous section MY counter with the value subtracted in step S260-27 above, or the value cleared in step S260-31 above.

[0342] (Step S260-35) The main CPU 200a determines whether a replay combination has been awarded. If it determines that a replay combination has not been awarded, it proceeds to step S270; if it determines that a replay combination has been awarded, it proceeds to steps S260-37.

[0343] (Step S260-37) The main CPU 200a sets the number of coins to be inserted as the number of coins to be dispensed.

[0344] (Step S260-39) Main CPU 200a turns on the "Re-play in progress" flag.

[0345] (Step S260-41) The main CPU 200a sets the number of sheets to be automatically inserted.

[0346] (Step S270) The main CPU 200a executes the payout process to dispense medals. This payout process will be described later.

[0347] Figure 30 is a flowchart illustrating the dispensing process (S270) on the main control board 200.

[0348] (Step S270-1) The main CPU 200a acquires the flag indicating that the game is in operation for replay.

[0349] (Step S270-3) The main CPU 200a sets a payout start command in the send buffer, indicating that medal payout has begun.

[0350] (Step S270-5) The main CPU 200a determines whether a replay combination has been won based on the replay activation flag obtained in step S270-1 above. If it determines that a replay combination has been won, it proceeds to step S270-41; if it determines that a replay combination has not been won, it proceeds to step S270-7.

[0351] (Step S270-7) The main CPU 200a executes the main display processing to display 0 on the main payout display unit 132.

[0352] (Step S270-9) The main CPU 200a determines whether there is no payout (the number of payouts is 0). If it determines that there is no payout, it proceeds to step S270-35; if it determines that there is a payout, it proceeds to step S270-11.

[0353] (Step S270-11) The main CPU 200a determines whether the number of stored tokens is 50 or more. If it determines that the number of stored tokens is 50 or more, it proceeds to step S270-13; if it determines that the number of stored tokens is not 50 or more, it proceeds to step S270-15.

[0354] (Step S270-13) The main CPU 200a executes a medal dispensing device control process to dispense one medal from the medal dispensing device 142, and then proceeds to step S270-23.

[0355] (Step S270-15) The main CPU 200a sets the payout start interval timer.

[0356] (Step S270-17) The main CPU 200a determines whether the payout start timer is not 0, i.e., whether it is the first payout. If it is determined that it is the first payout, the process moves to step S270-21; otherwise, the process moves to step S270-19.

[0357] (Step S270-19) The main CPU 200a performs a timer wait process, waiting until the payout start interval timer reaches 0.

[0358] (Step S270-21) The main CPU 200a increments the number of stored tokens by 1.

[0359] (Step S270-23) The main CPU 200a sets a payout execution command in the send buffer, indicating that one medal has been dispensed.

[0360] (Step S270-25) The main CPU 200a performs pre-display processing for the main display unit 132 to display the number of tokens that have already been dispensed.

[0361] (Step S270-27) The main CPU 200a determines whether or not the game is in bonus mode. If it determines that the game is not in bonus mode, it proceeds to step S270-31; if it determines that the game is in bonus mode, it proceeds to step S270-29.

[0362] (Step S270-29) The main CPU 200a increments the number of medals earned during bonus play by 1, which is the number of medals dispensed during bonus play.

[0363] (Step S270-31) The main CPU 200a determines whether the payout of the specified number of tokens has been completed. If it determines that the payout has not been completed, it proceeds to step S270-11; if it determines that the payout has been completed, it proceeds to step S270-33.

[0364] (Step S270-33) The main CPU 200a executes a payout termination process to end the medal payout.

[0365] (Step S270-35) The main CPU 200a determines whether an over-error has been detected. If it determines that no over-error has been detected, it proceeds to step S270-41; if it determines that an over-error has been detected, it proceeds to step S270-37.

[0366] (Step S270-37) The main CPU 200a sets the error code "E5," which indicates an over-error.

[0367] (Step S270-39) The main CPU 200a performs error display, requests for warning sounds, and error wait processing, including waiting for error recovery.

[0368] (Step S270-41) The main CPU 200a sets a payout completion command in the send buffer to indicate that the medal payout has finished.

[0369] (Step S280) The main CPU 200a executes game transition processing, which includes managing transitions between game states and advantageous periods. This game transition processing will be described later.

[0370] Figure 31 is a flowchart illustrating the game transition process (S280) on the main control board 200.

[0371] (Step S280-1) The main CPU 200a acquires a replay activation flag, and based on the acquired replay activation flag, it sets a stop indicator output bit off (output image) to turn on or off the bit corresponding to the replay indicator (not shown) that indicates the next game is a replay, and executes replay indicator control processing to update the output bit of the set output image.

[0372] (Step S280-3) When a bonus combination is achieved, the main CPU 200a executes a mechanism activation symbol display process that sets various parameters for controlling the bonus game state.

[0373] (Step S281) The main CPU 200a executes state-specific module execution processing, which runs modules for each performance state and interval state. In this state-specific module execution processing, the module (process) corresponding to the transitioned performance state is read from the main ROM 200b and executed.

[0374] (Step S280-5) When the bonus game state is active, the main CPU 200a executes a bonus operation termination process that transitions the game state to a non-internal game state when the number of coins acquired during the bonus operation reaches a predetermined number.

[0375] (Step S280-7) The main CPU 200a executes the advantageous period update process, which manages the advantageous period.

[0376] (Step S280-9) The main CPU 200a determines whether the next game is in an AT (Attack Time) state. If it determines that the next game is not in an AT state, it proceeds to step S280-15; if it determines that the next game is in an AT state, it proceeds to step S280-11.

[0377] (Step S280-11) The main CPU 200a determines whether or not the game is in bonus mode. If it determines that the game is not in bonus mode, it proceeds to step S280-15; if it determines that the game is in bonus mode, it proceeds to step S280-13.

[0378] (Step S280-13) The main CPU 200a sets the advantageous lamp flag to ON in order to light up the section indicator 160.

[0379] (Step S280-15) The main CPU 200a executes the performance command setting process, which sets performance commands, which are commands related to the advantageous period, into the transmission buffer.

[0380] (Step S280-17) The main CPU 200a sets a game end command in the send buffer to indicate that a game has finished.

[0381] (Step S280-19) The main CPU 200a performs terminal board signal output processing to output external signals.

[0382] (Step S280-21) The main CPU 200a determines whether the performance wait timer, which is set when the advantageous period ends in step S280-7, is not 0. If it determines that the performance wait timer is not 0, it proceeds to step S280-21; if it determines that the performance wait timer is 0, it proceeds to step S280-23.

[0383] (Step S280-23) The main CPU 200a sets a game status command, which indicates the game status, into the transmit buffer.

[0384] (Step S280-25) The main CPU 200a sets a game start command, indicating the start of the next game, into the transmit buffer.

[0385] (Step S280-27) The main CPU 200a performs the net difference counter update process and then moves the process to step S200. This net difference counter update process will be described later.

[0386] One game is executed through the series of processes from step S200 to step S280. Thereafter, the process from step S200 to step S280 will be repeated.

[0387] Next, the power outage saving process and timer interrupt processing in the main control board 200 will be described.

[0388] (Power outage saving process for main control board 200) Figure 32 is a flowchart illustrating the power failure escape process in the main control board 200. The main CPU 200a monitors the power failure detection circuit, and when the power supply voltage falls below a predetermined value, it interrupts and executes the power failure escape process.

[0389] (Step S300-1) When a power failure warning signal is received, the main CPU 200a saves its registers.

[0390] (Step S300-3) The main CPU 200a checks for a power failure warning signal.

[0391] (Step S300-5) The main CPU 200a determines whether it has detected a power failure warning signal. If it determines that it has detected a power failure warning signal, it proceeds to step S300-11; if it determines that it has not detected a power failure warning signal, it proceeds to step S300-7.

[0392] (Step S300-7) Main CPU 200a restores the registers.

[0393] (Step S300-9) The main CPU 200a performs the process to enable interrupts and then terminates the power-out save process.

[0394] (Step S300-11) The main CPU 200a executes an output port clear process, which stops the output from the output port.

[0395] (Step S300-13) The main CPU 200a performs backup processing for a separate area in the event of a power outage.

[0396] (Step S300-15) Main CPU200a performs the necessary RAM protection configuration process to prevent access to main RAM200c.

[0397] (Step S300-17) The main CPU 200a sets the loop counter's count value to a predetermined number of power failure detection signals in order to set the power failure monitoring time.

[0398] (Step S300-19) The main CPU 200a decrements the value of the loop counter set in step S300-17 above by 1.

[0399] (Step S300-21) The main CPU 200a determines whether the loop counter's count value is not zero. If it determines that the count value is not zero, it proceeds to step S300-19; if it determines that the count value is zero, it proceeds to the CPU initialization process described above (step S1000).

[0400] If a power outage actually occurs, the slot machine 100 will stop operating while steps S300-19 to S300-21 are looping.

[0401] (Timer interrupt processing on main control board 200) Figure 33 is a flowchart illustrating the timer interrupt processing in the main control board 200. The main control board 200 is equipped with a reset clock pulse generation circuit that generates a clock pulse at predetermined intervals (1.49 milliseconds in the simultaneous rotation example, hereinafter referred to as "1.49ms"). When a clock pulse is generated by the reset clock pulse generation circuit, an interrupt occurs and the following timer interrupt processing is executed.

[0402] (Step S400-1) Main CPU 200a saves the registers.

[0403] (Step S400-3) The main CPU 200a clears the interrupt flag.

[0404] (Step S400-5) The main CPU 200a reads various input port images and performs port input processing to accurately obtain the latest switch status.

[0405] (Step S400-6) The main CPU 200a performs the complete function activation signal buffer setting process. This complete function activation signal buffer setting process will be described later.

[0406] (Step S400-7) The main CPU 200a outputs the set output image to the output port and performs dynamic port output processing to control the illumination of the main credit display unit 130, the main payout display unit 132, the number of coins inserted display unit, the start display unit, the stop switch displays 120a, 120b, and 120c, the replay display unit, and the section display unit 160.

[0407] (Step S400-9) The main CPU 200a updates the timer interrupt processing phase. The timer interrupt processing phase can be one of 0 to 3. In this case, if the timer interrupt processing phase is 0, 1, or 2, it is incremented by 1, and if the timer interrupt processing phase is 3, it is changed to 0.

[0408] (Step S400-11) The main CPU 200a performs subcommand transmission processing to send commands stored in the transmit buffer to the sub-control board 202.

[0409] (Step S400-13) The main CPU 200a executes stepping motor control processing to control the stepping motor 152.

[0410] (Step S400-15) The main CPU 200a executes output port image output processing, which outputs an output image to be sent to the medal dispensing device 142.

[0411] (Step S400-17) The main CPU 200a performs a random number update process to update various random values.

[0412] (Step S400-19) The main CPU 200a executes an error detection and monitoring process to output external signals (external signals 4 and 5) corresponding to the error.

[0413] (Step S400-21) The main CPU 200a executes the module (subroutine) corresponding to the timer interrupt processing phase updated in step S400-9 above. Here, the timer interrupt processing phase is set to one of 0 to 3, and there is one module corresponding to each of the timer interrupt processing phases 0 to 3 (a total of 4), so one module is executed once every 4 timer interrupt processing (every 5.96ms). For example, a module that performs time monitoring processing to subtract various timers is associated with one timer interrupt processing phase.

[0414] (Step S400-23) The main CPU 200a performs test signal output processing, which outputs the test signal to an external source.

[0415] (Step S400-25) The main CPU 200a reads various input port images and performs port input processing to accurately obtain the latest switch status.

[0416] (Step S400-27) Main CPU 200a restores the registers.

[0417] (Step S400-29) The main CPU 200a enables the interrupt and terminates the timer interrupt processing.

[0418] <Memory Map> As mentioned above, in the main control board 200, the main CPU 200a works in cooperation with the main RAM 200c to control the progress of the game based on the program stored in the main ROM 200b. The programs for executing these functions are placed in predetermined areas (used areas) of the main ROM 200b and main RAM 200c.

[0419] Figure 34 is an explanatory diagram showing the memory map. The main ROM 200b is allocated a memory space of 0000h to 3FFFh (12kbytes), the main RAM 200c is allocated a memory space of F000h to F3FFh (1kbyte), and the input / output section (not shown) is allocated a memory space of FE00h to FEFFh (256 bytes). The program's instruction code is written in assembly language. Here, the program consists of instruction code that can be read by the computer and, in cooperation with data and work areas, can perform predetermined processing.

[0420] The memory space from 0000h to 1DF3h in the main ROM 200b is allocated as a usage area. This usage area is used to store programs and data for executing game control processing that controls the progress of the game. Specifically, the memory space (control area) limited to 0000h to 11FFh (4.5kbytes) stores instruction codes for programs that execute game control processing to control the progress of the game by activating the initialization means 300, betting means 302, winning type lottery means 304, reel control means 306, judgment means 308, payout control means 310, game state control means 312, performance state control means 314, and command transmission means 316. The memory space (data area) limited to 1200h to 1DF3h (3.0kbytes) stores data used in the game control processing program. In addition, the memory space from 1E00h to 1FFFh is allocated as a comment area, and the memory space from 3FC0h to 3FFFh is allocated as a program management area. Furthermore, a separate area (unused area) is allocated in the memory space from 2000h to 3FBFh. As will be described later, this separate area is for storing programs and data that are not designated to be stored in the used area. Specifically, the memory space from 2000h to 3FBFh stores instruction codes and program data for programs that perform some or all of the testing and security-related processing for the gaming machine (hereinafter sometimes simply referred to as "processing outside of game control"), which does not affect the progress of the game.

[0421] Furthermore, the memory space F000h to F1FFh of main RAM 200c is allocated for use. Specifically, the memory space F000h to F13Fh is allocated as the work area for the above-mentioned game control processing and is used for variable management such as timers, counters, and flags. The memory space F1C0h to F1FFh is allocated as the stack area for the above-mentioned game control processing. In addition, a separate area is allocated to the memory space F200h to F3FFh of main RAM 200c. Specifically, the memory space F210h to F22Fh is allocated as the work area for some or all of the above-mentioned security-related processing and is used for variable management such as timers, counters, and flags. The memory space F230h to F246h is allocated as the stack area for some or all of the above-mentioned security-related processing.

[0422] Furthermore, the I / O section is allocated to the memory space from FE00h to FEFFh. Conventionally, a 256-byte I / O space was provided independently of the memory space to access devices corresponding to the I / O section. In contrast, in this embodiment, the MREQ and IORQ signals are eliminated, and access to the memory and I / O section is unified using the RD and WR signals. In addition, a U register is provided as hardware to specify the upper 8-bit address for accessing devices connected to the I / O section, and the upper 8-bit address is pre-specified here. As a result, the I / O space, which was previously provided independently of the memory space, is integrated into the memory space as a single address space, and when the IN and OUT instructions are executed, the I / O section allocated in the memory space can be accessed using the upper 8 bits specified by the U register and the lower 8 bits specified by the operands of the IN and OUT instructions.

[0423] In this embodiment, the LDQ instruction uses the value of the Q register to access the memory space (mainly the data area and work area), and the IN and OUT instructions use the U register to access the I / O of devices (timers, random number generators, external input / output circuits, etc.). This configuration makes it easier to understand the program during the design phase. Furthermore, access to memory and I / O, which was previously specified and accessed using 16-bit addresses, can now be done using the lower 8 bits of the operand, thus compressing the program size. Moreover, by having multiple upper-order registers such as the Q register, Q' register, and U register, the number of times upper-order registers need to be reused and swapped is reduced compared to when there is only one upper-order register, further compressing the program size.

[0424] In the example above, the IN and OUT instructions were used to access the memory space corresponding to the I / O space, but it is also possible to access the memory space directly with the IN and OUT instructions. This can be achieved, for example, when accessing three 256-byte areas in memory, by specifying the upper 8 bits of each in the Q register, Q' register, and U register, and then accessing each area with the LDQ instruction, IN instruction, and OUT instruction.

[0425] <Complete Function> In Slot Machine 100, the difference between the number of tokens inserted (value related to the use of game value) and the number of tokens paid out (value related to the acquisition of game value) is managed as the difference in tokens (a cumulative value based on the value related to the use of game value and the value related to the acquisition of game value). In the following, the theoretical cumulative difference in tokens may be referred to as the cumulative value, and the value of the difference counter, which counts (calculates) this cumulative value, may be referred to as the calculated value. Also, the cumulative value may be referred to as the acquisition amount, meaning the theoretical amount of game value acquired by the player, not the calculation result. Therefore, as long as the difference counter is functioning effectively, the cumulative value, which is the theoretical value, and the value of the difference counter that counts it (calculated value) will be equal. Furthermore, when the difference in tokens (cumulative value) reaches a predetermined difference in tokens (predetermined value), for example 20,000 tokens, Slot Machine 100 activates a so-called complete function that limits the progress of the game. Here, restricting the progress of the game means, for example, disabling the insertion of tokens or the operation of switches to prevent the game from continuing. The functional part of the main CPU 200a that can restrict the progress of the game for any reason is sometimes called the progress restriction means. Here, we show an example where the progress restriction means restricts the progress of the game based on a cumulative value, i.e., the value of the token difference counter, reaching a predetermined token difference.

[0426] As described above, in this embodiment, a game section that is advantageous to the player, including a game section in which auxiliary effects are performed, is defined as an advantageous section, and the advantageous section is forcibly terminated when the value counted in the advantageous section reaches a predetermined value. With this configuration, it is possible to avoid the continuation of a game state with high medal acquisition performance. However, with restrictions based solely on the advantageous section, there is a risk that a game state with high medal acquisition performance may continue for a long period of time by repeating gameplay in the advantageous section multiple times. Here, by activating the complete function when the difference in medals reaches a predetermined difference, it is possible to prevent the continuation of a game state with high medal acquisition performance for a long period of time.

[0427] In slot machine 100, a net coin counter (calculation means) is used to count the net number of coins. When a game ends and the number of coins inserted and the number of coins paid out are determined, the main CPU 200a updates the net coin counter based on the number of coins inserted and the number of coins paid out. Specifically, the main CPU 200a subtracts the number of coins inserted from the value of the net coin counter and adds the number of coins paid out to the value of the net coin counter. In this way, the net coin counter is updated.

[0428] The main CPU 200a compares the updated net coin count value with the specified net coin count, and activates the completion function when the net coin count value is equal to or greater than the specified net coin count (for example, 20,000 coins). For example, if the net coin count value is less than the specified net coin count but close to it, say 19,999 coins, and 3 coins are inserted and more than 3 coins are paid out due to a small win, the net coin count value will become 20,000 or more, and the completion function will be activated.

[0429] However, if the net number of tokens counter is used to count indefinitely regardless of the game duration, for example, if the net number of tokens is counted across multiple days, the following problems may arise. As mentioned above, when the net number of tokens reaches a predetermined amount, the completion function is activated, and the progress of the game is restricted. However, since the player cannot accurately determine the net number of tokens since the power was reset, they cannot accurately determine the net number of tokens they can acquire before the completion function is activated.

[0430] Suppose that on the previous day, a player stopped playing just before the completion function was activated, and the next day, another player started playing on the same slot machine. In this case, the other player would not know the difference in the number of tokens they could have won before the completion function was activated, so there is a risk that the completion function would be activated even if they only won a small number of tokens. In that case, the player might become suspicious due to the sudden activation of the completion function.

[0431] Therefore, the main CPU 200a resets the value of the net winnings counter to a predetermined initial value when the power is reset, that is, when the power is turned back on after an outage (power cut). In this way, it eliminates the distrust of players caused by the sudden activation of the complete function.

[0432] When the main CPU 200a is powered on, it sets the initial value of the difference in tokens counter to, for example, "0 (zero)". The main CPU 200a then determines whether or not to activate the completion function based on the difference in tokens since power-on. By setting the initial value of the difference in tokens counter to "0", it becomes possible to directly compare the value of the difference in tokens counter with the predetermined difference in tokens without processing it, thus guaranteeing that the completion function will be activated. Furthermore, by using the value of the difference in tokens counter as is, for example, it is possible to easily calculate how many more tokens need to be acquired to reach the predetermined difference in tokens based on the difference from the predetermined difference in tokens, thereby reducing the processing load related to the completion function.

[0433] Note that the initial value of the difference counter is not limited to "0"; a positive value other than 0 may be used. For example, "40000" can be adopted as the initial value of the difference counter. In this case, even if the difference in tokens itself becomes negative, it will be offset by the initial value of 40000 in the difference counter, and the value of the difference counter will be a positive value. For example, if the value of the difference counter is 40000, and 3 tokens are inserted but no tokens are paid out during the game, the difference in tokens will be a negative value (-3), but the value of the difference counter will be a positive value (39997). In this embodiment, since a binary number with a predetermined number of bytes is used, if a negative value is to be represented, it will be a positive value larger than the specified difference in tokens, and there is a risk that the value of the difference counter will be judged to be greater than or equal to the specified difference in tokens. Here, a large value of "40000" is adopted as the initial value, so even if the number of tokens inserted is greater than the number of tokens paid out, it is possible to avoid the value of the difference counter becoming a negative value. In this way, by adopting a positive value other than 0 as the initial value of the difference in tokens counter, it becomes possible to manage the value of the difference in tokens counter as a positive value while still showing a negative value for the difference in tokens. Furthermore, by maintaining the value of the difference in tokens counter as a positive value, the difference in tokens for each game can be accurately reflected without requiring any special processing to maintain a positive value, making it possible to appropriately manage the overall difference in tokens.

[0434] By the way, the counting range of the net payout counter must be at least within the range that can count the specified net payout. If the specified net payout is, for example, 20000, then that value can be represented by 2 bytes, so the counting range of the net payout counter should be 0 to 65535(2 16 It is desirable to allocate 2 bytes as a memory area to store the value (variable) of the difference counter, using -1). However, it is preferable to randomly select a value other than 0 as the initial value of the difference counter, for example, 65536(2 16 If a value greater than the value obtained by subtracting the specified difference in tokens from ) is adopted, then at least 3 bytes of memory must be prepared in order to compare it with the specified difference in tokens. Therefore, as a predetermined value other than 0, which is the initial value of the token difference counter, 65536(2 16 (216 A value less than or equal to -20000, for example, "40000" as shown above, is adopted. This configuration makes it possible to limit the memory area prepared for comparison with the specified difference in the number of tokens to 2 bytes.

[0435] Furthermore, the initial value of the net number counter is not limited to "40000", but for example, 65536(2 16 Alternatively, the value obtained by subtracting the specified number of difference tokens from the net token count, for example "45536", may be used, and it may be determined that the net token count has exceeded the specified number when it becomes 65536 or more (a carrier occurs). In this case, if one game is played with a net token count of 19999 (net token count counter = 65535), and the number of tokens inserted is 1 and the number of tokens paid out is 15, the net token count counter will reach its maximum value of 65549. In any case, when the net token count exceeds the specified number of difference tokens, the value of the net token count counter will exceed the maximum value of 2 bytes, 65535 (overflow). In this case, it is sufficient to check for an overflow of the 2-byte value without comparing the value of the net token count counter with a specific number, so it is possible to reduce processing load and memory capacity.

[0436] Furthermore, regardless of the initial value of the net payout counter, the main CPU 200a sets the net payout counter to 0 if the value becomes negative based on the number of coins inserted > the number of coins paid out (the value related to the use of game value is greater than the value related to the acquisition of game value). Specifically, if the net payout counter value is 0 or close to 0, and the number of coins inserted > the number of coins paid out in a given game, the net payout counter value becomes negative. For example, if the net payout counter value is 0 and the number of coins inserted is 3, the net payout counter value becomes negative. Also, if the net payout counter value is 1 and the number of coins inserted is 3, the net payout counter value becomes negative. Also, if the net payout counter value is 2 and the number of coins inserted is 3, the net payout counter value becomes negative. In this way, if the value of the net payout counter becomes negative because the number of coins inserted > the number of coins paid out, the net payout counter can be forcibly set to 0, thereby preventing the net payout counter from becoming negative. Therefore, even if the net payout counter is set to "0" when the power is turned on and the number of coins inserted > the number of coins paid out from the first game, the net payout counter can be counted appropriately.

[0437] <Exceptions to the operation of the complete function> As mentioned above, when the net difference in tokens reaches a predetermined number, the completion function is activated, and the progress of the game is restricted. This means that even if the game state is favorable for winning tokens, the game cannot be continued once the net difference reaches the predetermined number. However, if the completion function is activated uniformly when the net difference reaches the predetermined number, players may feel uncomfortable with the immediate halt in gameplay depending on the game state and the game's presentation. For example, this might occur if the net difference is close to the predetermined number and a bonus role such as "RBB" is won.

[0438] The bonus role is a winning role that is directly determined by a winning type lottery in response to the player's operation of the start switch 118. Furthermore, when a bonus role is won and the game state enters the RBB (Real Big Bonus) activation state, the number of symbol combinations related to winning at predetermined intervals can be increased, or the probability of the condition device related to winning at predetermined intervals being activated can be increased. Therefore, when a bonus role is won, the player can reliably and quickly obtain a predetermined game benefit. However, if the number of net winnings reaches a predetermined number during the RBB activation state and the completion function is activated, the player may not receive the game benefit they would have otherwise received, potentially leading to a sense of loss.

[0439] Therefore, in this embodiment, even if the number of winning tokens reaches a predetermined number while the RBB is in operation (advantageous state), the complete function is not activated until the RBB operation state ends. As a result, even if the complete function is activated, the player can complete the currently running RBB operation state and reliably obtain the resulting game profits.

[0440] Figures 35 and 36 are explanatory diagrams illustrating an example of the complete function. For example, suppose the cumulative value, i.e., the value of the difference counter, is 19,950 coins, as shown in Figure 35(a). Also, suppose that at this time, the winning type lottery results in winning the "RBB" type, which has an expected payout of 100 coins. When the symbol combination corresponding to the winning combination "RBB" is displayed on active line A, the game state becomes the RBB active game state.

[0441] Here, let's assume that as the player continues playing in the RBB (Real Big Bonus) activation state, the cumulative value, i.e., the value of the difference counter, reaches the predetermined difference of 20,000 coins (the amount acquired reaches the predetermined value), as shown in Figure 35(b). In this case, the main CPU 200a would normally activate the complete function, but it restricts the activation of the complete function on the condition that the game state is the RBB activation state. In other words, the main CPU 200a does not activate the complete function.

[0442] Then, if the player continues playing while the RBB is active, the number of coins acquired in the RBB active state will reach 100, as shown in Figure 35(c), the RBB active state will end, and the game state will transition to a non-internal game state. At this time, for example, the cumulative value, i.e., the value of the difference in coins counter, will be 20050 coins, which is more than the specified difference in coins. The main CPU 200a will release the restriction on the operation of the complete function and activate the complete function based on the fact that the value of the difference in coins counter is greater than or equal to the specified difference in coins. With this configuration, the player can continue playing until the RBB active state ends, and thus can be sure to obtain the resulting game profit.

[0443] However, if the operation of the complete function can be restricted while the RBB is active, then it may be possible to create a strategy by adjusting the cumulative value (number of tokens difference). For example, while the RBB is active, after the value of the token counter (cumulative value) reaches the specified number of tokens difference, it is conceivable to operate the stop switch 120 so that the payout of tokens is less than the specified number of tokens difference, that is, the number of tokens inserted > the number of tokens paid out, thereby reducing the cumulative value to less than the specified number of tokens difference and avoiding the activation of the complete function. Furthermore, by adjusting the cumulative value at this time, the cumulative value at the end of the RBB active state may be less than the specified number of tokens difference, but close to the specified number of tokens difference (for example, 19995 tokens), and the number of tokens acquired can be increased by hitting bonus roles or small roles with a large payout.

[0444] Here, the operation of stop switch 120, where the number of coins inserted > the number of coins paid out, can be achieved under the following circumstances. For example, in a so-called A+AT slot machine, while playing in the RBB (Real Big Bonus) mode (manual type), the number of coins won can be reduced by deliberately displaying the jack symbol on an active line to reduce the expected number of coins won, or by winning a single bonus to prevent winning the "Bat Order Bell" type, or by performing an incorrect operation pattern instead of following the auxiliary effects. Furthermore, in a slot machine designed for playing in the RBB internal game state, the number of coins won can also be reduced by deliberately winning a bonus at a timing when a bonus role can only be won under predetermined circumstances, such as by performing an incorrect operation pattern for the selected winning type, thereby entering the RBB mode.

[0445] For example, as shown in Figure 36(a), when playing in the RBB (Replay Bonus) active state, the value of the net difference counter temporarily reaches 20010 coins, which is above the specified net difference. Then, when the player operates the stop switch 120 in the RBB active state, such that the number of coins inserted > the number of coins paid out, the cumulative value becomes 19990 coins, which is below the specified net difference, as shown in Figure 36(b), and the RBB active state ends. In this case, as shown in Figure 36(b), at the time the RBB active state ends, the cumulative value is not above the specified net difference, so the activation condition for the complete function is not met. However, in this embodiment, as an exception, the operation of the complete function is restricted only on the condition that the game state is the RBB active state. In reality, as shown in Figure 36(a), the cumulative value, i.e., the value of the net difference counter, is above the specified net difference during the RBB active state, and the activation condition for the complete function is met. Therefore, as shown in Figure 36(b), the complete function should activate at the time the RBB operation state ends, even if the cumulative value is not equal to or greater than the specified difference in tokens.

[0446] Furthermore, if the operation of the complete function can be restricted while the RBB is active, it becomes possible to avoid the operation of the complete function by manipulating the power supply. As mentioned above, the difference in tokens counter in this embodiment starts counting from the moment the power is turned on. In other words, the difference in tokens counter is cleared when the power is cut off. Normally, once the complete function has been activated, the progress of the game is already restricted, so there is no problem even if the difference in tokens counter is cleared. However, if the operation of the complete function is restricted while the RBB is active, the following problems may arise.

[0447] For example, if, while playing in the RBB (Real Big Bonus) state, the difference in tokens counter reaches a predetermined number of tokens, and then the slot machine 100 is unintentionally or illegally (intentionally) cut off, the difference in tokens counter will be cleared based on that power cut. While the difference in tokens counter is functioning effectively, its value is equal to the cumulative value. However, if the difference in tokens counter is cleared in this way, the cumulative value and the value of the difference in tokens counter will be different. As a result, when the RBB state ends, the cumulative value will be less than the predetermined number of tokens, and the conditions for activating the complete function will not be met. In this case, the player can avoid the activation of the complete function altogether. Also, since the difference in tokens counter is cleared, there is no longer any worry that the complete function will activate immediately. Furthermore, if the complete function is activated, the player can illegally obtain post-RBB gameplay benefits that they would not have been able to obtain otherwise, such as AT (Attack Time) effects or chance zones.

[0448] However, as described above, in this embodiment, the operation of the complete function is restricted only on the condition that the game state is in the RBB operation state. In reality, as shown in Figure 36(a), the value of the net payout counter is equal to or greater than the specified net payout during the RBB operation state, and the conditions for the complete function to operate are met. In that case, when the net payout counter is cleared due to a power outage and the RBB operation state ends, the complete function should operate even if the cumulative value is not equal to or greater than the specified net payout.

[0449] Therefore, in this embodiment, once the value of the net difference counter reaches a predetermined net difference, the complete function is activated even if the cumulative value subsequently falls below the predetermined net difference. As a prerequisite, the main CPU 200a does not restrict the progress of the game until at least the RBB operation state ends, even if the value of the net difference counter reaches a predetermined net difference during the RBB operation state. Here, the situation at the end of the RBB operation state can be described as follows: a first situation, as shown in Figure 35(c), where the cumulative value is equal to or greater than the predetermined net difference (the amount acquired is equal to or greater than a predetermined amount), that is, the value of the net difference counter is equal to or greater than the predetermined net difference; and a second situation, as shown in Figure 36(b), where the cumulative value is less than the predetermined net difference (the amount acquired is less than a predetermined amount). The reason why the second situation was not defined as a situation where the value of the net difference counter falls below the specified net difference is that, as will be explained later, when the value of the net difference counter exceeds the specified net difference and the activation conditions for the complete function are met, the net difference counter is cleared and may not be subject to evaluation. However, if the net difference counter is not cleared and continues to count the net difference, the cumulative value equals the value of the net difference counter, so the situation where the value of the net difference counter falls below the specified net difference may also be considered the second situation. Based on the fact that the value of the net difference counter exceeds the specified net difference and the activation conditions for the complete function are met, the main CPU 200a restricts the progress of the game at the end of the RBB operation state, regardless of whether it is the first or second situation described above.

[0450] Thus, once the value of the net difference counter reaches a predetermined net difference, even if the cumulative value subsequently falls below the predetermined net difference, the complete function is activated as soon as the RBB (Real Big Bonus) game state ends. This configuration allows the complete function to be activated regardless of whether the player performs an action that results in a net difference of more coins than the number of coins inserted, thus eliminating the possibility of exploitation.

[0451] In this embodiment, the winning combination "RBB" was described as a bonus combination that allows the game to be extended after the activation conditions for the complete function have been met. However, if there are multiple types of RBB, any of them may be selected for extension. Furthermore, it is possible to select certain RBBs for extension and exclude others from extension. In addition, the first type special combination (RB) may also be selected for extension. Moreover, the determination of bonus combinations that allow the game to be extended may be performed in the usage area or in a separate area.

[0452] Furthermore, whether or not to extend the game after the activation conditions for the complete function have been met and while the RBB is active may be determined by referring to other states. For example, if the game is in an advantageous zone after the activation conditions for the complete function have been met and while the RBB is active, the game may be extended. Alternatively, if the game has transitioned from a non-advantageous zone to an advantageous zone after the activation conditions for the complete function have been met and while the RBB is active, the extension of the game may be stopped and the complete function activated.

[0453] Furthermore, the state in which the game can be extended after the activation conditions for the complete function are met is not limited to the RBB activation state mentioned above, but can be any advantageous state for the player during gameplay, such as other bonus game states, RT game states with a high probability of winning replay roles, AT performance states, ART game states where AT performance states and RT game states proceed simultaneously, chance zones (CZ), etc.

[0454] Thus, even if the difference in the number of tokens reaches a predetermined number, the main CPU 200a will activate the complete function, assuming that the game state is in the RBB (Real Big Bonus) operation state, even if the value of the token difference counter reaches a predetermined number of tokens and then the cumulative value falls below the predetermined number of tokens. The main CPU 200a implements this process using a complete function activation flag (a predetermined flag).

[0455] The complete function activation flag is a flag that indicates that the net difference in tokens has reached a specified amount, which is a condition for activating the complete function. The main CPU 200a turns ON (sets) the complete function activation flag based on the net difference reaching the specified amount. Once the complete function activation flag is turned ON, it will not be turned OFF (cleared) by, for example, a power outage unless a predetermined release condition is met, such as a setting change. In that case, even if the game is extended while the RBB is active after the conditions for activating the complete function have been met, and the net difference in tokens falls below 20,000 at the end of the RBB active game state, as shown in Figure 36(b), the complete function activation flag will not turn OFF. Therefore, the complete function will be reliably activated. In this way, the operation of the complete function can be guaranteed by the complete function activation flag, so when the conditions for activating the complete function are met, the net difference counter can be cleared.

[0456] Here, once the complete function activation flag is turned ON, the ON state of the complete function activation flag is maintained even if the cumulative value subsequently falls below the specified difference in tokens, or even if the slot machine 100 is powered off. When the RBB (Regular Big Bonus) operation state ends, the main CPU 200a sets the complete function activation signal output timer based on the fact that the complete function activation flag is ON (set), and outputs the value of the complete function activation signal buffer, which indicates the operation of the complete function, to the outside while the complete function activation signal output timer is counting. Even if a power outage occurs while the complete function activation signal output timer is counting, after the power is restored, the output of the value of the complete function activation signal buffer, which indicates the operation of the complete function, to the outside will resume for the remaining time of the complete function activation signal output timer.

[0457] Here, the complete function activation signal output timer is a timer that measures the time for which the output of the signal for activating the complete function is maintained. The complete function activation signal output timer is set to a value corresponding to the time for which the signal output is maintained (for example, 30 seconds). In this way, it is possible to maintain the signal indicating the activation of the complete function for a predetermined time. The complete function activation signal buffer holds, for example, 1 byte of information, of which one or more bits correspond to the information indicating the activation of the complete function. In addition to the information indicating the activation of the complete function, the complete function activation signal buffer may also hold information indicating that the game state is in the RBB (Real Big Bonus) activation state. In a medalless game machine that can proceed with the game without the intervention of physical tokens while maintaining the gameplay of the slot machine 100, the value of the complete function activation signal buffer is transmitted to a token count control board (not shown) that controls the number of electronic tokens held by the player.

[0458] Thus, when the value of the difference in tokens counter reaches a predetermined difference in tokens, the main CPU 200a turns on the complete function activation flag. Even if a power outage occurs, the game's progress is restricted based on the fact that the complete function activation flag is ON when the power is restored. Here, there are two states when the power is restored: the first state is when the power is lost while the complete function activation flag is ON (set), and the second state is when the power is lost while the complete function activation flag is OFF (not set). In both the first and second states, when the power is restored to the main CPU 200a, the difference in tokens counter (calculation means) is turned OFF (cleared). On the other hand, when the power is restored to the main CPU 200a in the first state, the complete function activation flag is not turned OFF.

[0459] Here, once the difference in tokens counter reaches a predetermined number of tokens, the complete function activation flag is turned ON. Even if the cumulative value subsequently falls below the predetermined number of tokens, the complete function is activated based on the fact that the complete function activation flag is ON. With this configuration, the complete function can be activated regardless of whether the player performs an action that results in a token input amount greater than the token payout amount, thus eliminating the possibility of cheating and allowing the game to proceed properly.

[0460] Furthermore, in this system, once the difference in tokens counter reaches a predetermined number of tokens, the complete function activation flag is turned ON. In the event of a power outage to slot machine 100, the complete function activation flag, the complete function activation signal output timer, and the complete function activation signal buffer are not cleared. Therefore, even if the power is cut off after reaching the predetermined number of tokens and the value of the token counter returns to its initial value, the complete function activation flag, the complete function activation signal output timer, and the complete function activation signal buffer are not cleared, allowing the complete function to be activated. This eliminates the possibility of cheating and allows the game to proceed properly.

[0461] However, if the complete function cannot be reset to its initial state once the difference in tokens reaches a predetermined number and the complete function activation flag, complete function activation signal output timer, and complete function activation signal buffer are set, the game's progress will remain restricted. Therefore, even if the difference in tokens reaches a predetermined number, the token counter can be reset to its initial state if a predetermined release condition is met, for example, if a setting change is made.

[0462] Here, when a setting change is performed, in addition to clearing the difference counter, the complete function activation flag, the complete function activation signal output timer, and the complete function activation signal buffer are also cleared. On the other hand, if only the initialization operation is performed without changing any settings, the difference counter is cleared, but the complete function activation flag, the complete function activation signal output timer, and the complete function activation signal buffer are not cleared and are backed up. In this way, it is possible to maintain a configuration that ensures the complete function is properly operated while guaranteeing that the complete function can be returned to its initial state.

[0463] The following will provide a detailed explanation of this complete function, referring to the flowcharts shown in Figures 9 to 33.

[0464] As described above, in the slot machine 100, after the power is turned on, the net payout counter is updated according to the net payout for each game. This update of the net payout counter is performed, for example, in the net payout counter update process S280-27 in the game transition process S280 shown in Figure 31.

[0465] Figure 37 is a flowchart illustrating the difference counter update process S280-27 in the main control board 200. The numerical value of step S in the explanation of Figure 37 will be used only in the explanation of this figure.

[0466] (Step S1) The main CPU 200a determines in a separate area whether or not replay is in operation. If it determines that replay is in operation, it terminates the coin difference counter update process. If it determines that replay is not in operation, it proceeds to step S2. By not performing the coin difference counter update process S280-27 when replay is in operation, the processing load can be reduced.

[0467] (Step S2) The main CPU 200a obtains the value of the difference counter in a separate area.

[0468] (Step S3) The main CPU 200a adds the number of payouts to the acquired difference counter value in a separate area to obtain a candidate value for the difference counter.

[0469] (Step S4) In a separate area, the main CPU 200a updates the candidate value for the difference in the number of tokens by subtracting the number of tokens inserted from the candidate value for the difference in the number of tokens after addition.

[0470] (Step S5) The main CPU 200a determines in a separate area whether the candidate value for the difference in the number of tokens counter is positive or not. If it determines that the candidate value for the difference in the number of tokens counter is positive, it proceeds to step S7; if it determines that the candidate value for the difference in the number of tokens counter is not positive, it proceeds to step S6.

[0471] (Step S6) The main CPU 200a sets the candidate value for the difference counter to 0 in a separate area.

[0472] Here, if the value of the net difference counter is determined to be negative, regardless of the candidate value of the net difference counter, the candidate value of the net difference counter is set to 0. This configuration prevents the candidate value of the net difference counter from becoming negative.

[0473] (Step S7) The main CPU 200a sets the candidate value for the difference in tokens counter to the difference in tokens counter in a separate area.

[0474] (Step S8) The main CPU 200a determines in a separate area whether the value of the net payout counter is less than 20,000. If it determines that the value of the net payout counter is less than 20,000, it terminates the net payout counter update process S280-27. If it determines that the value of the net payout counter is not less than 20,000, i.e., 20,000 or more, it proceeds to step S9.

[0475] (Step S9) The main CPU 200a turns on the complete function activation flag in a separate area. Here, once the value of the net payout counter reaches 20,000 or more, the complete function activation flag is turned on. Therefore, even if the net payout counter value reaches 20,000 or more during RBB operation, the complete function activation flag is turned on. This ensures that the complete function will operate reliably, even if the cumulative value falls below 20,000 at the end of RBB operation, or even if a power outage occurs during RBB operation.

[0476] Thus, when the complete function activation flag is turned ON, a determination is made as to whether or not to actually activate the complete function. The determination process for whether or not to activate the complete function is performed, for example, in the complete function activation determination process S210-16 in the game token insertion process S210 shown in Figure 16.

[0477] In this example, if it is determined that replay is in operation (YES in S1 in Figure 37), the net difference counter update process is terminated, and the net difference counter update process (S2-S7) and the process of determining whether the net difference counter value is less than 20,000 (S8, S9) are not performed. However, even if replay is in operation (YES in S1), either or both of the net difference counter update process and the process of determining whether the net difference counter value is less than 20,000 may be performed.

[0478] Figure 38 is a flowchart illustrating the complete function activation determination process S210-16 in the main control board 200. The numerical value of step S in the explanation of Figure 38 will be used only in the explanation of this figure.

[0479] (Step S1) The main CPU 200a determines whether the game is in an RBB (Real Big Bonus) active state within the used area. If it determines that the game is in an RBB active state, it terminates the complete function activation determination process S210-16. If it determines that the game is not in an RBB active state, it proceeds to step S2. Here, by not activating the complete function when the game is in an RBB active state, the player can extend the game to fully obtain the game benefits from the currently running RBB active state, even if the complete function is activated.

[0480] Furthermore, once the complete function activation flag is turned ON in the aforementioned net payout counter update process S280-27, it will not be turned OFF unless the settings are changed. Therefore, even if the game is extended while the RBB is active after the conditions for activating the complete function have been met, and the payout continues to be less than the specified number of medals, resulting in a net payout of less than 20,000 medals at the end of the RBB active game state, the complete function activation flag will not be turned OFF. Thus, the complete function will be reliably activated.

[0481] (Step S2) The main CPU 200a determines whether the complete function activation flag is OFF in the used area. If it determines that the complete function activation flag is OFF, it terminates the complete function activation determination process S210-16. If it determines that the complete function activation flag is not OFF, i.e., ON, it proceeds to step S3.

[0482] (Step S3) The main CPU 200a sets a complete function activation signal output timer in a separate area. The complete function activation signal output timer is set to a value equivalent to the time the signal output is maintained. In this way, the complete function can be activated.

[0483] When the complete function activation determination process S210-16 is executed and it is determined that the complete function is activated, the error stop process S112 is executed in the used area, just like with other errors. In the slot machine 100, the credited medals are automatically settled when the error stop process S112 is executed.

[0484] As described above, the net payout counter update process S280-27, that is, the update of the net payout counter according to the net payout, is performed in the latter half of a game, after the payout process S270, and in the latter half of the game transition process S280. However, the setting of the complete function activation signal output timer according to the result of the net payout counter update is performed in the complete function activation determination process S210-16, that is, in the game token insertion process S210. In this way, it is possible to avoid the player being misled into thinking that the complete function is being activated in the payout process S270 or the game transition process S280, when a game has not yet finished, and to clearly indicate that the complete function is being activated when the next game has started.

[0485] In this explanation, the completion function activation determination process S210-16 is described as being executed in the game token insertion process S210. However, it can be executed at any time after the start of the next game and before the start switch 118 is operated, for example, in the game start process S200. However, it is difficult to determine from the outside whether the current state is the game transition process S280 of the previous game or the game start process S200 of the next game, which may mislead the player. In this respect, executing the completion function activation determination process S210-16 in the game token insertion process S210, which is a post-betting process, is less likely to mislead the player.

[0486] Thus, when the complete function activation signal output timer is set, the complete function is activated. The activation process for the complete function is performed, for example, in the complete function activation signal buffer setting process S400-6 in the timer interrupt process S400 shown in Figure 33.

[0487] Figure 39 is a flowchart illustrating the complete function activation signal buffer setting process S400-6 in the main control board 200. The numerical value of step S in the explanation of Figure 39 will be used only in the explanation of this figure.

[0488] (Step S1) The main CPU200a sets the signal output candidates to OFF in a separate area.

[0489] (Step S2) In response to the completion function activation signal output timer being set in the completion function activation determination process S210-16, the main CPU 200a updates the completion function activation signal output timer in a separate area by decrementing it by 1.

[0490] (Step S3) The main CPU 200a determines in a separate area whether the complete function activation signal output timer is 0 or not. If it determines that the complete function activation signal output timer is 0, it proceeds to step S5; if it determines that the complete function activation signal output timer is not 0, it proceeds to step S4.

[0491] (Step S4) The main CPU 200a sets the signal output candidate to ON in a separate area. In this way, the signal output candidate can be kept ON for a time corresponding to the complete function activation signal output timer set in the complete function activation determination process S210-16.

[0492] (Step S5) The main CPU 200a sets signal output candidates in a separate area, specifically in the complete function activation signal buffer.

[0493] (Step S6) The main CPU 200a outputs a security signal via an external terminal based on the value of the complete function activation signal buffer in the area being used. In this way, a signal is output to the outside. In a coinless gaming machine that can proceed with the game without the intervention of physical tokens while maintaining the gameplay of the slot machine 100, the value of the complete function activation signal buffer is transmitted to a token count control board (not shown) that controls the number of electronic tokens held by the player.

[0494] Furthermore, the net difference counter is cleared when an initialization operation such as power-on is performed. However, as mentioned above, the conditions for clearing the net difference counter differ depending on whether or not a setting change is performed. When a setting change is performed, the net difference counter is cleared, for example, in the first net difference counter clearing process S120-8 in the setting value switching process S120 in Figure 12.

[0495] Figure 40 is a flowchart illustrating the first difference counter clearing process S120-8 in the main control board 200. The numerical value of step S in the explanation of Figure 40 will be used only in the explanation of this figure.

[0496] (Step S1) The main CPU 200a clears the difference counter in a separate area and sets its initial value to "0".

[0497] (Step S2) The first difference counter clearing process S120-8 is performed during the setting value switching process S120. Therefore, the main CPU 200a clears the complete function activation flag, the complete function activation signal output timer, and the complete function activation signal buffer in addition to the difference counter (OFF → complete function activation flag, initial value → complete function activation signal output timer, initial value → complete function activation signal buffer). In this way, the complete function can be initialized by changing the settings.

[0498] Furthermore, if no setting change is performed, the process of clearing the difference counter through initialization is carried out, for example, in the second difference counter clearing process S130-20 in the state recovery process S130 shown in Figure 14.

[0499] Figure 41 is a flowchart illustrating the second difference counter clearing process S130-20 in the main control board 200. The numerical value of step S in the explanation of Figure 41 will be used only in the explanation of this figure.

[0500] (Step S1) The main CPU 200a clears the net difference counter in a separate area and sets its initial value to "0". Here, since no setting change has been performed, only the net difference counter is cleared, and the complete function activation flag, the complete function activation signal output timer, and the complete function activation signal buffer are not cleared.

[0501] <Effects when the complete function is activated> Figure 42 is an explanatory diagram illustrating the processing of the performance control means 334. Here, it is assumed that an error (for example, a backup error) has occurred in the slot machine 100 for some reason. When an error occurs, the main CPU 200a executes the error stop process S112 and displays the error code corresponding to the error (for example, "E7") on the main payout display unit 132. In addition, the performance control means 334 displays an error image on the liquid crystal display unit 124 in response to a command received from the main control board 200, as shown in Figure 42(a). Here, for example, it is assumed that a backup error has occurred, and the error image includes the error code "E7" so that the type of error can be identified.

[0502] In addition to the "backup error" (error code "E7"), the main control board 200 also manages the following errors: "reverse flow error" (error code "E1"), "empty error" (error code "E2"), "dispensing jam error" (error code "E3"), "dispensing abnormal error" (error code "E4"), "over error" (error code "E5"), "stagnation error" (error code "E6"), "door open error" (error code "E8"), "insertion abnormal error" (error code "E9"), "display judgment abnormal error" (error code "EE"), "RWM abnormal error" (error code "EA"), and "setting value abnormal error" (error code "EC"). These errors are defined as follows. For example, the abnormal condition "reverse flow error" occurs when the machine is accepting medal insertions and the passing order of the medals is incorrect according to the two passage sensors of the inserted medal detection unit 114b. An abnormal condition "empty error" occurs when dispensing medals, if the passage sensor of the dispensing medal detection unit (not shown) that constitutes the medal dispensing device 142 remains in the OFF state for a predetermined time (e.g., 2100 msec) or longer. An abnormal condition "dispensing jam error" occurs when dispensing medals, if the passage sensor of the dispensing medal detection unit remains in the ON state for a predetermined time (e.g., 172 msec) or longer. An abnormal condition "dispensing abnormal error" occurs when, other than dispensing medals, the passage sensor of the dispensing medal detection unit remains in the ON state for a predetermined time (e.g., 6 msec) or longer. An abnormal condition "over error" occurs when the overflow sensor (not shown) provided in the medal storage unit (not shown) that constitutes the medal dispensing device 142 remains in the ON state for a predetermined time (e.g., 700 msec) or longer. The abnormal condition "stagnation error" occurs when the pass sensor of the inserted medal detection unit 114b remains ON for a predetermined time (e.g., 160.92 msec) or longer, or when the inserted detection sensor that detects medals inserted into the medal slot 114a remains ON for a predetermined time (e.g., 533 msec) or longer. The abnormal condition "backup error" occurs when an RWM backup abnormality is detected when the power switch 144 is turned on.The abnormal condition "Door Open Error" occurs when the door opening / closing switch (not shown), which detects the open state of either the front upper door 104 or the front lower door 106 as the front door, remains in the ON state for a predetermined time (e.g., 48 msec) or longer. The abnormal condition "Insertion Abnormal Error" occurs when the passage sensor of the inserted medal detection unit 114b is in the ON state after a predetermined time (e.g., 269 msec) or longer has elapsed since the blocker (not shown) was closed, or when, while accepting medal insertion, the difference between the number of medals that passed through the two passage sensors of the inserted medal detection unit 114b in the correct order and the number of medals that passed through the R-shoot sensor (not shown) is greater than a certain amount. The abnormal condition "Display Judgment Abnormal Error" occurs when, in the display judgment process S260, a combination of symbols related to the activation of a small win or a replay or bonus win that is not permitted to be displayed on the active line A is displayed on the active line A. The abnormal condition "RWM Abnormal Error" occurs when, during a cold start, an RWM that cannot read or write values ​​correctly is detected. The abnormal condition "Setting Value Anomaly Error" occurs when the referenced setting value falls outside the acceptable range (settings 1 to 6) during internal lottery processes such as the selection of winning types.

[0503] These errors are assigned a priority order, and the error image will include only the highest-priority errors, along with a message to alert the player, "Please call an attendant." For example, if a "backup error" (error code "E7") and a "door open error" (error code "E8") occur simultaneously, the higher-priority error, in this case the "backup error" (error code "E7"), will be displayed in the error image. On the other hand, while the higher-priority error is displayed in the error image, lower-priority errors, such as the "door open error" (error code "E8"), will be in a standby state and will not be displayed in the error image.

[0504] For example, when a "backup error" occurs, the performance control means 334 displays the error code "E7" corresponding to the "backup error" as an error image, as shown in Figure 42(a). At this time, if the hall manager opens either the front upper door 104 or the front lower door 106 to check the vicinity of the medal passage sensor, a "door open error" will occur in addition to the "backup error". However, as mentioned above, the "backup error" has a higher priority than the "door open error", so the performance control means 334 continues to display the error code "E7" corresponding to the "backup error" as an error image, as shown in Figure 42(a). Then, when the manager removes the cause of the error, such as by removing foreign objects near the medal passage sensor, and resets the error by operating the setting change switch, the "backup error" is cleared. At that point, the performance control means 334 will display the error code "E8" corresponding to the "door open error" as an error image, as shown in Figure 42(b). Finally, when the administrator closes the front upper door 104 and the front lower door 106, the performance control means 334 deletes the error image and displays a normal gameplay image as shown in Figure 42(c).

[0505] As mentioned above, when the value of the difference in tokens counter reaches a predetermined number of tokens, the main CPU 200a activates the complete function and executes the error stop process S112. The performance control means 334 also displays an operation image (an image indicating that the first condition described later has been met) on the liquid crystal display unit 124 to indicate that the complete function has been activated.

[0506] The operational image may include, for example, a message indicating that the complete function has been activated on the liquid crystal display unit 124, such as "COMPLETE" or "Complete function activated," as shown in Figure 42(d). In this way, players and hall employees can understand that the complete function has been activated. The message indicating that the complete function has been activated is not limited to "COMPLETE" or "Complete function activated" as described above; various letters, numbers, and symbols such as "CONGRATULATION," "HAPPY," "Congratulations," or "Celebration" can be used to congratulate the player on reaching the specified number of tokens.

[0507] However, the operation image has a lower priority than the error image mentioned above. For example, if an error occurs while the complete function is operating, the error image will be displayed on the liquid crystal display unit 124 with higher priority than the operation image.

[0508] For example, when the value of the difference in tokens counter reaches a predetermined difference in tokens, the performance control means 334 displays an operation image on the liquid crystal display unit 124, as shown in Figure 42(d). At this time, if the hall manager opens either the front upper door 104 or the front lower door 106, which are the front doors, a "door open error" occurs while the complete function is in operation. As described above, the operation image has a lower priority than the error image, so the performance control means 334 displays the error image instead of the operation image, as shown in Figure 42(b). This error image includes the error code "E8" which corresponds to the "door open error". Then, when the manager closes the front upper door 104 and the front lower door 106, the performance control means 334 deletes the error image and displays the operation image again on the liquid crystal display unit 124, as shown in Figure 42(d). With this configuration, it is possible to notify that an error has occurred even while the complete function is in operation, and players and hall employees can understand this. As a result, even if fraudulent activity occurs while the complete function is active, an error image will be displayed on the LCD display unit 124, allowing for early detection of the fraudulent activity.

[0509] Furthermore, if an error occurs while the complete function is operating, and if a different type of error occurs, the performance control means 334 changes the error code contained in the error image to the error code corresponding to the error with the highest priority, while maintaining the display of the error image. Here, since the error image is already displayed, it is possible to notify the type of error simply by changing the error code in the error image.

[0510] In this way, the main CPU 200a restricts the progress of the game when predetermined progress restriction conditions are met. The performance control means 334 then notifies that the progress restriction conditions have been met, according to the progress restriction conditions included in the command received from the main control board 200. Here, the progress restriction conditions are predetermined conditions that restrict the progress of the game, and include a first condition, a second condition different from the first condition, and a third condition different from the first and second conditions. The first condition is that the value of the difference counter reaches a predetermined difference (the cumulative value based on the value related to the use of game value and the value related to the acquisition of game value reaches a predetermined value). The second condition is a condition with a higher priority than the first condition, for example, that a backup error has occurred. The third condition is a condition with a higher priority than the first condition and a lower priority than the second condition, for example, that a door opening error has occurred.

[0511] In this embodiment, if the first condition is met and a different progress restriction condition, for example, a third condition, is met, the priority order is first condition < third condition, so the control means 334 notifies that a different progress restriction condition has been met. If the second condition is met and a different progress restriction condition, for example, a third condition, is met, the priority order is second condition > third condition, so the control means 334 does not notify that a different progress restriction condition has been met, but instead notifies that the second condition has been met.

[0512] Figure 43 is a flowchart illustrating the display processing of the performance control means 334. The numerical value of step S in the explanation of Figure 43 will be used only in the explanation of this figure.

[0513] (Step S1) The performance control means 334 determines whether the command received from the main control board 200 contains information indicating that an error has occurred. If the command contains information indicating that an error has occurred (YES in S1), the system proceeds to step S2; if the command does not contain information indicating that an error has occurred (NO in S1), the system proceeds to step S3.

[0514] (Step S2) The performance control means 334 displays an error image on the liquid crystal display unit 124, including the error code corresponding to the error with the highest priority among the information indicating that an error has occurred, and then terminates the display process.

[0515] (Step S3) The performance control means 334 determines whether the command received from the main control board 200 contains information indicating that the complete function is activated. If the command contains information indicating that the complete function is activated (YES in S3), the process proceeds to step S4. If the command does not contain information indicating that the complete function is activated (NO in S3), the display process is terminated.

[0516] (Step S4) The performance control means 334 displays the operational image on the liquid crystal display unit 124 and then terminates the display process.

[0517] In the embodiment described above, it was explained that when the difference in the number of tokens reaches a predetermined number, for example, 20,000 tokens, the completion function is activated to limit the progress of the game.

[0518] However, if the only management is simply to ensure that the specified number of tokens is reached, then as long as the power is reset (power off and power back on) before the specified number of tokens is reached, the game can continue without restriction. For example, when the number of tokens is about to reach the specified number, a player could fraudulently request a hall employee to clear the token counter (a counter that counts the number of tokens played as the game progresses) before the specified number of tokens is reached, or the hall could fraudulently clear the token counter as a service, thereby avoiding reaching the specified number of tokens.

[0519] Therefore, while the slot machine 100 has a function that allows the difference counter to be reset to its initial state by resetting the power, when the difference in tokens approaches a predetermined amount, the difference counter cannot be reset to its initial state by resetting the power. However, if the difference counter cannot be reset to its initial state when the difference in tokens approaches a predetermined amount, the progress of the game will remain restricted. Therefore, even when the difference in tokens approaches a predetermined amount, the difference counter can be reset to its initial state if certain conditions are met, for example, if the settings are changed. Here, we will explain the basic concept of the token counter clearing process.

[0520] Figure 44 is a flowchart illustrating the process of clearing the net payout counter. The net payout counter is cleared in response to an initialization operation that initializes the net payout, which can be performed during the hall's operating hours, such as when the power is turned on. The numerical value of step S in the explanation of Figure 44 will be used only in the explanation of this figure.

[0521] (Step S1) The main CPU 200a determines whether or not a configuration change has been made, that is, whether or not it is in configuration change mode. If it determines that a configuration change has been made, it proceeds to step S3; if it determines that no configuration change has been made, it proceeds to step S2.

[0522] (Step S2) The main CPU 200a determines whether the difference in tokens (the value of the token counter) is greater than or equal to the token difference that cannot be cleared. Here, the token difference that cannot be cleared is a value less than the specified token difference (for example, 19,000 tokens). If it is determined that the difference in tokens is greater than or equal to the token difference that cannot be cleared, the clearing process of the token counter is terminated. If it is determined that the difference in tokens is not greater than or equal to the token difference that cannot be cleared, i.e., less than the token difference that cannot be cleared, the process proceeds to step S3.

[0523] (Step S3) The main CPU 200a resets the number of tokens by clearing the token count counter.

[0524] Thus, when an initialization operation such as power-on is performed, the net difference counter is generally cleared in step S3. However, if it is determined in step S2 that the net difference has reached the net difference limit that cannot be cleared (approaching the specified net difference), the clearing of the net difference counter is prohibited by not proceeding to S3. However, if it is determined in step S1 that a setting change has been made, the clearing of the net difference counter is permitted without proceeding to step S2, that is, regardless of whether the net difference has reached the net difference limit that cannot be cleared.

[0525] With this configuration, before the net difference reaches the net difference that cannot be cleared, the net difference counter is allowed to be cleared in response to the initialization operation, but after the net difference reaches the net difference that cannot be cleared, the net difference counter is prohibited from being cleared in response to the initialization operation. Here, since the net difference that cannot be cleared is not explicitly stated, the player cannot know this net difference. Even if the player could know this net difference, generally the exact value of the net difference is not announced, and the state before the player started playing is also unknown, so the player cannot easily know when the net difference will reach the net difference that cannot be cleared. Therefore, it is possible to prevent the player from continuing to play fraudulently by turning the power back on before the specified net difference is reached. In addition, by having a configuration that allows the net difference counter to be cleared by changing the settings, regardless of whether the net difference has reached the net difference that cannot be cleared, it is possible to avoid situations where the game progress remains restricted because the net difference counter cannot be cleared.

[0526] Figure 45 is a flowchart illustrating a modified version of the second difference counter clearing process S130-20 in the main control board 200. To achieve the above-mentioned difference counter that cannot be cleared, the second difference counter clearing process S130-20 in Figure 41 should be modified as shown in Figure 45. The numerical value of step S in the explanation of Figure 45 will be used only in the explanation of this figure.

[0527] (Step S1) The main CPU 200a determines in a separate area whether the value of the net difference counter is equal to or greater than the net difference limit that must not be cleared. If it determines that the value of the net difference counter is equal to or greater than the net difference limit that must not be cleared, it terminates the second net difference counter clearing process S130-20. If it determines that the value of the net difference counter is not equal to or greater than the net difference limit that must not be cleared, it proceeds to step S2. Here, if the value of the net difference counter is equal to or greater than the net difference limit that must not be cleared, it prevents the process from proceeding to step S2, thereby preventing the net difference counter from being cleared.

[0528] (Step S2) The main CPU 200a clears the net difference counter in a separate area. This can be done by setting the net difference counter to 0.

[0529] <Suggestive visual cues indicating the activation of the complete function> As mentioned above, when the difference in the number of tokens reaches a predetermined number (predetermined value), the completion function is activated, and the progress of the game is restricted. However, since the player cannot accurately determine the difference in the number of tokens since the power was reset, they cannot accurately determine the number of tokens they can acquire before the completion function is activated.

[0530] Suppose a player stops playing just before the completion function is activated, and another player starts playing the same slot machine. In this case, the other player cannot know the difference in the number of tokens they will win before the completion function is activated, so there is a risk that the completion function will be activated even if they have won only a small number of tokens. In that case, the player may become suspicious due to the sudden activation of the completion function.

[0531] Therefore, the performance control means 334 acquires the difference in tokens (the value of the token counter), and when the difference in tokens reaches the token difference that is prohibited from being cleared, it notifies the player through the LCD display unit 124, speaker 128, performance lamp 126, etc., that the activation of the complete function is approaching (there is a possibility of reaching the specified token difference) or that the token difference that is prohibited from being cleared has been reached. In this way, the player's distrust caused by the sudden activation of the complete function is dispelled.

[0532] Figures 46 and 47 are explanatory diagrams illustrating the processing of the performance control means 334. For example, when the difference in the number of tokens reaches a limit that prohibits clearing, the performance control means 334 executes a suggestive performance that indicates the possibility of reaching a predetermined number of tokens.

[0533] Suppose the AT performance state ends after the number of remaining tokens reaches the number of tokens that cannot be cleared, and the performance state transitions to the normal performance state. The performance control means 334 performs a stage performance to indicate that it is in the normal performance state. There are multiple types of stage performances, and they switch at various timings depending on the progress of the game. The player can understand the progress of the game through the stage performance. Here, as a stage performance, as shown in Figure 46(a), the background image of Stage A and the stage name notification image "Stage A" are displayed on the liquid crystal display unit 124. The background image is displayed across the entire liquid crystal display unit 124 and is the background image for any image used in the performance, such as a park, road, building, stadium, facility, city, mountain, hill, pond, sea, beach, morning, noon, evening, night, sunny, cloudy, rainy, snowy, etc.

[0534] The performance control means 334 executes an indication performance when the number of remaining tokens reaches a threshold that prevents the game from being cleared. Specifically, the performance control means 334 displays an indication image on a layer above the layer where the background image of the stage performance is displayed, indicating that there is a possibility of reaching a predetermined number of remaining tokens. Such an indication image is placed on the highest layer among the layers that display performances corresponding to the progress of the game. However, the indication image may be placed on a lower layer than the layer that displays performances that stop the progress of the game, such as error displays.

[0535] In addition, the effect control means 334 displays the display area of the suggestion image at a position that avoids overlapping with the display area of other images, for example, the stage name notification image (e.g., "Stage A") in FIGS. 46 and 47, and does not inhibit the visibility of other images (i.e., does not overlap). The images that are not to be overlapped with the suggestion image are images that contain information notified to the player, such as characters, numbers, symbols, etc. Here, examples of images that contain information notified to the player include, in addition to the stage name notification image, an image indicating the number of medals acquired, an image indicating the game state, an image indicating the effect state, an image indicating the value of a counter, an image prompting a button effect, an auxiliary effect, a warning image, an image preventing immersion, a logo image indicating the model name of the slot machine 100, a logo image indicating the manufacturer of the slot machine 100, an image prompting the use of a service (e.g., hitting WIN) that can save game records, etc. Here, the button effect is an effect that prompts the player to operate the effect switch 122. Also, the warning image is an image that calls attention to the progress of the game. For example, it includes a rotation warning error image that is notified when a stop operation is not performed within a predetermined time after the operation of the stop switch 120 becomes effective. Further, the image preventing immersion is an image for prompting the player to prevent immersion in the game. Such an image preventing immersion is represented by a predetermined slogan (message) such as "Pachislot is a game to enjoy moderately." or "Be careful not to get immersed." and is displayed at the end of a so-called bonus game state having an end screen when the payout number exceeds 50, or at the end of at least any one of an RT game state, an AT effect state, and an ART game state having an end screen when the number of acquired medals obtained in a series of increasing intervals (a continuous interval in which medal increase can be expected due to the characteristics of the game) exceeds 300.

[0536] With such a configuration that the display area of the suggestion image is displayed at a position that does not overlap with (i.e., does not inhibit the visibility of) the display area of the image containing information notified to the player, the visibility of the information notified to the player can be enhanced. Also, there is no risk of causing the player to have a sense of distrust that the display area of the suggestion image overlaps with the display area of the image containing information notified to the player, making it difficult for the player to grasp the information.

[0537] However, the display area of ​​the suggestive image may overlap with the display area of ​​images displayed on the entire LCD display unit 124, such as background images or effects that utilize the entire LCD display unit 124. Furthermore, effects displayed on the entire LCD display unit 124 may include characters, numbers, and symbols of little informational value. For example, signs or monitors in the background image may have text. In this way, overlapping information that is not intended to inform the player is permitted. Additionally, images that are permitted to overlap with the suggestive image are not limited to effects displayed on the entire LCD display unit 124; they only need to occupy a larger area than images containing information intended to inform the player. For example, images displayed on the entire LCD display unit 124 during a scene (at any given timing), or images whose occupied area is 1 / 2 or more of the LCD display unit 124, include images with the same horizontal length as the LCD display unit 124, and images with the same vertical length as the LCD display unit 124.

[0538] Furthermore, the suggestive image includes letters, numbers, and symbols that allow the player to understand that the activation of the complete function is approaching. For example, the performance control means 334 displays the string "0116 coins until the complete function is activated" on the liquid crystal display unit 124, as shown in Figure 46(a). In the suggestive image, the string is surrounded by a frame, and the white string is emphasized by, for example, representing the frame in red with a solid black pattern inside the frame.

[0539] Furthermore, the string contains a four-digit number representing the difference in the number of tokens until the complete function is activated, i.e., the difference between the specified number of tokens and the actual tokens (hereinafter referred to as the "target tokens"). For example, if the specified number of tokens is 20,000 and the actual tokens are 19,884, then "0116 tokens," which corresponds to that difference, will be displayed in the string as shown in Figure 46(a). When the tokens are updated, the string (number) will also be updated accordingly. Here, we have explained using an example where the target tokens are represented by a four-digit number regardless of their magnitude, but it is not limited to this case; the number of digits in the target tokens and the number of digits displayed may be made equal (if the most significant digit is "0", that digit may not be displayed). It is also possible to change the target tokens in units of 10 or 100.

[0540] The performance control means 334 then changes the transparency of the suggestive image as a suggestive effect. Here, transparency is expressed on a scale of 0 to 100% as the degree to which the image is transparent, allowing the image (color) of the lower (background) layer to be seen. The higher the transparency, the easier it is to see the image of the lower layer. Specifically, the performance control means 334 displays the suggestive image with 0% transparency at any given time, as shown in Figure 46(a), then gradually increases the transparency to display the suggestive image with 90% transparency, as shown in Figure 46(b), and then gradually decreases the transparency. Here, the minimum value of transparency is set to 0% and the maximum value to 90%, but it goes without saying that these values ​​are not limited to these and can be set arbitrarily. For example, the minimum value of transparency could be set to 0% so that the image of the lower layer is not seen at all, or the maximum value could be set to 100% so that the suggestive image is not displayed at all.

[0541] The performance control means 334 periodically repeats this up-and-down cycle of transparency (for example, every 2 seconds). As a result, the player perceives the suggestive image as flashing on the liquid crystal display unit 124. This flashing action emphasizes the suggestive image and effectively draws the player's attention. Furthermore, when the transparency of the suggestive image is high, the player can perceive (understand) images in lower layers, such as the background image.

[0542] Here, as an example, a suggestive image is shown where a string of characters indicating the number of remaining tokens until the complete function is activated (for example, "0116 tokens until the complete function is activated") is displayed on the LCD display unit 124. However, the suggestive image is not limited to this case; it is sufficient for the player to understand that the activation of the complete function is approaching. For example, as shown in Figure 47, the performance control means 334 may display the string of characters "The complete function is about to be activated" on the LCD display unit 124 as a suggestive performance. In this case as well, the performance control means 334, as a suggestive performance, displays the suggestive image with 0% transparency at an arbitrary timing, as shown in Figure 47(a), then gradually increases the transparency, displays the suggestive image with 90% transparency, as shown in Figure 47(b), and then gradually decreases the transparency, repeating this process periodically. Here, as shown in Figure 47(b), it can be seen that the suggestive image is transparent and the background is visible.

[0543] In this way, the system is configured to execute an indicative animation when the number of remaining tokens reaches a threshold that prevents completion. This means that even if a player stops playing just before the completion function is activated, and another player attempts to start playing on that slot machine 100, the other player can understand the number of tokens they can acquire before the completion function is activated through the indicative animation. Therefore, it is possible to dispel any distrust among players caused by the sudden activation of the completion function.

[0544] Furthermore, players can accurately determine the number of tokens they can win before the completion function is activated through the suggestive images, allowing them to decide whether or not to start playing on that slot machine 100 after understanding the number of tokens they can win.

[0545] However, if a player stops playing and the game does not continue for a predetermined period of time, the performance control means 334 executes a standby performance (demo performance) and displays a standby screen (demo screen) on the LCD display unit 124. The standby performance is a performance that prompts the player to start playing or demonstrates the slot machine 100, instead of the ongoing performance. At this point, other players may start playing while the standby screen is displayed on the LCD display unit 124. If the standby screen does not indicate that the activation of the complete function is approaching, other players may insert tokens without realizing this. Therefore, in this embodiment, the performance control means 334 also executes a suggestive performance even when the standby performance is being executed.

[0546] Figure 48 is an explanatory diagram illustrating the processing of the performance control means 334. For example, when the difference in the number of tokens reaches the number of tokens that cannot be cleared, the performance control means 334 executes a suggestive performance, as shown in Figure 48(a), to indicate that the activation of the complete function is approaching.

[0547] Furthermore, if the player stops playing and no further play is performed for a predetermined period of time, the performance control means 334 executes a standby performance and displays a standby screen on the liquid crystal display unit 124, as shown by the cross-hatching in Figure 48(b). While the performance control means 334 is executing the standby performance, it also executes a suggestion performance in parallel and continuously displays a suggestion image on the liquid crystal display unit 124. The display position of the suggestion image during the execution of the standby performance, as shown in Figure 48(b), may be the same as the display position of the suggestion image before the execution of the standby performance, as shown in Figure 48(a), or it may be moved to a position that is easily visible to the player. Also, the size and shape of the suggestion image during the execution of the standby performance, as shown in Figure 48(b), may be the same as the size and shape of the suggestion image before the execution of the standby performance, as shown in Figure 48(a), or it may be changed to a size and shape that is easily visible to the player.

[0548] Furthermore, the performance control means 334 may display an anti-addiction image on the liquid crystal display unit 124 while the standby performance is being executed, as shown in Figure 48(b). As described above, the suggestion image and the anti-addiction image are positioned so as not to overlap, allowing the player to properly view both the suggestion image and the anti-addiction display.

[0549] Furthermore, the performance control means 334 may display on the LCD display unit 124 not only images to prevent excessive gambling, but also logo images indicating the model name of the slot machine 100, logo images indicating the manufacturer of the slot machine 100, and images encouraging the use of a service that can save game records, while the standby performance is being executed. In this case, the suggestive images and images containing information to inform the player are positioned so as not to overlap, allowing the player to appropriately grasp the suggestive images and the information to inform the player.

[0550] With this configuration, even if the slot machine 100 that the player is attempting to play is in a standby state, the suggestive display allows the player to understand the difference in the number of tokens they can acquire before the completion function is activated. Therefore, it is possible to dispel the player's distrust caused by the sudden activation of the completion function.

[0551] Furthermore, even if the slot machine 100 that the player attempts to play is in a standby state, the player can accurately determine the difference in the number of tokens that can be obtained before the completion function is activated through the suggestive image. This allows the player to decide whether or not to start playing on that slot machine 100 after knowing the difference in tokens.

[0552] <The hysterical nature of suggestive presentation> By the way, depending on the progress of the game, the difference in tokens may fall below the threshold for being prevented from being cleared again. For example, suppose a player bets the prescribed number of tokens and wins the "1-token win" combination. In this case, the difference in tokens will be reduced by 2 tokens (3 tokens - 1 token). Thus, the difference in tokens will fall below the threshold for being prevented from being cleared again. As mentioned above, the token difference counter update process is performed in the token difference counter update process S280-27 in the game transition process S280 shown in Figure 31, so the value of the token difference counter will not be updated by betting alone.

[0553] The performance control means 334 compares the difference in the number of tokens with the difference in the number of tokens that cannot be cleared and executes a suggestive performance. However, if the performance control means 334 simply compares the difference in the number of tokens with the difference in the number of tokens that cannot be cleared, the suggestive performance that was just displayed will end when the difference in the number of tokens falls below the difference in the number of tokens that cannot be cleared. In that case, the suggestive image may repeatedly be displayed and hidden, which may feel strange to the player. Also, the performance control means 334 will have to repeatedly execute and terminate the suggestive performance, making the processing complicated. Therefore, hysteresis is introduced into the execution of the suggestive performance to reduce the frequency of switching between displaying and hiding the suggestive image.

[0554] Figure 49 is an explanatory diagram for illustrating hysteresis. As shown in Figure 49, when the difference in tokens increases and reaches 19,000 tokens, which is the token difference that prevents clearing, the performance control means 334 executes a suggestive performance. However, once a suggestive performance is executed, it continues to be executed even if the difference in tokens decreases to a value lower than the token difference that prevents clearing. However, when the difference in tokens falls below 18,970 tokens, which is a predetermined number (e.g., 30 tokens) lower than the token difference that prevents clearing, the performance control means 334 terminates the suggestive performance. Once a suggestive performance is not executed, even if the difference in tokens increases to a value higher than 18,970 tokens, which is a predetermined number lower than the token difference that prevents clearing, the suggestive performance continues not to be executed, and when it reaches the token difference that prevents clearing again, the performance control means 334 re-executes the suggestive performance.

[0555] Therefore, when the difference in tokens reaches a value between 18,970 tokens (reached token difference of 1,030) and 19,000 tokens (reached token difference of 1,000), if the suggestive image is not displayed, it will not be displayed until the difference in tokens reaches the token difference that is prohibited from being cleared (19,000 tokens). If the suggestive image is displayed, it will not be hidden until the difference in tokens falls below the token difference that is prohibited from being cleared by a predetermined number of tokens (18,970 tokens).

[0556] Figure 50 is an explanatory diagram illustrating the processing of the performance control means 334. For example, suppose the predetermined number of tokens to be won is 20,000, and the number of tokens to be won becomes 19,000. In this case, the performance control means 334 executes a suggestive performance and displays a suggestive image (for example, "1,000 tokens until the complete function is activated") including the reached number of tokens to be won (1,000) on the liquid crystal display unit 124, as shown in Figure 50(a).

[0557] Let's assume that as the game progresses, the number of remaining tokens decreases to 18,990. At this point, the number of remaining tokens falls below the threshold for the game to be cleared. However, the performance control means 334 continues the suggestive performance and displays a suggestive image (for example, "1,010 tokens until the complete function is activated") including the reached number of tokens of 1,010 on the liquid crystal display unit 124, as shown in Figure 50(b).

[0558] Next, let's assume that as the game progresses, the difference in tokens decreases to 18,969. At this point, the difference in tokens becomes even lower than the value 30 tokens lower than the token difference that prevents clearing. At this point, the performance control means 334 terminates the suggestive performance and hides the suggestive image as shown in Figure 50(c). Thus, the performance control means 334 has a hysteresis of 30 tokens.

[0559] Next, let's assume that as the game progresses, the difference in tokens increases to 18,990. In this case, the difference in tokens becomes higher than the value 30 tokens lower than the token difference that is prohibited from being cleared. However, the performance control means 334 does not execute the suggestive performance and does not display the suggestive image as shown in Figure 50(d).

[0560] Suppose the number of remaining tokens reaches 19,010 as the game progresses. In this case, the number of remaining tokens exceeds the minimum token count that prevents clearing. The performance control means 334 executes a suggestive performance and displays a suggestive image (for example, "990 tokens until the complete function is activated") including the reached token count of 990 on the liquid crystal display unit 124, as shown in Figure 50(e).

[0561] This hysteresis allows for a lower frequency of switching between displaying and hiding the suggestive image. This eliminates the discomfort experienced by players due to the suggestive image frequently switching between displaying and hiding. When the suggestive image is displayed stably in this way, players can easily grasp the suggestive image and fully understand that the activation of the completion function is approaching. Furthermore, since the cumbersome repetition of executing and ending the suggestive performance by the performance control means 334 can be prevented, the processing load can be reduced.

[0562] Furthermore, the timing of the display of such suggestive images will be simultaneous with, or after, the time when the number of tokens difference reaches the number of tokens difference that cannot be cleared, and the clearing of the token difference counter is restricted by the initialization operation. In this way, after the suggestive image is displayed, the token difference counter cannot be cleared by the initialization operation. Therefore, even if the player recognizes from the suggestive image that the number of tokens difference is approaching the specified number, they cannot clear the token difference counter by the initialization operation, thus preventing unauthorized resets of the token difference counter.

[0563] Furthermore, the suggestive image will be displayed regardless of whether the number of tokens inserted is the prescribed number (for example, 3 tokens), that is, even if the number of tokens inserted is 2 or 1 token, if the difference in tokens reaches the token limit that cannot be cleared. In addition, the suggestive image will be displayed regardless of the game state or performance state, that is, regardless of whether the game state is a non-internal game state, an internal RBB game state, or an RBB active game state, regardless of which RT state the player is in, and regardless of whether the performance state is a non-advantageous performance state, a normal performance state, a pre-announcement performance state, an AT performance state, a distribution performance state, a special pre-announcement performance state, or a special performance state, if the difference in tokens reaches the token limit that cannot be cleared as a result of playing.

[0564] Thus, even if the power is turned on again after the suggestive image is displayed, that is, after the difference in tokens reaches the token difference limit that prevents clearing, the token difference counter will not be cleared. Therefore, the performance control means 334 may display "Token difference has not been cleared" on the LCD display unit 124 as an indication that the token difference counter has not been cleared (the status of the calculation means). In this way, the performance control means 334 can notify the status of the token difference counter (calculation means) in response to power being turned on. With such a suggestive image, hall employees can understand that the token difference counter cannot be cleared unless the settings are changed, and can take appropriate action thereafter.

[0565] Here, we have explained an example in which, if the difference in the number of tokens is less than the token difference that is prohibited from being cleared, the token difference counter is cleared by an initialization operation (a predetermined operation), and if the difference in the number of tokens is equal to or greater than the token difference that is prohibited from being cleared, the clearing of the token difference counter may be restricted depending on the initialization operation. However, it is not limited to such cases, but it is also possible to clear the token difference counter by an initialization operation if the difference in the number of tokens is a predetermined first value (for example, 1000), and to restrict the clearing of the token difference counter by an initialization operation if the difference in the number of tokens is a predetermined second value (for example, 19500) which is smaller than the predetermined token difference from the predetermined first value. Furthermore, the relationship between the first value and the second value may be such that the difference between the first value (for example, 1000) and the predetermined token difference is greater than the difference between the first value (for example, 19500) and the predetermined token difference, or conversely, that the difference between the first value (for example, 19500) and the predetermined token difference is smaller than the difference between the first value (for example, 1000) and the predetermined token difference.

[0566] Preferred embodiments of the present invention have been described above with reference to the attached drawings, but it goes without saying that the present invention is not limited to these embodiments. It will be obvious to those skilled in the art that various modifications or alterations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.

[0567] For example, in the embodiment described above, an example was given in which the difference counter sequentially adds to the difference in the number of tokens, but it is not limited to this case; the difference counter may also sequentially subtract from the difference in the number of tokens. In this case, if the value of the difference counter becomes a value corresponding to a predetermined difference in the number of tokens (for example, 0) as a result of subtracting the difference in the number of tokens, the progress of the game is restricted. Also, if the value of the difference counter is greater than a value corresponding to a difference in the number of tokens that cannot be cleared (for example, 1000), the difference counter is cleared by an initialization operation (a predetermined operation), and if the value of the difference counter is less than or equal to the difference in the number of tokens that cannot be cleared, the initialization operation may restrict the clearing of the difference counter.

[0568] Furthermore, this explanation uses an example where the difference between the number of tokens inserted and the number of tokens dispensed since power-on is counted by a token counter, and the counter value is compared with a predetermined value. However, it is not limited to this case; it is sufficient for a calculation means to calculate a cumulative value based on the value related to the use of game value and the value related to the acquisition of game value, and then compare the calculated value with the predetermined value. For example, the value related to the use of game value could be the number of game value tokens consumed by the player to start playing, or the value related to the acquisition of game value could be the number of acquired value tokens obtained in accordance with the consumption of game value.

[0569] Furthermore, although the above-described embodiment explained an example in which the difference in the number of tokens since power-on is compared with a specified difference in the number of tokens (specified value), it is not limited to this case, and it is also possible to compare MY, which corresponds to the difference in the number of tokens when the lowest difference in the number of tokens is set to 0, with the specified difference in the number of tokens (specified value).

[0570] Furthermore, although the above-described embodiment uses an example where there are three reels 110 (left reel 110a, middle reel 110b, right reel 110c), the method is not limited to this case and can also be applied to cases where there are four reels 110 (first reel, second reel, third reel, fourth reel) or five or more reels.

[0571] Furthermore, in the embodiment described above, the main control board 200 and the sub-control board 202 are arranged to share the functions necessary for advancing the game. However, the functions of the main control board 200 may be placed on the sub-control board 202, or the functions of the sub-control board 202 may be placed on the main control board 200. In addition, all functions can be combined and placed on a single control board.

[0572] For example, in the embodiment described above, a slot machine was given as an example comprising: a winning combination lottery means that determines one of several types of winning combinations by a winning combination lottery based on the operation of a start switch; a reel control means that controls the rotation of several reels, each having several types of symbols arranged on them, in response to the operation of a start switch, and controls the stopping of each reel corresponding to the operated stop switch based on the lottery result of the winning combination lottery means in response to the operation of a stop switch corresponding to a rotating reel; and an effect control means that executes one of several types of effects. However, the invention is not limited to such cases. Furthermore, this can also be applied to pachinko machines that include: a symbol determination means for determining one of several types of symbols, including a jackpot symbol; a symbol display means for displaying a symbol on a symbol display unit after a predetermined variation time has elapsed since the symbol was determined; a jackpot game execution means for executing a jackpot game consisting of multiple round games after the jackpot symbol is displayed on the symbol display unit; a game benefit granting means for granting a predetermined game benefit when a game ball that has entered the jackpot pocket enters a specific area during a predetermined specific round game in the jackpot game; and an effect execution means for executing effects during the jackpot game.

[0573] In such a pachinko machine, the ball difference counter (calculation means) counts the difference between the number of game balls launched into the game area (value related to the use of game value) and the number of balls paid out (value related to the acquisition of game value) from the time the power is turned on. The progress restriction means restricts the progress of the game when the value of the ball difference counter reaches a predetermined number of balls (predetermined value). When the progress of the game is restricted, the restriction on the progress of the game is released by clearing (initializing) the ball difference counter. At this time, if the value of the ball difference counter is the first value, the ball difference counter is cleared according to a predetermined operation, and if the value of the ball difference counter is the second value, the clearing of the ball difference counter is restricted according to a predetermined operation.

[0574] However, once the ball difference counter reaches the specified number of balls, the complete function will be activated even if the ball difference counter subsequently falls below the specified number of balls. In this way, the complete function can be activated regardless of whether or not an operation is performed that results in the number of game balls launched into the game area being greater than the number of balls paid out, thus eliminating the possibility of cheating. An operation that results in the number of game balls launched into the game area being greater than the number of balls paid out is to send the balls to the out-out slot instead of the big prize slot.

[0575] Furthermore, similar to slot machine 100, in pachinko machines, it is not limited to counting the difference between the number of game balls launched into the game area from the time the power is turned on and the number of balls paid out using a ball counter and comparing the counter value with a predetermined value. Instead, it is sufficient to have a calculation means calculate a cumulative value based on the value related to the use of game value and the value related to the acquisition of game value, and then compare the calculated value calculated by the calculation means with a predetermined value. For example, the value related to the use of game value can be the number of game value consumed by the player to start playing, or the value related to the acquisition of game value can be the number of acquired value obtained in accordance with the consumption of game value.

[0576] In addition, in pachinko machines, images containing information to inform the player may also be used, in place of or in addition to the stage name notification images mentioned above, such as error display images, performance mode name notification images, operation instruction images, game result display images, volume display images, and light intensity display images. Here, error display images are images related to errors that do not require stopping the game, such as errors related to winning balls. Performance mode name notification images are images that notify the performance mode currently selected. Operation instruction images are images that instruct the operation of the handle or performance switches, such as "shoot to the right." Game result display images are images that show mini-symbols in numbers, symbols, or letters that indicate the variation or lottery results of special symbols or regular symbols, or images that show the number of reserved symbols (numerical value) that have stocked up to a predetermined number for jackpot lotteries. Of these, volume display images, light intensity display images, and game result display images are displayed even while the standby performance is running, and are positioned so as not to overlap with suggestive images.

[0577] Furthermore, in the above-described embodiment, the slot machine 100 uses tokens as game value for gameplay, but the game value may also be electrical information (so-called tokenless game machine, smart pachislo). In this case, when a winning combination is achieved, the player can be given an amount of value corresponding to the winning combination as electrical information. In addition, in pachinko machines, a so-called managed game machine (smart pachinko) can be adopted, in which the game balls are enclosed and circulated, allowing the game to proceed without the player touching the game balls. In this case, the game value indicating the number of balls paid out and the difference in balls can be treated as electrical information, but the game balls launched into the game area do not become electrical information.

[0578] Furthermore, the processes performed by the main control board 200 and the sub-control board 202 described above do not necessarily have to be processed chronologically in the order shown in the flowchart, and may include parallel processing or processing by subroutines. [Explanation of Symbols]

[0579] 100 slot machines (gaming machines) 110 Reels 118 Start switch 120 Stop switch 200a Main CPU (progress limiting mechanism) 304. Method of drawing winners by type 306 Reel control means 314 Performance State Control Means 334 Performance control means

Claims

[Claim 1] The system includes a means for restricting the progress of the game when the amount of game value acquired by the player reaches a predetermined amount. During gameplay, the game may transition to a state that is advantageous to the player. The progress limiting means does not restrict the progress of the game even if the amount acquired during the advantageous state reaches a predetermined amount, at least until the advantageous state ends. There is a first situation in which the amount obtained at the end of the advantageous state is equal to or greater than the predetermined amount, and a second situation in which the amount obtained at the end of the advantageous state is less than the predetermined amount. The aforementioned progress-restricting means restricts the progress of the game in both the first and second situations, If the first or second situation described above does not occur, and there is no third situation regarding the amount obtained that is different from the first and second situations, then the amount obtained can be cleared. A gaming machine that can prohibit the clearing of the acquired amount if the third situation occurs before the first situation or the second situation occurs.