Gaming machine

By segregating game-related programs and using tailored call instructions, the gaming machine optimizes storage usage and simplifies development and maintenance, addressing inefficiencies in existing CALLEX instruction-based systems.

JP7872636B2Active Publication Date: 2026-06-10UNIVERSAL ENTERTAINMENT CORP

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
UNIVERSAL ENTERTAINMENT CORP
Filing Date
2025-09-17
Publication Date
2026-06-10

AI Technical Summary

Technical Problem

The use of the CALLEX instruction in gaming machines results in varying instruction sizes based on the ROM address range, leading to inefficient use of storage capacity and complexity in program development and maintenance.

Method used

The gaming machine is configured with separate storage areas for programs directly and indirectly involved in game progression, using specific call instructions to manage instruction size and optimize storage usage, allowing for concise and maintainable program code.

Benefits of technology

This configuration effectively conserves storage capacity in the main ROM, simplifies program development, and enhances maintainability by reducing instruction complexity.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of effectively saving a use capacity regarding a specific program storage area of a main ROM.SOLUTION: In a program stored in a program area within a use area of a main ROM, an instruction size can be reduced when essentially calling a sub-program at addresses at and subsequent to a specific address by intermediating a jump instruction in consideration of a situation in which the instruction size becomes large when an instruction (for example, CALLEX) when calling a sub-program stored in a program area outside the use area calls the sub-program at addresses at and subsequent to the specific address in the program area outside the use area of the main ROM.SELECTED DRAWING: Figure 193
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Description

Technical Field

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

Background Art

[0002] Conventionally, a pachislot machine including: a plurality of reels having a plurality of symbols arranged on respective peripheral surfaces; a plurality of display windows provided so as to correspond to each reel and displaying some of the symbols arranged on the peripheral surface of each reel so that a player can visually recognize them; a start switch that outputs a signal requesting the start of rotation of each reel when detecting an operation by the player (hereinafter referred to as "start operation") on the condition that medals are inserted; a stop switch that outputs a signal requesting the stop of rotation of the reel according to the type of the reel when detecting an operation by the player (hereinafter referred to as "stop operation"); and a control unit that controls the operation of a stepping motor based on the signals output by the start switch and the stop switch and rotates and stops each reel, is known. Usually, in such a pachislot machine, it is determined whether or not a winning occurs based on the combination of symbols displayed by the plurality of display windows. When it is determined that a winning occurs, medals are paid out from a hopper and stored in a medal receiving unit.

[0003] In such a gaming machine, a program technique using a CALLEX instruction is disclosed when calling a program in control area ② (game medium number limit ROM area) from a program in control area ① (main control ROM area) (see Patent Document ①).

Prior Art Documents

Patent Documents

[0004]

Patent Document ①

Summary of the Invention

Problems to be Solved by the Invention

[0005] In a gaming machine like the one described in Patent Document 1, when a program stored in the ROM area within the usage area calls a program stored in the ROM area outside the usage area using the "CALLEX" instruction, if the called program is located in the first address range ("2000" H to "20FF" H) of the ROM area outside the usage area, the "CALLEX" instruction becomes a 2-byte instruction. However, if it is located in the second address range ("2100" H to), the "CALLEX" instruction becomes a 4-byte instruction. In such a situation, each use of the "CALLEX" instruction puts pressure on the capacity of the ROM area within the usage area.

[0006] The present invention has been made in view of the above-mentioned points, and aims to provide a gaming machine that can effectively save the usage capacity of a specific program storage area of ​​the main ROM.

[0007] Furthermore, the present invention aims to provide a gaming machine having a simple and easy-to-understand program code that is easy to develop and maintain. [Means for solving the problem]

[0008] To achieve the above objective, the present invention provides the following gaming machine.

[0009] The invention according to the first embodiment of the present invention has the following configuration. A gaming machine (e.g., a pachislo machine 2001) that controls the progress of a game by implementing a microprocessor (e.g., a microprocessor 2100) equipped with an arithmetic circuit (e.g., a main CPU 2101), read memory (e.g., a main ROM 2102), read / write memory (e.g., a main RAM 2103), an external bus interface circuit (e.g., an external bus interface 3104), and a plurality of chip select terminals (e.g., XCS0 and XCS1 of IC1, XCS2 and XCS3 of IC2 as shown in Figure 213), The read memory comprises a first storage means (e.g., a ROM area 2202a within the usage area) in which programs and data directly involved in the progress of the game are stored, and a second storage means (e.g., a ROM area 2202b outside the usage area) in which programs and data not directly involved in the progress of the game are stored. The program stored in the second storage means includes specific subroutines that, after being called by a program stored in the first storage means and executing a process, always return to the calling program in the first storage means (for example, a subprogram that executes the out-of-use RAM initialization process (continued) shown in Figure 177, or a subprogram that executes the interface 2 output process (continued) shown in Figure 180), and normal subroutines that, after being called by a program stored in the second storage means and executing a process, always return to the calling program in the second storage means (for example, the CRC calculation process (out-of-use area) shown in Figure 173). The arithmetic circuit calls the specific subroutine by executing a specific call instruction (for example, "CALLEX") used when calling the specific subroutine. The specified call instruction has different instruction capacity stored in the first storage means depending on whether the specified subroutine being called calls a program stored before a specific address (e.g., "2100"H) in the second storage means or a program stored at an address after the specific address (for example, a 2-byte instruction when calling a program before the specific address, and a 4-byte instruction when calling a program after the specific address). The instruction capacity required is greater when calling a program stored at an address after the specified address than when calling a program stored at an address before the specified address. If the program body of the specified subroutine is stored at an address after the specified address, in order to reduce the instruction capacity, the specified call instruction executes the program body of the specified subroutine via a call to a program stored at an address before the specified address (for example, the "JR" or "JP" instruction). If the program body of the specified subroutine is stored at an address after the specified address, the address before the specified address stores processing code for executing the program body of the specified subroutine (for example, code that can be interpreted by the main CPU 2101). The aforementioned specific call instruction executes the program body of the aforementioned specific subroutine by executing the processing code. The storage locations of the processing code and the program body of the specific subroutine are adjusted to fall within a predetermined range. The aforementioned calculation circuit functions as a game control means for controlling the progress of the game. The game control means includes a main processing means that performs the main processing associated with the progress of the game. The calculation circuit is connected via the external bus interface circuit to a plurality of integrated circuits (e.g., IC3 to IC6) and a ratio monitor (e.g., ratio monitor 3083) via a data bus (e.g., D0 to D7 terminals of IC5 and IC6). The chip select terminal and the integrated circuit are connected, The microprocessor switches the integrated circuit that outputs data using the chip select terminal, The calculation circuit outputs various percentage information related to the game, aggregated in the aggregate storage area of ​​the read / write memory, to the data bus via the external bus interface circuit and sequentially displays it on the payout ratio monitor. The process for aggregating various percentage information related to the game in the aforementioned aggregation storage area is invoked using the aforementioned specific call command (for example, the program for test firing signal control processing (outside the usage area) is invoked by CALLEX), A range matching means that performs calculations within a specific address range of the read / write memory and compares the result of said calculations with the result of previously performed calculations within the same specific address range, The system includes an initialization means for initializing a predetermined range of the read / write memory, The read / write memory comprises a third storage means for storing data directly related to the progress of the game, and a fourth storage means for storing data not directly related to the progress of the game. As the starting position of the predetermined range, The setting switch, provided for changing or confirming the setting value, is in the ON state when the power is turned on, and the range matching means has detected a mismatch, and the first starting position of the third storage means, The second start position of the third storage means when the setting switch is ON when the power is turned on and no matching mismatch is detected by the range matching means, The third starting position of the third storage means can be set when the unit game of the main processing means has finished and the next unit game has not yet started. The initialization start position of the third storage means, including the first start position, the second start position, and the third start position, is represented by a 2-byte address. The first starting position, second starting position, and third starting position of the third storage means correspond to the first starting position, second starting position, and third starting position of the fourth storage means, respectively. The game machine is characterized in that the initialization means determines the initialization start position of the fourth storage means according to the lower address relating to the start position set as the starting position within a predetermined range of the third storage means. [Effects of the Invention]

[0010] According to the present invention, by reducing the size of the program stored in a specific area (program area within the usage area) of the main ROM, the capacity used in that specific area can be effectively saved. Furthermore, according to the present invention, by configuring the program stored in a specific area of ​​the main ROM to set the actual storage location of the called subprogram before a predetermined address, concise and easy-to-read program code can be realized, and as a result, development efficiency and maintainability can be improved. [Brief explanation of the drawing]

[0011] [Figure 1] It is a diagram showing the external structure of the gaming machine according to the first embodiment. [Figure 2] It is a diagram showing the internal structure of the gaming machine according to the first embodiment. [Figure 3] It is a block diagram showing the electrical configuration of the gaming machine according to the first embodiment. [Figure 4] It is a diagram for explaining the function flow of the gaming machine according to the first embodiment. [Figure 5] It is a diagram for explaining the gaming property of the first gaming machine according to the first embodiment. [Figure 6] It is a diagram for explaining the mode of the first gaming machine according to the first embodiment. [Figure 7] It is a diagram showing various tables of the first gaming machine according to the first embodiment. [Figure 8] It is a diagram showing various tables of the first gaming machine according to the first embodiment. [Figure 9] It is a diagram showing the symbol arrangement table of the first gaming machine according to the first embodiment. [Figure 10] It is a diagram showing the internal lottery table of the first gaming machine according to the first embodiment. [Figure 11] It is a diagram showing the symbol combination table of the first gaming machine according to the first embodiment. [Figure 12] It is a diagram showing the symbol combination table of the first gaming machine according to the first embodiment. [Figure 13] It is a diagram showing the symbol combination table of the first gaming machine according to the first embodiment. [Figure 14] It is a diagram showing the symbol combination table of the first gaming machine according to the first embodiment. <000​​​​​​​This diagram shows the configuration of the winning flag storage area, the prize activation flag storage area, and the symbol code storage area of ​​the first gaming machine according to the first embodiment. [Figure 18] This diagram shows the configuration of the carryover bonus storage area of ​​the first gaming machine according to the first embodiment. [Figure 19] This diagram shows the configuration of the game state flag storage area of ​​the first gaming machine according to the first embodiment. [Figure 20] This diagram shows the configuration of the mode flag storage area of ​​the first gaming machine according to the first embodiment. [Figure 21] This diagram shows the configuration of the operation stop button storage area of ​​the first gaming machine according to the first embodiment. [Figure 22] This diagram shows the configuration of the button press sequence storage area of ​​the first gaming machine according to the first embodiment. [Figure 23] This flowchart shows the main processing performed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 24] This flowchart shows the power-on processing performed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 25] This flowchart shows the medal reception and start check process performed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 26] This flowchart shows the internal lottery process performed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 27] This flowchart shows the game start state control process executed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 28] This flowchart shows the processing performed at the start of gameplay during the advantageous period, which is executed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 29] This flowchart shows the reel stop control process executed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 30] This flowchart shows the game end state control process executed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 31] This flowchart shows the processing performed at the end of a game during a favorable period, which is executed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 32] This flowchart shows the periodic interrupt processing performed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 33] This flowchart shows an overview of the sub-side control processing performed by the sub-control circuit of the gaming machine according to the first embodiment. [Figure 34] This diagram shows an example configuration of a medalless gaming machine according to the first embodiment. [Figure 35] This figure shows an example of the configuration of the main control board of a gaming machine according to the first embodiment. [Figure 36] This figure shows an example of a rock performance according to the second embodiment. [Figure 37] This diagram shows the specific form of the lock effect corresponding to lock effect number "1". [Figure 38] This diagram shows the specific details of the lock effect corresponding to lock effect number "2". [Figure 39] This diagram shows the specific details of the lock effect corresponding to lock effect number "3". [Figure 40] This diagram shows the specific details of the lock effect corresponding to lock effect number "4". [Figure 41] This diagram shows the specific details of the lock effect corresponding to lock effect number "5". [Figure 42] This diagram shows the specific details of the lock effect corresponding to lock effect number "6". [Figure 43] This is a flowchart showing the lock effect determination process performed in the main control circuit. [Figure 44] This is a flowchart showing the lock effect execution process performed in the main control circuit. [Figure 45] This figure shows an example of an image displayed on the main display device during a simulated game. [Figure 46] This flowchart shows the processing performed in the main control circuit during simulated gameplay. [Figure 47] This flowchart shows the normal processing performed during simulated gameplay in the main control circuit. [Figure 48] This flowchart shows the reel animation processing performed in the main control circuit after a simulated game. [Figure 49] This flowchart shows the processing performed in the main control circuit after the reel animation during simulated gameplay. [Figure 50] This is a flowchart showing the reel rotation start process performed in the main control circuit. [Figure 51] This is a flowchart showing the random delay processing performed in the main control circuit. [Figure 52] This figure shows an example of the temporal change in the reel control state when a simulated game is being played. [Figure 53] This figure shows an example of the temporal change in the reel control state when a simulated game is being played. [Figure 54] This figure shows an example of the temporal change in the reel control state when a simulated game is being played. [Figure 55] This is a flowchart showing the lock effect execution process performed in the main control circuit according to the third embodiment. [Figure 56] This flowchart shows the process for starting a simulated game that is performed in the main control circuit. [Figure 57] This flowchart shows the normal processing performed during simulated gameplay in the main control circuit. [Figure 58] This flowchart shows the stop button operation reception process performed in the main control circuit. [Figure 59] This flowchart shows the oscillation control process performed in the main control circuit. [Figure 60] This flowchart shows the processing performed in the main control circuit to terminate the simulated game. [Figure 61] This flowchart shows the process for receiving simulated game challenge operations performed in the main control circuit. [Figure 62]This figure shows an example of an image displayed on the main display device. [Figure 63] This flowchart shows the bonus winning process performed in the main control circuit. [Figure 64] This flowchart shows the process for determining the game end lock animation, which is performed in the main control circuit. [Figure 65] This flowchart shows the process of executing the game end lock animation in the main control circuit. [Figure 66] This flowchart shows the process performed in the main control circuit to initiate the game end lock animation. [Figure 67] This is a diagram showing the memory map of the main control circuit. [Figure 68] This is a diagram illustrating the gameplay of a first gaming machine (modified example) according to the first embodiment. [Figure 69] This figure illustrates an example of preferential control (during normal operation) of a first gaming machine (modified version) according to the first embodiment. [Figure 70] This is a diagram illustrating an example of preferential control (during ST) of a first gaming machine (modified version) according to the first embodiment. [Figure 71] This figure illustrates an example of controlling the anticipation-building effect of a first gaming machine (modified version) according to the first embodiment. [Figure 72] This figure illustrates an example of controlling the anticipation-building effect of a first gaming machine (modified version) according to the first embodiment. [Figure 73] This figure illustrates an example of controlling the anticipation-building effect of a first gaming machine (modified version) according to the first embodiment. [Figure 74] This figure illustrates an example of controlling the anticipation-building effect of a first gaming machine (modified version) according to the first embodiment. [Figure 75] This figure illustrates an example of controlling the anticipation-building effect of a first gaming machine (modified version) according to the first embodiment. [Figure 76] This figure illustrates an example of controlling the anticipation-building effect of a first gaming machine (modified version) according to the first embodiment. [Figure 77]This figure illustrates an example of controlling the anticipation-building effect of a first gaming machine (modified version) according to the first embodiment. [Figure 78] This figure illustrates an example of controlling the anticipation-building effect of a first gaming machine (modified version) according to the first embodiment. [Figure 79] This figure illustrates a modified example 3 (transmission information control example (part 1)) of the push-button bell of the first gaming machine (modified example) according to the first embodiment. [Figure 80] This figure illustrates a modified example 3 (transmission information control example (part 2)) of the push-button bell of the first gaming machine (modified example) according to the first embodiment. [Figure 81] (a) is a diagram showing the transitions between game states according to the fourth embodiment of the present invention. (b) is a table summarizing the transition conditions for game states according to the fourth embodiment of the present invention. [Figure 82] (a) is a diagram showing the pattern placement table. (b) is a diagram showing the pattern code table. [Figure 83A] This is a diagram showing a pattern combination table. [Figure 83B] This is a diagram showing a pattern combination table. [Figure 84A] This is a diagram showing the combination table by flag. [Figure 84B] This is a diagram showing the combination table by flag. [Figure 84C] This is a diagram showing the combination table by flag. [Figure 84D] This is a diagram showing the combination table by flag. [Figure 84E] This is a diagram showing the combination table by flag. [Figure 85] This diagram shows the internal lottery table for the RT0 game state. [Figure 86] (a) is a diagram showing the internal lottery table for the RT1 game state. (b) is a diagram showing the internal lottery table for the BB game state. [Figure 87] This diagram shows an example of the correspondence between internal winning symbols, stop operation methods, and display symbols. [Figure 88]This figure shows an example of the transition flow of game states in the non-advantageous and advantageous periods according to the fourth embodiment of the present invention. [Figure 89] This figure shows the transition of the payout state according to the fourth embodiment of the present invention. [Figure 90] This is a table summarizing the transition conditions for the payout state according to the fourth embodiment of the present invention. [Figure 91] (a) is a diagram showing the numerical values ​​displayed on the instruction monitor during pseudo-BIG and pseudo-REG. (b) is a diagram showing the content corresponding to the numerical values ​​displayed on the instruction monitor. [Figure 92] This diagram shows the correspondence between the internal winning combination, the sub-flag, and the payout flag. [Figure 93] This flowchart shows the processing performed in the main control circuit at the start of a game during a non-advantageous period. [Figure 94] (a) is a diagram showing the lottery table for transitioning to the advantageous period. (b) is a diagram showing the lottery table at the time of transitioning to the advantageous period. [Figure 95] This flowchart shows the processing performed in the main control circuit at the start of a game to prepare for consecutive wins. [Figure 96] (a) is a diagram of the winning streak preparation mode lottery table (1). (b) is a diagram of the winning streak preparation mode lottery table (2). [Figure 97] This diagram shows the lottery table for transitioning to the Consecutive Win Challenge. [Figure 98] (a) is a diagram showing the draw table for determining when transitioning to the Consecutive Win Challenge. (b) is a diagram showing the draw table for dropping out of the Consecutive Win Preparation mode. [Figure 99] This flowchart shows the processing performed in the main control circuit at the start of a normal game stage. [Figure 100] This is a flowchart showing the normal stage start processing performed in the main control circuit. [Figure 101] (a) is a diagram showing the mode lottery table during normal transitions. (b) is a diagram showing the ceiling lottery table during normal transitions. [Figure 102] This is a diagram showing the point mode lottery table. [Figure 103] This flowchart shows the processing specific to the normal stage performed in the main control circuit. [Figure 104] This diagram shows the freeze lottery table during the normal stage. [Figure 105] This diagram shows the draw table for transition flags and winning flags during normal stages. [Figure 106] This diagram shows the draw table for transition flags and winning flags during normal stages. [Figure 107] This diagram shows the draw table for transition flags and winning flags during normal stages. [Figure 108] This is a flowchart showing the common processing performed in the main control circuit for normal payout states. [Figure 109] This flowchart shows the normal game count counter update process performed in the main control circuit. [Figure 110A] This diagram shows the lottery table for transitioning to High Probability 1 after a normal number of games played. [Figure 110B] This diagram shows the lottery table for transitioning to High Probability 1 after a normal number of games played. [Figure 111] This diagram shows a lottery table being prepared for a ceiling fake. [Figure 112] This flowchart shows the ceiling-related processing performed in the main control circuit. [Figure 113A] This diagram shows the lottery table for the type of winning ticket when the ceiling is reached. [Figure 113B] This diagram shows the lottery table for the type of winning ticket when the ceiling is reached. [Figure 114] This flowchart shows the point-related processing performed in the main control circuit. [Figure 115] This diagram shows the point acquisition lottery table. [Figure 116] This diagram shows the lottery table when points are reached. [Figure 117] This flowchart shows the process of drawing the number of pre-announcement games when a flag is drawn during a normal stage, which is performed in the main control circuit. [Figure 118]This flowchart shows the process of drawing the number of pre-bonus games when a pseudo-BIG or upgrade chance is won during a normal stage, which is performed in the main control circuit. [Figure 119] This flowchart shows the process of drawing the number of pre-announcement games when a chance stage is won during a normal stage, which is performed in the main control circuit. [Figure 120A] (a) is a diagram showing the lottery table for the number of pre-bonus games played when a pseudo-BIG or upgrade chance is won during the normal stage (when a point is reached). (b) is a diagram showing the lottery table for the number of pre-bonus games played when a pseudo-BIG or upgrade chance is won during the normal stage (when the ceiling is reached). (c) is a diagram showing the lottery table for the number of pre-bonus games played when a pseudo-BIG or upgrade chance is won during the normal stage (basic). [Figure 120B] (d) is a diagram showing the lottery table for the number of pre-announcement games played when a chance stage is won during a normal stage (when a point is reached). (e) is a diagram showing the lottery table for the number of pre-announcement games played when a chance stage is won during a normal stage (basic). (f) is a diagram showing the lottery table for the number of pre-announcement games played when a ceiling fake win occurs during a normal stage. [Figure 121] This flowchart shows the pre-game count management process for the normal stage, which is performed in the main control circuit. [Figure 122] This flowchart shows the stochastic mode-related processing performed in the main control circuit. [Figure 123] (a) is a diagram of the high probability 2 transition lottery table (1). (b) is a diagram of the high probability 2 transition lottery table (2). (c) is a diagram of the high probability 2 transition lottery table (3). (d) is a diagram of the high probability 2 fall-off lottery table. [Figure 124] This is a flowchart showing the pre-processing for promotion opportunities performed in the main control circuit. [Figure 125] This diagram shows the lottery table for when a promotion opportunity is triggered. [Figure 126] This flowchart shows the processing performed in the main control circuit at the start of the chance stage game. [Figure 127] This diagram shows the lottery table for the guaranteed number of games played at the start of the Chance Stage. [Figure 128] This diagram shows the lottery table for pseudo-BIG and promotion chances during the chance stage. [Figure 129] This diagram shows the lottery table for increasing the number of games played during the Chance Stage. [Figure 130] This flowchart shows the process of drawing the number of pre-announcement games when a flag is won during the chance stage, which is performed in the main control circuit. [Figure 131] This diagram shows the lottery table for the number of pre-announcement games played when a flag is won during the chance stage. [Figure 132] This flowchart shows the counter management process for the chance stage performed in the main control circuit. [Figure 133] This flowchart shows the processing performed in the main control circuit at the start of a game for promotion chances. [Figure 134A] This diagram shows the promotion chance mode lottery table. [Figure 134B] This diagram shows the promotion chance mode lottery table. [Figure 135] This diagram shows the lottery table for promotion opportunities. [Figure 136] This is a diagram showing the next simulated game lottery table. [Figure 137] This diagram shows the lottery table for pseudo-BIG upgrades after a set number of games have been played. [Figure 138] This is a diagram showing the simulated game lottery table. Figure 139 shows the contents of the simulated game. [Figure 139] This diagram shows the contents of the simulated game. [Figure 140] This diagram shows the flow of gameplay during a promotion opportunity. [Figure 141] This diagram shows an example of the presentation when a pseudo-BIG is won in the first game of the promotion chance. [Figure 142] This diagram shows an example of the presentation when all pseudo-BIG bonuses are not won in the first to fourth games of the promotion chance. [Figure 143] This flowchart shows the processing performed in the main control circuit at the start of a simulated BIG game. [Figure 144] This is a flowchart showing the processing performed in the main control circuit when a pseudo-BIG event starts. [Figure 145] This diagram shows the lottery table for the consecutive win challenge at the start of a pseudo-BIG bonus round. [Figure 146] This diagram shows the 1G consecutive draw table during the pseudo-BIG bonus round. [Figure 147] This flowchart shows the counter management process for the pseudo-BIG bonus performed in the main control circuit. [Figure 148] This is a flowchart showing the pseudo-BIG termination processing (1) performed in the main control circuit. [Figure 149] This diagram shows the draw table when the number of successful replies is insufficient. [Figure 150] This is a flowchart showing the pseudo-BIG termination processing (2) performed in the main control circuit. [Figure 151] This diagram shows the lottery table for the consecutive win challenge at the end of the final second pseudo-BIG. [Figure 152] This flowchart shows the processing performed in the main control circuit at the start of a game for a pseudo-REG (Regular Bonus). [Figure 153] This diagram shows the lottery table for the consecutive win challenge at the start of a pseudo-REG. [Figure 154] This diagram shows the 1G consecutive draw table during pseudo-REG. [Figure 155] This flowchart shows the counter management process for the pseudo-REG that takes place in the main control circuit. [Figure 156] This flowchart shows the processing performed in the main control circuit at the start of a game for the continuous win challenge. [Figure 157] This diagram shows the pseudo-bonus lottery table at the start of the consecutive win challenge. [Figure 158] This diagram shows the table for determining the number of games played at the start of the consecutive win challenge. [Figure 159] This diagram shows the lottery table during the consecutive win challenge. [Figure 160] This diagram shows the draw table for transitioning to normal mode at the end of the consecutive win challenge. [Figure 161] This flowchart shows the counter management process for the continuous win challenge performed in the main control circuit. [Figure 162] This diagram shows a list of counters managed by the main control circuit. [Figure 163] This flowchart shows the AT-related processing performed in the main control circuit when the lever is turned on. [Figure 164] This flowchart shows the AT-related processing performed in the main control circuit when the system is completely stopped. [Figure 165] This diagram shows an example of a visual effect that occurs when a penalty is incurred during a promotion opportunity. [Figure 166] This figure shows an example of the configuration of the microprocessor in the main control board according to the fifth embodiment of the present invention. [Figure 167] This is a diagram showing the configuration of various registers in the main CPU according to the fifth embodiment of the present invention. [Figure 168] This figure shows the memory map of a microprocessor according to a fifth embodiment of the present invention. [Figure 169] This figure illustrates the outline of the external interrupt processing related to power outage detection in the fifth embodiment of the present invention. [Figure 170] This is a flowchart showing the main process in the fifth embodiment of the present invention. [Figure 171] This is a flowchart showing the power-on processing in the fifth embodiment of the present invention. [Figure 172] This is a flowchart showing the CRC inspection process (outside the usage area) in the fifth embodiment of the present invention. [Figure 173] This is a flowchart showing the CRC calculation process (outside the usage area) in the fifth embodiment of the present invention. [Figure 174] This is a flowchart showing the error handling for game recovery failure (outside the usage area) in the fifth embodiment of the present invention. [Figure 175] This flowchart shows the BB (Special Prize) game count check process, the transmission standby & RAM initialization process, and the specified RAM initialization process in the fifth embodiment of the present invention. [Figure 176] This flowchart shows the BB (Special Prize) game count check process, the transmission standby & RAM initialization process, and the specified RAM initialization process in the fifth embodiment of the present invention. [Figure 177] A flowchart showing the RAM initialization process outside the usage area (outside the usage area) and the RAM initialization process outside the usage area (continued) in the fifth embodiment of the present invention. [Figure 178] This is a flowchart showing the random value acquisition process and internal lottery process in the fifth embodiment of the present invention. [Figure 179] This is a flowchart showing the random value acquisition process and internal lottery process in the fifth embodiment of the present invention. [Figure 180] This is a flowchart showing the interface 2 output processing (outside the usage area) and interface 2 output processing (continuation) in the fifth embodiment of the present invention. [Figure 181] This is a flowchart showing the medal count abnormality detection process (outside the usage area) in the fifth embodiment of the present invention. [Figure 182] This is a flowchart showing the medal payout / re-play operation process, settlement execution process, and medal payout process in the fifth embodiment of the present invention. [Figure 183] This is a flowchart showing the medal payout / re-play operation process, settlement execution process, and medal payout process in the fifth embodiment of the present invention. [Figure 184] This is a flowchart showing the medal counting process (outside the usage area) in the fifth embodiment of the present invention. [Figure 185] This is a flowchart showing the start process of the ratio monitor aggregation (outside the usage area) in the fifth embodiment of the present invention. [Figure 186] This is a flowchart showing the periodic interrupt processing in the fifth embodiment of the present invention. [Figure 187] This is a flowchart showing the test firing signal control process (outside the usage area) in the fifth embodiment of the present invention. [Figure 188]This is a flowchart showing the error detection process (outside the usage area) in the fifth embodiment of the present invention. [Figure 189] This is a flowchart showing the setting value check process (outside the usage area) and the random number check process (outside the usage area) in the fifth embodiment of the present invention. [Figure 190] This is a flowchart showing the power interruption processing in the fifth embodiment of the present invention. [Figure 191] This is a flowchart showing the CRC generation process (outside the usage area) in the fifth embodiment of the present invention. [Figure 192] This is a flowchart showing the error cause clearing process (outside the usage area) in the fifth embodiment of the present invention. [Figure 193] This figure illustrates the situation regarding the specification of the call destination in CALLEX in the fifth embodiment of the present invention. [Figure 194] This figure illustrates the process related to the CRC check of the main RAM in a fifth embodiment of the present invention. [Figure 195] This is a flowchart illustrating the 4-bit data acquisition process in the fifth embodiment of the present invention. [Figure 196] This figure illustrates the process related to the acquisition of 4-bit data in the fifth embodiment of the present invention. [Figure 197] This figure shows an example of a table defined to be readable by applying a 4-bit data acquisition process in the fifth embodiment of the present invention. [Figure 198] This figure shows an example of a table defined to be readable by applying a 4-bit data acquisition process in the fifth embodiment of the present invention. [Figure 199] This figure shows an example of a table defined to be readable by applying a 4-bit data acquisition process in the fifth embodiment of the present invention. [Figure 200] This is a flowchart showing the 2-bit data acquisition process in the fifth embodiment of the present invention. [Figure 201]This figure illustrates the process related to the acquisition of 2-bit data in the fifth embodiment of the present invention. [Figure 202] This figure shows an example of a table defined to be readable by applying a 2-bit data acquisition process in the fifth embodiment of the present invention. [Figure 203] This figure illustrates the common processing in the fifth embodiment of the present invention, which uses the lower address of a counter as an input parameter. [Figure 204] This figure illustrates the common processing in the fifth embodiment of the present invention, which uses the lower address of a counter as an input parameter. [Figure 205] This figure illustrates a method for determining the start address for clearing an unused RAM area in a fifth embodiment of the present invention. [Figure 206] This is a flowchart illustrating the stop button input monitoring process in the fifth embodiment of the present invention. [Figure 207] This is a flowchart showing the common information backup generation process and the common information backup restoration process in the fifth embodiment of the present invention. [Figure 208] This is a flowchart illustrating the common information recovery process in the fifth embodiment of the present invention. [Figure 209] This figure illustrates the common processes in backup generation and backup restoration in the fifth embodiment of the present invention. [Figure 210] This is a block diagram showing the electrical configuration of a gaming machine equipped with a main control board according to the sixth embodiment of the present invention. [Figure 211] This figure shows an example configuration of a game information display unit, a medal count display unit, and a medal dispensing display unit provided in a gaming machine equipped with a main control board according to the sixth embodiment of the present invention. [Figure 212] This figure shows an example configuration of the main control microprocessor and the medal count control microprocessor of the main control board according to the sixth embodiment of the present invention. [Figure 213] This is a schematic diagram of an example circuit configuration of the main control board according to the sixth embodiment of the present invention. [Modes for carrying out the invention]

[0012] [First Embodiment] The gaming machine according to this embodiment will be described below with reference to the drawings. In this embodiment, a pachislo machine will be used as an example of the gaming machine.

[0013] [1. Structure of a pachislo machine] First, the structure of the pachislo machine 1 will be explained with reference to Figures 1 and 2. Figure 1 shows the external structure of the pachislo machine 1, and Figure 2 shows the internal structure of the pachislo machine 1. For the sake of explanation, the following explanation of the external structure may include a part of the internal structure, and vice versa.

[0014] [1-1.External structure] [1-1-1. Cabinet] The pachislo machine 1 is composed of a rectangular box-shaped casing 2. The casing 2 also includes a metal cabinet G, which has a rectangular opening on the front side, an upper door mechanism UD located on the upper front of the cabinet G, and a lower door mechanism DD located on the lower front of the cabinet G.

[0015] Cabinet G comprises an intermediate support plate G1, a pair of left and right side walls G2, a rear wall G3, a top wall G4, and a bottom wall G5. Note that the rear wall G3 and bottom wall G5 are not shown in Figures 1 and 2. The top wall G4 of cabinet G has two openings G4a that are spaced apart in the left-right direction and penetrate vertically. Wooden plate members G4b are attached to the top wall G4 so as to close each of these two openings G4a.

[0016] The plate member G4b is used to fix the pachislo machine 1 to the gaming island (not shown) when installing it in a gaming parlor. As long as such a fixing method is ensured, it can be made of metal or resin, or it can be formed integrally with the upper wall G4. Furthermore, as long as a certain level of strength is ensured for the cabinet G, some or all of the constituent members can be made of wood or resin.

[0017] Furthermore, within the cabinet G, an upper opening G101 that opens forward is formed above the intermediate support plate G1, and a lower opening G102 that opens forward is formed below the intermediate support plate G1. In other words, the inside of the cabinet G is divided into an upper space and a lower space by the intermediate support plate G1, and the intermediate support plate G1 functions as a partition plate that divides the inside of the cabinet G into an upper space and a lower space. The upper space is the space behind the upper door mechanism UD inside the cabinet G, and houses the main display device 210, etc., which will be described later. The lower space is the space behind the lower door mechanism DD inside the cabinet G, and houses the reel unit RU, main control board 71, etc., which will be described later.

[0018] Furthermore, the cabinet G does not necessarily have to include the intermediate support plate G1. In other words, as long as the devices and other components are properly housed within the cabinet G, the upper and lower spaces may not be separated. Also, the cabinet G can simply be called the "box" or "main body," or, since it functions as a frame that supports or fixes the upper door mechanism UD and the lower door mechanism DD, it can also be called the "main body frame," "support," "support frame," or "fixing frame," etc.

[0019] [1-1-2. Front Door] The upper door mechanism UD and the lower door mechanism DD are formed to correspond to the shape and size of the opening in the cabinet G, and are provided to be able to close the upper and lower spaces of the opening in the cabinet G. In other words, the upper door mechanism UD and the lower door mechanism DD function as front doors provided on the front side of the pachislo machine 1.

[0020] Furthermore, the upper door mechanism UD and the lower door mechanism DD are each attached to the cabinet G so as to be able to open and close by an opening and closing mechanism (not shown), such as a hinge, provided on the left side wall G2. Alternatively, either the upper door mechanism UD or the lower door mechanism DD can be opened and closed by the aforementioned opening and closing mechanism, while the other can be configured to be detachable only when the other door mechanism is in the open position.

[0021] The upper door mechanism UD has a performance display window UD1 located in its center and an upper lamp 23 located above the performance display window UD1. The performance display window UD1 is, for example, made of a transparent resin panel, and allows the performance image displayed on the screen device C, which constitutes the main display device 210 described later and is located on its rear side. In this embodiment, the main display device 210 that displays performances via the performance display window UD1 may be described as the main performance display unit 21.

[0022] The lower door mechanism DD has a main display window 4 located approximately in the center of its upper part, and a reel unit RU mounted on the rear side of the main display window 4, on the inside side of the cabinet G.

[0023] The reel unit RU is mainly composed of three reels: 3L (left reel), 3C (middle reel), and 3R (right reel). Each reel, 3L, 3C, and 3R, consists of, for example, a cylindrical reel body and a translucent reel strip attached to the circumferential surface of the reel body. Multiple (e.g., 20) patterns are drawn on the reel strip at predetermined intervals along the direction of rotation of the reel. The reels 3L, 3C, and 3R are arranged in parallel (in a horizontal row) so that each can rotate at a constant speed in the vertical direction. The main display window 4 is, for example, made of a transparent resin panel, and allows at least a portion (e.g., 3) of the patterns on the circumferential surface of each reel, 3L, 3C, and 3R, to be visible. Furthermore, each reel 3L, 3C, and 3R is equipped with a light source (reel lamps included in the lamps / LEDs described later) at a position where the symbols can be seen from at least the main display window 4. By illuminating these reels from within with a constant brightness while each reel 3L, 3C, and 3R is rotating, the visibility of the symbols is ensured.

[0024] Furthermore, the lower door mechanism DD includes a sub-effect display unit 22 located to the left of the main display window 4, and an effect button 10b located to the right of the main display window 4. The sub-effect display unit 22 displays the effect images shown on the sub-display device 220, which will be described later. The sub-effect display unit 22 can also be configured as a touch panel, allowing it to function not only as an effect display unit but also as one of the effect buttons. The effect button 10b is an operation unit that receives effect operations (effect operations) from the player.

[0025] Furthermore, the lower door mechanism DD has a base portion with a substantially horizontal surface formed below the main display window 4, and on the left side there is a MAX bet button 6a, a 1 bet button 6b, and a payout button 9, a performance button 10a located in the approximate center, and a medal slot 5 located on the right side.

[0026] The MAX bet button 6a and the 1 bet button 6b are control units that accept the player's game operations (betting operations; also called "insertion operations" or "betting operations") for using the tokens deposited (credited) inside the pachislo machine 1. When the MAX bet button 6a is pressed, if the current bet is less than the maximum bet (for example, 3 tokens) and the credited tokens are equal to or greater than that difference, the maximum bet amount will be bet. On the other hand, if the credited tokens are less than or equal to that difference, no tokens will be bet. When the 1 bet button 6b is pressed, if the current bet is less than the maximum bet and there is 1 or more credited tokens, 1 token will be bet.

[0027] The settlement button 9 is an operation unit that accepts the player's game operation (settlement operation) to return (settle) the credited medals. If the settlement button 9 is operated when there are no credited medals, the machine may accept the player's game operation (C / P mode selection operation) to select either a credit mode (C mode) in which the inserted or dispensed medals are credited, or a pay mode (P mode) in which the medals are not credited, within the range of the number of creditable medals (for example, 50 medals). In other words, the settlement button 9 can also function as a so-called C / P button. The effect button 10a is an operation unit that accepts the player's operation for effects (effect operation).

[0028] The medal slot 5 receives medals inserted into the pachislo machine 1 from the outside by the player. The received medals are detected by the selector 31 (described later) and it is determined whether or not they are valid medals. If a received medal is not valid, it is returned from the medal payout port 11 (described later). If a received medal is valid, and the current bet is less than the maximum bet, one medal is bet. If the current bet is the maximum bet and the number of credited medals has not reached the number of available credits, one medal is credited. On the other hand, if the number of credited medals has reached the number of available credits, the received medal is returned from the medal payout port 11 (described later).

[0029] Furthermore, the lower door mechanism DD has an information display device 14 provided between the main display window 4 and the aforementioned base portion. The information display device 14 is composed of multiple lamps (LEDs) and a 7-segment LED, and displays information related to the game depending on how it is lit.

[0030] Furthermore, the lower door mechanism DD is located below the aforementioned base and includes a start lever 7 on the left side, three stop buttons 8L, 8C, and 8R located approximately in the center, and a locking mechanism 15 located on the right side. The start lever 7 is mounted to be tiltable within a predetermined angle range and is an operating unit that receives the player's game operation (start operation) to begin playing. Each stop button 8L, 8C, and 8R is provided corresponding to each reel 3L, 3C, and 3R and is an operating unit that receives the player's game operation (stop operation) to stop the rotation of each reel.

[0031] The locking mechanism 15 is composed of, for example, a key cylinder lock. When the lower door mechanism DD is in the closed state, the lock is released when the administrator of the amusement parlor (for example, an employee of the amusement parlor; the same applies hereinafter) inserts the door key (not shown) into the keyhole and turns it to the right, opening the lower door mechanism DD. The locking mechanism 15 may also have a reset switch function in addition to the function of managing the opening and closing of the door mechanism. For example, if the administrator of the amusement parlor inserts the door key into the keyhole and turns it to the left, it may be possible to detect a reset operation similar to that of the reset switch 53 described later. In this embodiment, when the lower door mechanism DD is opened, the upper door mechanism UD can also be opened in conjunction with it, or a separate locking mechanism corresponding to the upper door mechanism UD can be provided, allowing each to be opened and closed independently.

[0032] Furthermore, the lower door mechanism DD includes a waist panel 13 located in the center of its lower part, a medal tray 12 located below the waist panel 13, a medal dispensing port 11 located above the medal tray 12, and sound-transmitting holes 24a and 24b located on the left and right sides of the medal dispensing port 11.

[0033] The waist panel 13 consists of a decorative panel depicting machine information such as a logo representing the machine's name or a character representing its motif, and a light source (a waist lamp included in the lamps / LEDs described later) for illuminating this decorative panel from the rear. The medal tray 12 stores the medals dispensed from the medal payout port 11. The medal payout port 11 discharges medals that are dispensed (or returned) from inside the pachislo machine 1 to the outside. The medals discharged from the medal payout port 11 include those dispensed from the hopper device 32 described later and those returned through the cancel chute (not shown) from the selector 31 described later. The sound-transmitting holes 24a and 24b are on their respective rear sides and transmit sound such as sound effects and background music output from speakers 35a and 35b (speaker 35a is not indicated in Figure 2) mounted inside the cabinet G toward the front of the pachislo machine 1.

[0034] In this embodiment, an upper door mechanism UD and a lower door mechanism DD are provided to correspond to the fact that the inside of the cabinet G is divided into an upper space and a lower space. However, as long as the opening in the cabinet G can be opened and closed appropriately, it can be configured as a single door mechanism or as three or more door mechanisms. It can also be configured as a double door mechanism in the front-to-back direction (for example, an outer door and an inner door). Furthermore, the upper door mechanism UD and the lower door mechanism DD can simply be called "doors," or, since they function as members that enable the opening in the cabinet G to be opened and closed, they can also be called "opening / closing members," "door members," or "door components."

[0035] [1-1-3. Variable Display Section] As described above, the pachislo machine 1 is equipped with reels 3L, 3C, and 3R and a main display window 4. When the start lever 7 is operated (when the player initiates the start operation), the stepping motors 51L, 51C, and 51R described later are driven and controlled to start the rotation of each reel 3L, 3C, and 3R. As a result, the symbols displayed in the main display window 4 change. Also, when the stop buttons 8L, 8C, and 8R are operated (when the player initiates the stop operation), the stepping motors 51L, 51C, and 51R described later are driven and controlled to stop the rotation of each reel 3L, 3C, and 3R. As a result, the symbols displayed in the main display window 4 stop.

[0036] In other words, each reel 3L, 3C, 3R and the main display window 4 constitute a variable display unit (means) capable of displaying (and stopping) multiple symbols in multiple rows, or multiple variable display units (means) capable of displaying (and stopping) multiple symbols in a variable manner. The variable display unit (means) may also be called a "symbol display unit (means)" or a "variable display unit (means)." Furthermore, the symbols may also be called "pictures" or "patterns," and since they are information that can be identified by the player's eyes, they may also be called "identification information" in that sense.

[0037] Furthermore, the main display window 4 is configured so that when the rotation of each reel 3L, 3C, and 3R stops, three symbols arranged consecutively for each reel are displayed within its frame. In other words, the main display window 4 displays one symbol in each of the upper, middle, and lower sections of each row (a total of three symbols) (the symbols are displayed in a 3x3 arrangement within the frame of the main display window 4). The main display window 4 is sometimes referred to as the "symbol display area" or "window section."

[0038] Furthermore, valid lines are defined in the main display window 4. Valid lines are lines used to determine whether a predetermined combination of symbols has been displayed when all the symbols in a given column have been stopped and displayed in response to the player's stopping operation. In this sense, valid lines can also be called "winning lines" or "determination lines." Valid lines are configured as lines connecting any of the areas in each column. That is, if the main display window 4 is configured to display symbols in a 3x3 configuration, it is possible to define up to 27 valid lines. However, in practice, one or more of these lines can be defined as valid lines, while the others are defined as invalid lines.

[0039] For example, the line connecting the middle area of ​​reel 3L, the middle area of ​​reel 3C, and the middle area of ​​reel 3R is called the "center line," the line connecting the upper area of ​​reel 3L, the upper area of ​​reel 3C, and the upper area of ​​reel 3R is called the "top line," the line connecting the lower area of ​​reel 3L, the lower area of ​​reel 3C, and the lower area of ​​reel 3R is called the "bottom line," the line connecting the lower area of ​​reel 3L, the middle area of ​​reel 3C, and the upper area of ​​reel 3R is called the "cross-up line," and the line connecting the upper area of ​​reel 3L, the middle area of ​​reel 3C, and the lower area of ​​reel 3R is called the "cross-down line." Since these are lines that connect each area of ​​each column in a straight line, one or more of these lines are often defined as valid lines. However, as mentioned above, it is also possible to define so-called irregular lines that connect each area of ​​each column with a broken line as valid lines.

[0040] Furthermore, for an active payline to be activated, the required number of tokens for the game (the number of tokens available to start the game) must be bet prior to the player's start operation. However, the number of active paylines that are activated may be the same regardless of the number of bets, or it may vary depending on the number of bets. For example, if the three lines described above, "center line," "top line," and "bottom line," are defined as active paylines, in the former case, the "center line," "top line," and "bottom line" will be activated regardless of whether the number of bets is 1 to 3. On the other hand, in the latter case, if the number of bets is 1, only the "center line" will be activated; if the number of bets is 2, the "center line" and "top line" will be activated; and if the number of bets is 3 (the maximum number of bets), the "center line," "top line," and "bottom line" will be activated.

[0041] In this embodiment, the variable display unit has three reels 3L, 3C, and 3R, and a main display window 4 capable of displaying three symbols in each column, thereby displaying symbols in a 3x3 configuration. However, the symbol display configuration in the variable display unit is not limited to this. For example, the number of reels can be set to one, two, or four or more, and the number of symbols displayed in each column can be set to one, two, or four or more, thereby displaying symbols in a configuration different from the one described above. In this case, the number of definable active lines can also be increased or decreased as appropriate.

[0042] Furthermore, in this embodiment, the variable display unit displays the patterns by rotating each reel 3L, 3C, and 3R, but the configuration of the variable display unit is not limited to this. For example, it may be configured using an image display device similar to the main display device 210 and sub-display device 220 described later, or it may be configured using other display devices (e.g., organic EL or 7-segment LED). It may also be configured using other physical devices (e.g., a belt). In addition, the arrangement and size of the variable display unit can be changed as appropriate.

[0043] Furthermore, in this embodiment, the variable display unit functions as a main-side display unit directly related to the game, controlled by the main control circuit 100 described later. However, a sub-side variable display unit related to effects not directly related to the game may also be provided, controlled by the sub-control circuit 200 described later. The sub-side display unit can be configured, for example, using a main display device 210 and a sub-display device 220. That is, a sub-side display unit may be provided in addition to the main-side display unit, which displays a variable pattern in response to the player's start operation (or the fulfillment of other start conditions) and displays a stopped pattern in response to the player's stop operation (or the fulfillment of other stop conditions). In this case, in order for the player to identify whether the variable display unit is directly related to the game, an identification mark such as "slot machine" or "main reel" may be placed near the main-side display unit to identify that the variable display unit is the main-side display unit. Such identification displays may also be shown on the main display device 210 or the sub-display device 220.

[0044] [1-1-4. Coin slot] As described above, the pachislo machine 1 is equipped with a coin slot 5 that accepts coins inserted into the pachislo machine 1 from the outside by the player. The coin slot 5 and the selector 31, described later, have the function of betting the number of coins required for one game, similar to the MAX bet button 6a and the 1 bet button 6b, so such insertion operations can also be referred to as betting operations. Therefore, the coin slot 5 can also be said to be a betting operation detection unit (means) that can detect the player's betting operations. The shape, arrangement, and size of the coin slot can be changed as appropriate. Furthermore, this configuration is not necessarily required when the pachislo machine 1 is configured as a coinless game machine, as described later.

[0045] In this embodiment, while the use of medals as a game medium is explained as an example of game value used in games or awarded according to game results, the game value used in this way is not limited to this. For example, coins, game balls, game point data or tokens can also be used. Furthermore, game value can simply be referred to as "value" or "game value," etc.

[0046] [1-1-5.Operation section] Pachislo machine 1 includes, for example, the following operating parts that can be operated by the player. Note that the following operating parts are merely examples, and the machine may be configured to include different operating parts, or it may be configured to omit operating parts that are not necessarily essential.

[0047] [1-1-5-1. Bet button] As described above, the pachislo machine 1 is equipped with a MAX bet button 6a and a 1 bet button 6b that accept betting operations from the player to use the tokens deposited (credited) inside it. Furthermore, such betting operations are detected by a bet switch 6S, which will be described later. Therefore, the MAX bet button 6a, the 1 bet button 6b, and the bet switch 6S constitute a betting operation detection unit (means) capable of detecting the player's betting operations. Note that the bet buttons only need to be able to detect the player's betting operations, and their shape, arrangement, and size can be changed as appropriate. In this embodiment, a MAX bet button 6a and a 1 bet button 6b are provided, but it is also possible to provide only the MAX bet button 6a without the 1 bet button 6b. Furthermore, a separate 2 bet button for betting two tokens may be provided.

[0048] [1-1-5-2. Start lever] As described above, the pachislo machine 1 is equipped with a start lever 7 that receives a start operation from the player to begin playing. Such a start operation is detected by a start switch 7S, which will be described later. Therefore, the start lever 7 and the start switch 7S constitute a start operation detection unit (means) capable of detecting a player's start operation. The start lever only needs to be capable of detecting a player's start operation, and its shape, arrangement, and size can be changed as appropriate.

[0049] [1-1-5-3. Stop button] As described above, the pachislo machine 1 is equipped with stop buttons 8L, 8C, and 8R, each corresponding to the reels 3L, 3C, and 3R, which accept the player's stop operation to stop the rotation of each reel. Such stop operations are detected by the stop switch 8S, which will be described later. Therefore, the stop buttons 8L, 8C, 8R and the stop switch 8S constitute a stop operation detection unit (means) capable of detecting the player's stop operation. Note that the stop buttons only need to be able to detect the player's stop operation, and their shape, arrangement, and size can be changed as appropriate.

[0050] [1-1-5-4. Checkout button] As described above, the pachislo machine 1 is equipped with a settlement button 9 that accepts the player's settlement operation (return operation) to return (cash out) the credited tokens. Furthermore, such a settlement operation is detected by the settlement switch 9S described later. Therefore, the settlement button 9 and the settlement switch 9S constitute a settlement operation detection unit (means) capable of detecting the player's settlement operation. Note that the settlement button only needs to be able to detect the player's settlement operation, and its shape, arrangement, size, etc. can be changed as appropriate.

[0051] [1-1-5-5. Buttons for performance / effects] As described above, the pachislo machine 1 is equipped with performance buttons 10a and 10b that receive performance operations from the player. Such performance operations are detected by detection switches (not shown) provided in conjunction with each performance button. Therefore, the performance buttons 10a and 10b and the detection switches constitute a performance operation detection unit (means) capable of detecting performance operations from the player. The performance buttons only need to be capable of detecting performance operations from the player, and their shape, arrangement, and size can be changed as appropriate. In this embodiment, two performance buttons 10a and 10b are provided, but it is also possible to configure the machine without either of them, or to provide only one of them. Furthermore, it is also possible to configure the machine with three or more performance buttons.

[0052] The main uses of the effect buttons are to change the effect mode when executing a specific effect (for example, the operation-linked effect described later) and to perform selection and confirmation operations in the user menu described later. Therefore, it is also possible to configure the system to have effect buttons that are appropriate for each purpose. For example, effect buttons 10a and 10b may be used for the former purpose, and the touch panel described above may be used for the latter purpose. In addition, for use in the latter purpose, it is also possible to configure the system to have a separate effect button, such as a jog dial or directional keys that can accept selection and confirmation operations.

[0053] [1-1-6. Medal Dispensing Outlet] As described above, the pachislo machine 1 is equipped with a medal payout port 11 that discharges medals dispensed (or returned) from inside the pachislo machine 1 to the outside. When a win occurs and medals are dispensed, the medal payout port 11 provides the medals dispensed from the hopper device 32 (described later) to the player, and can therefore be considered part of the means of providing benefits to the player. The shape, arrangement, and size of the medal payout port can be changed as appropriate. Furthermore, this configuration is not necessarily required when the pachislo machine 1 is configured as a medalless gaming machine (described later).

[0054] [1-1-7. Medal tray] As described above, the pachislo machine 1 is equipped with a medal tray 12 for storing medals dispensed from the medal payout port 11. In other words, the medal tray 12 constitutes a storage unit (means) capable of storing the assigned game value. The shape, arrangement, and size of the medal tray can be changed as appropriate. Furthermore, this configuration is not necessarily required when the pachislo machine 1 is configured as a medalless game machine as described later.

[0055] [1-1-8. Lumbar Panel] As described above, the pachislo machine 1 includes a waist panel 13, which consists of a decorative panel depicting machine information and a waist lamp for illuminating the decorative panel from the rear. The waist panel 13 basically serves to clearly indicate to the player what kind of pachislo machine 1 it is, but it can also be configured as one of the means for executing effects, for example, by changing the lighting pattern of the waist lamp or by configuring the waist panel 13 itself as an image display device.

[0056] [1-1-9. Information display section] As described above, the pachislo machine 1 is equipped with an information display device 14 that displays information related to the game depending on its lighting pattern. In other words, the information display device 14 constitutes an information display unit (means) capable of displaying information related to the game.

[0057] The information display device 14 is comprised of, for example, an insert lamp, a start lamp, a replay lamp, a bet count lamp, a credit lamp, a payout count lamp, an instruction monitor, a limit lamp, and the like.

[0058] The insert lamp indicates that it is possible to insert medals when it lights up. The start lamp indicates that it is possible to start the game by operating the start lever 7 when it lights up. The replay lamp indicates that medals have been automatically inserted due to the replay function when it lights up. The bet lamp indicates the number of medals bet when it lights up. The credit lamp indicates the number of medals credited according to its lighting pattern. The payout lamp indicates the number of medals paid out according to the game result according to its lighting pattern.

[0059] Furthermore, the instruction monitor is composed of a notification lamp (stop operation display unit) and a section lamp (status display unit). The notification lamp displays information about a stop operation by lighting up in a manner that uniquely corresponds to the information about the stop operation being notified to the player when the player is notified of information about a stop operation (for example, in AT state). The "manner that uniquely corresponds to the information about the stop operation being notified" means, for example, that when notifying the push order (in this embodiment, this may be described as "batting order") "1st (the first stop operation is performed on reel 3L)", the instruction monitor displays the number "1", when notifying the push order "2nd (the first stop operation is performed on reel 3C)", the instruction monitor displays the number "2", and when notifying the push order "3rd (the first stop operation is performed on reel 3R)", the instruction monitor displays the number "3". The notification lamp does not necessarily have to be provided separately from the credit lamp or the payout lamp. For example, information about the stop operation may be displayed using either the credit lamp or the payout lamp.

[0060] Thus, in this embodiment, when information about a stop operation is notified to the player, the information is notified not only by the sub-side notification means (e.g., the main performance display unit 21) controlled by the sub-control circuit 200 described later, but also by the instruction monitor, which is the main side notification means controlled by the main control circuit 100 described later. Note that the manner of notification in the main side notification means and the manner of notification in the sub-side notification means may be different from each other. That is, the main side notification means only needs to notify in a manner that uniquely corresponds to the information about the stop operation to be notified, and it is not necessarily required to directly notify the information about the stop operation. For example, when notifying the order "1st", even if the numerical value "1" is displayed on the instruction monitor, some players may not be able to identify the content of the notification. On the other hand, the sub-side notification means only needs to directly notify the information about the stop operation. For example, when notifying the order "1st", the main performance display unit 21 only needs to directly notify the instruction information to perform the first stop operation on the reel 3L.

[0061] Furthermore, the section lamp illuminates to indicate that the current state is within the advantageous section described below. The section lamp illuminates at any time before the start of gameplay in the advantageous section when transitioning from a non-advantageous section to an advantageous section, and turns off at any time before the start of gameplay in the non-advantageous section when transitioning from the advantageous section to a non-advantageous section. However, the timing of the section lamp illumination is not limited to these. For example, when transitioning from a non-advantageous section or an event section (normal advantageous section) within an advantageous section to the increase section (AT state) within an advantageous section for the first time, the lamp may illuminate at any time before the start of gameplay in the increase section. In other words, the section lamp may indicate that the player is in an advantageous section regardless of whether it is an event section or an increase section, or it may indicate at least the period from the start of the first increase section until the end of the advantageous section including that section.

[0062] Furthermore, the limit lamp indicates, or is likely to be, that the limit processing described below has been performed, depending on how it lights up. For example, if the lamp lights up when the limit processing is performed, it informs the player that a favorable state (e.g., AT state) has been forcibly terminated by the execution of the limit processing. Alternatively, if the lamp blinks when the execution of the limit processing is imminent, it informs the player that there is a high probability that the favorable state will be forcibly terminated by the execution of the limit processing. In addition to these, other information regarding the limit processing can also be communicated as appropriate by providing triggers for lighting, blinking, or turning off the lamp.

[0063] [1-1-10. Production display section] As described above, the pachislo machine 1 includes a main performance display unit 21 and a sub-performance display unit 22 that display performance images. The main performance display unit 21 and the sub-performance display unit 22 constitute a performance display unit (means) capable of performing performances. They are also configured as one of the performance execution means that can perform performances from a visual standpoint for the player.

[0064] The main performance display unit 21 includes a main display device 210 that performs performance displays via a performance display window UD1. The main display device 210 is configured as a display unit A that is replaceably mounted on an intermediate support plate G1 inside the cabinet G. The display unit A is a so-called projection mapping device having an illumination unit B that emits illumination light for image display and a screen device C that makes an image appear when illuminated by the illumination light from the illumination unit B. In this embodiment, the main display device 210 is configured in this way to enable advanced and impressive performance displays, but the configuration of the main display device 210 is not limited to this. That is, it is sufficient to perform performances from a visual standpoint for the player, and it can be configured as an image display device such as a liquid crystal display device or an organic EL display device or a display device such as a 7-segment LED, or as a variable display device such as a sub-reel or a dot display device. Furthermore, from this viewpoint, its shape, arrangement and size can also be changed as appropriate. Furthermore, if the pachislo machine 1 is primarily designed to entertain players through the so-called "winning combinations" of symbols, it can be configured without the main display unit 21 (the same applies to the sub-display unit 22).

[0065] The sub-display unit 22 includes a sub-display device 220. The sub-display device 220 is configured as a liquid crystal display device. The sub-display device 220, like the main display device 210, can also be configured as other image display devices or display devices, or as a variable display device or dot display device. Furthermore, its shape, arrangement, and size can be changed as appropriate from this perspective. In addition, since the main display unit 21 is configured as a large screen, it mainly displays effects closely related to the current game, such as notifications of button press order, win notifications, or continuous effects, while the sub-display unit 22 is configured as a small screen, it mainly displays effects that are not so closely related to the current game, such as game history. Thus, the display content can be divided and displayed according to the purpose. Furthermore, in this embodiment, two display units, the main display unit 21 and the sub-display unit 22, are provided, but it is also possible to configure it without providing either of them, or to provide only one of them. It is also possible to configure it with three or more display units.

[0066] [1-1-11. Lamp] As described above, the pachislo machine 1 is equipped with one or more lamps (lighting means) capable of performing effects through their light emission patterns (including not only illumination, flashing, or extinguishing, but also their brightness and color if they are configured as full-color LEDs), such as the upper lamp 23 given as an example. Furthermore, such lighting means are configured as one of the performance execution means that can perform visual effects for the player. From this perspective, their number, shape, arrangement, and size can also be changed as appropriate.

[0067] Other lamps included in the lamps and LEDs described later include, for example, side lamps provided on both end faces of the upper door mechanism UD and both end faces of the lower door mechanism DD, and operation lamps provided within each operation unit. The latter includes a function to inform the player whether each operation unit is operable or not, so when such a function is performed, the lighting pattern can be controlled to light up in a single, unambiguous manner without changing the lighting pattern according to the performance content.

[0068] [1-1-12. Speaker] As described above, the pachislo machine 1 is equipped with speakers 35a and 35b that output sound effects, background music, and other audio. Speakers 35a and 35b constitute an audio output means capable of performing effects through audio output. They are also configured as one of the means of performing effects that can deliver auditory effects to the player. From this perspective, their number, shape, arrangement, and size can be changed as appropriate.

[0069] [1-1-13. Other stage equipment] Furthermore, in pachislo machine 1, it is also possible to provide performance devices other than the various performance devices (performance execution means) described above. For example, it is possible to provide performance devices such as movable performance devices, so-called "mechanisms," vibration performance devices that perform performances through vibration, or air performance devices that perform performances by spraying air, and to perform performances using such devices. In other words, any performance device that can perform a performance that appeals to any of the player's five senses (sight, hearing, touch, taste, smell) (making it possible for the player to recognize that a performance is being performed) can be used. Therefore, in this embodiment, "performing a performance" means that, unless otherwise specified, a performance may be performed using one or more of the various performance devices (performance execution means) described above.

[0070] [1-2. Internal structure] [1-2-1. Selector] The selector 31 (not shown in Figure 2) is a flow path for the medals inserted from the medal slot 5 and is located on the rear side of the lower door mechanism DD. The selector 31 includes, for example, a medal sensor 31S (described later) and a sorting device.

[0071] The medal sensor 31S detects medals inserted from the medal slot 5 and determines whether the detected medal is a valid medal. If the medal sensor 31S determines that the detected medal is a valid medal and the machine is in a state where it can accept medals, the sorting device is driven to guide the medal to the hopper device 32 described later. In this case, the number of bets or credits is increased by 1. On the other hand, if the medal sensor 31S determines that the detected medal is not a valid medal, and the machine is not in a state where it can accept medals, the sorting device is driven to return the medal through the cancel chute to the medal payout port 11. If an abnormality occurs in the detection of medals by the medal sensor 31S, a selector error occurs. In this case, the error state is cleared when the cause of the abnormality (e.g., a medal jam) is resolved and a reset operation is performed.

[0072] In other words, the selector 31 constitutes a game medium detection unit (means) capable of detecting inserted game medium. The selector 31 also constitutes a determination means capable of determining whether the inserted game medium is appropriate or not. Furthermore, the selector 31 constitutes a sorting means that stores the inserted game medium internally if it is appropriate, and discharges it externally if it is not appropriate. The configuration, arrangement, and size of the selector 31 can be changed as appropriate. Also, if the pachislo machine 1 is configured as a medalless game machine as described later, this configuration is not necessarily required.

[0073] [1-2-2. Hopper device] The hopper device 32 is located in the lower space inside the cabinet G. The hopper device 32 includes, for example, a bucket section for storing medals that are inserted from the medal input port 5 and guided by the selector 31, a disc section located at the bottom of the bucket section which agitates the medals stored in the bucket section and guides them one by one to the discharge section, a discharge section which discharges the medals guided by the disc section one by one, and a count sensor which counts the medals discharged from the discharge section.

[0074] The bucket section is configured to store a certain number of medals. Medal exceeding this limit are guided through a guide passage on the top side to the medal auxiliary storage compartment 33, which will be described later. If the medals stored in the bucket section become empty, a hopper empty error will occur. In this case, the error state will be cleared by replenishing the medals and performing a reset operation.

[0075] The disc section has multiple medal-shaped cutouts radiating from the center. The central axis rotates according to the drive signal, guiding medals that get stuck in the cutouts one by one to the discharge section. The rotation of the disc section also agitates the medals stored in the bucket section. If an abnormality occurs in the rotation of the disc section, a hopper jam error will occur. In this case, the error state will be cleared by resolving the cause of the abnormality (e.g., a medal jam) and then performing a reset operation.

[0076] The count sensor detects the medals dispensed from the dispensing unit and counts the number of medals. For example, when dispensing one medal, the disc unit starts rotating, and then the disc unit stops rotating when the count sensor counts the dispensing of one medal. In this way, the correct number of medals are dispensed.

[0077] In other words, the hopper device 32 constitutes a game medium dispensing unit (means) capable of dispensing game mediums. Furthermore, as mentioned above, it can also be said to be part of the means for granting benefits to players. The configuration, arrangement, and size of the hopper device 32 can be changed as appropriate. Moreover, it is not necessarily an essential configuration when the pachislo machine 1 is configured as a medalless game machine as described later.

[0078] [1-2-3. Medal Auxiliary Storage] The medal auxiliary storage compartment 33 is located in the lower space of the cabinet G. The medal auxiliary storage compartment 33 includes, for example, a storage section for storing medals guided from the bucket section of the hopper device 32, and a medal auxiliary storage compartment switch 33S located near the storage section for detecting the volume of medals stored in the storage section.

[0079] The storage compartment is configured to hold a certain number of medals. If the medal auxiliary storage compartment switch 33S determines that more than the specified number of medals have been stored, a medal auxiliary storage compartment error will occur. In this case, the error state will be cleared if the number of medals stored in the storage compartment is reduced to at least below the specified number and then a reset operation is performed.

[0080] In other words, the medal auxiliary storage compartment 33 constitutes a surplus game medium storage unit (means) capable of storing surplus game mediums. The configuration, arrangement, and size of the medal auxiliary storage compartment 33 can be changed as appropriate. Furthermore, it is not necessarily an essential configuration when the pachislo machine 1 is configured as a medalless game machine as described later.

[0081] [1-2-4.Power supply device] The power supply unit 34 is located in the lower space inside the cabinet G. The power supply unit 34 includes, for example, a power supply board 34a and a power switch 34b, and supplies power to the pachislo machine 1 when the power switch 34b is turned on. The power supply unit 34 converts the AC voltage of 100V supplied from a power cable (not shown) into DC voltage power required for each part, similar to household electrical appliances, and supplies the converted power to each part. In other words, the power supply unit 34 constitutes a power supply unit (means) capable of supplying the necessary power to the gaming machine. The configuration, arrangement, and size of the power supply unit 34 can be changed as appropriate.

[0082] In this embodiment, the setting key-type switch 52 and reset switch 53, described later, are configured to be provided on the main control board 71 (more specifically, on the main control board case, described later). However, these switches can also be configured to be provided on the power supply unit 34.

[0083] [1-2-5. Circuit board] Pachislo machine 1 includes, for example, the following circuit boards as circuit boards necessary for various controls. Note that the following circuit boards are merely examples, and the machine may be configured to include different circuit boards, or it may be configured to omit circuit boards that are not necessarily essential.

[0084] [1-2-5-1. Main control board] The main control board 71 is mounted on the rear side of the reel unit RU inside the cabinet G. The main control board 71 is a game control board that controls gameplay, and is housed in a transparent (or semi-transparent) resin main control board case (not shown) so that its status can be visually observed. The electrical configuration of the main control board 71 will be described later.

[0085] The specifications of the main control board 71 are subject to various constraints, and it is basically constructed with various electronic components mounted in DIP (dipstick) form. However, some or all of the various electronic components may be mounted using SMT (surface mount technology). In this case, test points may be provided for checking operation using a tester or oscilloscope. Furthermore, some or all of the various electronic components may be small electronic components not exceeding 6 square mm. In addition, the main control board 71 may be constructed with multiple layers on its surface.

[0086] [1-2-5-2. Sub-control board] The sub-control board 72 is mounted on the back side of the intermediate support plate G1 inside the cabinet G. The sub-control board 72 is a performance control board that controls the performance effects and is housed in a resin sub-control board case (not shown). The sub-control board case can be made of a transparent (or semi-transparent) resin case, similar to the main control board case, or it can be made of another material that is opaque (or semi-opaque). The electrical configuration of the sub-control board 72 will be described later.

[0087] [1-2-5-3. Other circuit boards] (Main relay board) The main relay board 73 (not shown in Figure 2) is mounted at a specific location within the cabinet G (for example, on the rear side of the lower door mechanism DD) and is an intermediate control board for relaying signals between the various devices connected to the main relay board 73 and the main control board 71, and between the main control board 71 and the sub-control board 72. Since the main relay board 73 is configured as a separate board from the main control board 71 for the convenience of control efficiency and wiring efficiency, if there are no particular problems, all the functions of the main relay board 73 can be assigned to the main control board 71, and the main relay board 73 can be omitted. Furthermore, from this perspective, the main relay board 73 may be further divided into multiple relay boards to improve control efficiency and wiring efficiency. In other words, multiple boards may be provided as the main relay board.

[0088] (Sub-relay board) The sub-relay board 74 is mounted at a specific location within the cabinet G (for example, on the rear side of the lower door mechanism DD) and is an intermediate control board that relays signals between the various devices connected to the sub-relay board 74 and the sub-control board 72, and between the main control board 71 and the sub-control board 72. Since the sub-relay board 74 is configured as a separate board from the sub-control board 72 for the convenience of control efficiency and wiring efficiency, if there are no particular problems, all the functions of the sub-relay board 74 can be assigned to the sub-control board 72, and the sub-relay board 74 can be omitted. Furthermore, from this perspective, the sub-relay board 74 may be further divided into multiple relay boards to improve control efficiency and wiring efficiency. In other words, multiple boards may be provided as sub-relay boards.

[0089] (External centralized terminal board) The external central terminal board 55 is installed in a specific location within the cabinet G (for example, at the back of the lower space) and outputs signals such as a medal insertion signal, a medal payout signal, external signals 1 to 4, and a security signal to the outside of the pachislo machine 1. The output start and end conditions for external signals 1 to 4 can be set as appropriate, making it possible to notify the outside of the transitions in the internal state of the pachislo machine 1 (for example, bonus state or AT state) according to the gameplay. Since the external central terminal board 55 is usually connected to an external data display or hall computer, these devices can recognize not only the medal insertion and payout status and error occurrences in the pachislo machine 1, but also the transitions in such internal states.

[0090] (Interface board for test machine) The first interface board 301 for the test machine and the second interface board 302 for the test machine are both relay boards used to output various game-related signals to the test machine during the certification test (trial firing test) of the pachislo machine 1. (Note that these relay boards are not installed in the pachislo machine 1 as a commercially released product, and therefore the main control board 71 for sale does not have the various electronic components necessary to connect to the first interface board 301 and the second interface board 302 for the test machine mounted on it.) For example, test signals for controlling major game-related operations (e.g., internal lottery, reel stop control, etc.) are output via the first interface board 301 for the test machine, and test signals related to the push-button navigation determined by the main control board 71 are output via the second interface board 302 for the test machine.

[0091] [2. Electrical Configuration of a Pachislo Machine] Next, the electrical configuration of the pachislo machine 1 will be explained with reference to Figure 3. Figure 3 is a block diagram showing the electrical configuration of the pachislo machine 1.

[0092] As described above, the pachislo machine 1 has a main control board 71, a sub-control board 72, a main relay board 73, and a sub-relay board 74. The main control board 71 and the main relay board 73, the main relay board 73 and the sub-relay board 74, and the sub-relay board 74 and the sub-control board 72 are electrically connected to each other. In addition, the main control board 71 and the sub-control board 72 are electrically connected via the main relay board 73 and the sub-relay board 74 so that one-way serial communication is possible from the main control board 71 to the sub-control board 72.

[0093] The main control board 71 is equipped with a main control circuit 100, which serves as a game control unit that performs control related to gameplay. The main control circuit 100 is composed of, for example, a main CPU 101, a main ROM 102, a main RAM 103, a clock pulse generation circuit (not shown), a random number circuit (not shown), etc. The main ROM 102 stores various control programs executed by the main CPU 101, various data tables, and data for sending various control commands to the sub-control circuit 200. The main RAM 103 is provided with a storage area for storing various data such as internal winning combinations determined by the execution of the control programs. The clock pulse generation circuit generates a clock pulse signal for the operation of the main CPU 101. The random number circuit generates random numbers within a predetermined range (for example, 0 to 65535 or 0 to 255, etc.). The main CPU 101 executes various control programs based on the generated clock pulse signal. It also extracts one or more values ​​from the generated random numbers as random values ​​as needed. In this way, control is performed over the entire game operation.

[0094] The sub-control board 72 is equipped with a sub-control circuit 200, which acts as a performance control unit that performs performance-related control. The sub-control circuit 200 is composed of, for example, a sub-CPU 201 and a sub-RAM 203. A ROM cartridge board 202 is also connected to the sub-control board 72. The ROM cartridge board 202 stores various control programs executed by the sub-CPU 201, various data tables, and various performance data (for example, video data and drive data related to the main display device 210, video data related to the sub-display device 220, lamp data related to the lamp / LED group, sound data related to the speaker group, etc.). The sub-RAM 203 is provided with a storage area for registering performance content and various performance data determined by the execution of the control program, and a storage area for storing data related to various control commands transmitted from the main control board 71. Furthermore, the random numbers used for the effects may be generated and extracted within the sub-CPU 201 from a predetermined range of random numbers (for example, 0 to 32767), or they may be generated and extracted by providing a random number circuit similar to the main control circuit 100. Alternatively, the sub-ROM may be included in the sub-control circuit 200 instead of the ROM cartridge board 202, and various control programs may be stored in the sub-ROM. Alternatively, various effect data may be stored in the ROM cartridge board 202, and various control programs and various data tables may be stored in the sub-ROM within the sub-control circuit 200. In addition, the sub-control circuit 200 may include a microprocessor dedicated to images, such as a GPU (for example, also called a "VDP"), and be configured to generate (edit) the images displayed on the main display device 210 and the sub-display device 220.

[0095] The main control board 71 is electrically connected to the stepping motors 51L, 51C, 51R, a setting key-type switch 52, a reset switch 53, a payout ratio monitor device 54, an external centralized terminal board 55, a hopper device 32, a medal auxiliary storage switch 33S, and a power supply device 34. In addition, the main control board 71 is electrically connected to the door opening / closing monitoring switch 56, a medal sensor 31S, a bet switch 6S, a start switch 7S, a stop switch 8S, a settlement switch 9S, and an information display device 14 via the main relay board 73. If a first interface board 301 and a second interface board 302 for the test machine are installed, they are electrically connected to the main control board 71 via, for example, the main relay board 73.

[0096] Note that the external centralized terminal board 55, hopper device 32, medal auxiliary storage switch 33S, power supply device 34, medal sensor 31S, bet switch 6S, start switch 7S, stop switch 8S, settlement switch 9S, information display device 14, first interface board 301 for test machine, and second interface board 302 for test machine have already been explained, so their explanations will be omitted here.

[0097] Each stepping motor 51L, 51C, and 51R is connected to each reel 3L, 3C, and 3R via a gear with a predetermined reduction ratio, and their drive rotates and stops each reel 3L, 3C, and 3R. Since each reel 3L, 3C, and 3R rotates by a certain angle each time a pulse is output to each stepping motor 51L, 51C, and 51R, the main CPU 101 counts the number of times a pulse has been output to each stepping motor 51L, 51C, and 51R, and manages the position of the symbols on each reel 3L, 3C, and 3R based on this count result. Each reel 3L, 3C, and 3R is also provided with a reel index (not shown) to determine the initial position for this management, and an index sensor (not shown) to detect the position of the reel index.

[0098] The setting key-type switch 52 is used to change the setting value of the pachislo machine 1 (for example, one of six settings from setting 1 to setting 6) (setting change) or to check the setting of the pachislo machine 1 (setting check). Here, the setting value indicates the degree of advantage to the player in relation to the game. Generally, the lower the setting value (for example, the closer to setting 1), the lower the relative advantage to the player, and the higher the setting value (for example, the closer to setting 6), the higher the relative advantage to the player. The setting key-type switch 52 is turned ON when the administrator of the amusement parlor inserts a setting key (not shown) into the keyhole and turns it to the left from the initial position, and turns OFF when it is returned to the initial position from the leftward position. Furthermore, when the power to the pachislo machine 1 is off, setting the setting key-shaped switch 52 to the ON position and then turning on the power will enable setting changes, and setting confirmation will be possible if the setting key-shaped switch 52 is turned on while the power to the pachislo machine 1 is already on.

[0099] The reset switch 53 is capable of detecting reset operations performed by the administrator of the gaming establishment. A reset operation is performed to clear various error states. The reset switch 53 is also capable of detecting setting value determination operations performed by the administrator of the gaming establishment when setting changes are possible. When the reset switch 53 is operated when setting changes are possible, the setting value increases by 1 each time it is operated (when it reaches setting 6, it returns to setting 1). In this way, setting value determination operations can be performed. The setting value determined in this way is then finalized when the start lever 7 is operated once. In other words, the start switch 7S is capable of detecting setting value finalization operations performed by the administrator of the gaming establishment. Thus, when changing settings, it is necessary to perform setting change operations such as turning on the setting key-type switch 52, operating the reset switch 53 to select a setting value, operating the start lever 7 to finalize the selected setting value, and then turning off the setting key-type switch 52. Note that this is just one example of setting change operations, and the system can be configured to allow setting changes through other operations. Furthermore, when changing or checking settings, it is sufficient to have the current setting displayed on, for example, the credit lamp or payout lamp mentioned above.

[0100] The payout ratio monitor device 54 is, for example, composed of a 4-digit 7-segment LED and is installed inside the main control board case. The payout ratio monitor device 54 sequentially displays various percentage information related to the game, which has been aggregated and calculated by the main CPU 101. This percentage information is used by the manager of the amusement parlor to check whether the pachislo machine 1 has been illegally modified, etc. The payout ratio monitor device 54 may be mounted on the main control board 71, or on another board connected to the main control board 71 (for example, a percentage display board). It may also be installed in any other location within the cabinet G. For example, it may be installed on the main control board case. Furthermore, a management switch for starting the display on the payout ratio monitor device 54 or switching its contents may be installed inside the cabinet G, and when this is operated, the various percentage information described above may be displayed. Also, assuming the use of such a management switch, for example, the information display device 14 may be used in conjunction with the payout ratio monitor device 54. Furthermore, in order to confirm that the 4-digit 7-segment LEDs of the performance ratio monitor device 54 are functioning correctly, it is desirable to configure the device to light up (or blink) for a predetermined period of time in a test pattern such as "8.8." (a pattern in which all segment and decimal LEDs light up), either immediately after power-on or after a predetermined time has elapsed since power-on (for example, about 10 seconds, which is a buffer time that takes into account the time required to start up the main control circuit 100 and the sub-control circuit 200).

[0101] In the payout ratio monitor device 54, for example, the upper two digits display the type of payout information, and the lower two digits display the value (%) representing that payout information. Here, the various types of payout information displayed in the payout ratio monitor device 54 include, for example, cumulative payout ratio information for a specific section, continuous payout ratio information and payout ratio information for the most recent 6000 games, cumulative continuous payout ratio information and payout ratio information, etc.

[0102] Specific section ratio information refers to information that shows the proportion of games played within the target number of games played (for example, 175,000 games if it's "cumulative," or 6,000 games if it's "the most recent 6,000 games"; the same applies hereinafter) in game sections where information about stop operations advantageous to the player was notified (for example, AT state), or simply the number of games played within an advantageous section. In addition, continuous bonus ratio information refers to information that shows the proportion of medals paid out during the operation of a Type 1 Special Bonus (RB) (including the operation of a Type 1 Special Bonus (RB) when the continuous bonus device (BB) related to the Type 1 Special Bonus is in operation) out of the total number of medals paid out in the target number of games played. Furthermore, the bonus payout ratio information indicates the ratio of the number of medals paid out during the operation of Type 1 Special Bonus (RB), Type 2 Special Bonus (CB), and Ordinary Bonus (SB) out of the total number of medals paid out during the game section of the target number of games. Here, "during the operation of Type 1 Special Bonus (RB)" includes the operation of Type 1 Special Bonus (RB) when the continuous bonus payout device (BB) related to Type 1 Special Bonus is in operation, and "during the operation of Type 2 Special Bonus (CB)" includes the operation of Type 2 Special Bonus (CB) when the continuous bonus payout device (MB) related to Type 2 Special Bonus is in operation.

[0103] Furthermore, a game section in which information on stop operations advantageous to the player is notified (for example, the AT state) can be treated as the operation of a special feature or the operation of a continuous special feature device, and the respective percentage information can be aggregated and calculated. In other words, the special feature ratio monitor device 54 only needs to appropriately display the necessary percentage information, and the various percentage information that can be displayed is not limited to these. Also, for example, when displaying continuous special feature percentage information in a model that does not have a Type 1 Special Feature (RB), or when displaying specific section percentage information in a model that does not have an advantageous section function (AT function), in models where there is no corresponding numerical information (corresponding information), it is desirable that when displaying the item, an identification display for non-corresponding information be made, such as lighting up the two central vertical bars in the last two digits of the 4-digit 7-segment LED that display the numerical information (percentage information), so that the person checking can recognize at a glance that there is no corresponding information for that model.

[0104] The door opening / closing monitoring switch 56 is provided, for example, on the opening / closing side (right side) of the lower door mechanism DD. It may also be configured to be provided on the rear side of the lower door mechanism DD, or on the cabinet G side. A similar door opening / closing monitoring switch may also be provided on the upper door mechanism UD. The door opening / closing monitoring switch 56 turns ON when the lower door mechanism DD is open and OFF when it is closed, thereby monitoring the opening and closing of the lower door mechanism DD. When the door opening / closing monitoring switch 56 turns ON, a door open error occurs. In this case, closing the lower door mechanism DD clears the error.

[0105] The sub-control board 72 is electrically connected to the ROM cartridge board 202, the main display device 210, and the sub-display device 220. In addition, the sub-control board 72 is electrically connected to the 24h door monitoring unit 61, the performance buttons 10a, 10b and other performance buttons, the lamps and LEDs such as the upper lamp 23, and the speakers 35a, 35b and other speakers via the sub-relay board 74.

[0106] Since the ROM cartridge board 202, main display device 210, sub-display device 220, effect buttons, lamps / LEDs, and speaker group have already been explained, their explanation will be omitted here.

[0107] The 24h door monitoring unit 61, like the door opening / closing monitoring switch 56, is installed, for example, on the opening / closing side (right side) of the lower door mechanism DD. While it shares the same function as the door opening / closing monitoring switch 56 in that it monitors the opening and closing of the lower door mechanism DD, the sub-control circuit 200 also enables this monitoring to be performed on the sub-control circuit 200 side, allowing for the storage of the lower door mechanism DD's opening and closing history for a certain period. This opening and closing history can be checked from the hall menu described later. Therefore, for example, if there is an opening history outside of business hours after the amusement parlor manager has left, or if there is an opening / closing history of the door being left open for a long period during business hours, it becomes possible to recognize that there is a high probability that fraudulent activity has occurred.

[0108] [3. Functional Flow of a Pachislo Machine] Next, we will explain the functional flow of pachislo machine 1 with reference to Figure 4. Figure 4 is a diagram illustrating the functional flow of pachislo machine 1.

[0109] When a player inserts tokens into the pachislo machine 1 (a bet operation is performed) and the start lever 7 is operated (a start operation is performed), a random number (in this embodiment, this may be described as an "internal random number") is drawn from a predetermined range of random numbers (for example, 0 to 65535).

[0110] The internal lottery means (the main CPU 101 which performs the internal lottery processing described later) performs a lottery based on the extracted random values ​​to determine the internal winning combination. The determination of the internal winning combination predetermines the combinations of symbols that are permitted to be displayed on the active lines. The types of symbol combinations include those related to "winning," which grants the player benefits such as medal payouts, replay activation, and bonus activation, and those related to other so-called "misses." The combinations related to medal payouts are called "minor wins," the combinations related to replay activation are called "replay wins," and the combinations related to bonus activation (bonus state) are called "bonus wins." In addition, the combinations that can be internally won (i.e., the combinations of symbols that are permitted to be formed) are sometimes simply referred to as "wins." Furthermore, the internal winning combination may be referred to as "winning combination," "predetermined result," or "derivation permitted condition." Furthermore, the internal lottery mechanism may be referred to as the "role determination mechanism," the "winning role determination mechanism," the "pre-determination mechanism," or the "derivation allowable condition determination mechanism."

[0111] Furthermore, when the start lever 7 is operated (the start operation is performed), multiple reels rotate. Subsequently, when the player operates the stop buttons (each stop button 8L, 8C, 8R) corresponding to each reel (each reel 3L, 3C, 3R) (the stop operation is performed), the reel stop control means (the main CPU 101 which performs the reel stop control processing described later) controls the rotation of the corresponding reel to stop based on the internal winning combination and the timing (including the order in which the stop buttons were pressed). Note that the operating means for performing the start operation is not limited to a lever-shaped means such as the start lever 7, but any operating means is acceptable as long as the player can perform the start operation. Similarly, the operating means for performing the stop operation is not limited to a button-shaped means such as each stop button 8L, 8C, 8R, but any operating means is acceptable as long as the player can perform the stop operation.

[0112] In pachislo machine 1, control is basically performed to stop the rotation of the corresponding reel within a specified time (190 msec) from the time the stop button is pressed. In this embodiment, the number of symbols that move with the rotation of the reels within this specified time is called the "number of sliding symbols". In this embodiment, when the specified period is 190 msec, the maximum number of sliding symbols (maximum number of sliding symbols) is set to four symbols.

[0113] The reel stop control means, when an internal winning combination that permits the display of a winning symbol combination has been determined, normally stops the rotation of the reels within a prescribed time of 190 msec (equivalent to 4 symbol frames) so that the symbol combination is displayed on the active line as much as possible. The reel stop control means also uses the prescribed time to stop the rotation of the reels so that symbol combinations that are not permitted to be displayed by the internal winning combination are not displayed on the active line. The symbols displayed when the reels stop rotating are sometimes referred to as the "stop display" or "display result." The display of symbols when the reels stop rotating is sometimes referred to as the "derivation of the stop display" or "derivation of the display result."

[0114] Furthermore, the reel stop control means may also be configured to automatically stop each reel if a predetermined automatic stop time has elapsed since the reels started rotating, even if the player has not performed a stop operation. In this case, since the reels will stop without any stop operation by the player, it is desirable to stop the rotation of the reels in such a way that no combination of symbols related to any winning combination is displayed along the valid lines, even if any internal winning combination has been determined.

[0115] In this way, once the rotation of all the reels has stopped, the prize determination means (the main CPU 101 which performs the prize activation determination process described later) determines whether the combination of symbols displayed on the active line is related to a prize (or other predetermined combination). That is, it determines whether a combination of symbols related to a prize (or other predetermined combination) has been established. If the prize determination means determines that the displayed combination of symbols is related to a prize (or other predetermined combination) (i.e., a combination of symbols related to a prize (or other predetermined combination) has been established), the player is given a prize such as a payout of medals, or various controls are performed as a result. In pachislo machine 1, as an example, the above sequence of events constitutes one game (unit game).

[0116] The prize-winning determination means may simply determine whether the combination of symbols displayed on the active line corresponds to one of a predetermined set of symbol combinations, or it may determine whether it corresponds to a symbol combination related to an internal winning combination determined by the internal lottery means. In other words, in the former case, it may determine whether or not it is a symbol combination related to a prize, separate from the internal winning combination. In this case, as long as the reel stop control means appropriately controls the stopping, the occurrence of erroneous wins can be sufficiently ensured, thus reducing the control burden related to detecting erroneous wins. On the other hand, in the latter case, by also determining whether or not the symbol combination related to a prize is a symbol combination that was permitted to win, it is possible to detect erroneous wins that occur due to reel malfunctions, etc., thereby improving security.

[0117] Furthermore, in pachislot machines, within the aforementioned sequence of gameplay operations, various effects are performed using display devices (e.g., main display device 210 and sub-display device 220), various lamps (e.g., upper lamp 23), speakers (e.g., speakers 35a, 35b), or combinations thereof. In other words, these are means for executing effects. The content of the effects executed by the means for executing effects may be determined by the main control circuit 100 (main side) or by the sub-control circuit 200 (sub side). In other words, either of these can be means for determining the content of the effects.

[0118] For example, when the start lever 7 is operated (the start operation is performed), a random value for the performance is extracted separately from the random value for the internal lottery. Once the random value for the performance is extracted, the performance content determination means determines which performance to execute from among several types of performance content associated with the internal winning role by lottery (or according to predetermined determination conditions).

[0119] Next, once the performance content is determined by the performance content determination means, the performance execution means executes the corresponding performance in conjunction with various triggers such as when the reels start spinning, when each reel stops spinning, and when determining whether or not a win has occurred. In this way, in pachislot machine 1, for example, by executing performance content associated with the internal winning combination, the player is given the opportunity to know or predict the determined internal winning combination (which can also be described as the combination of symbols to aim for or the order in which to press the buttons), thereby increasing the player's interest.

[0120] [4. Basic specifications regarding the gameplay of pachislo machines] Next, we will explain the basic specifications regarding the gameplay of pachislo machine 1.

[0121] [4-1. Pattern Placement] As described above, in the pachislot machine 1, the game is configured such that a plurality of symbols are variably displayed and stopped to perform the game. Therefore, the main control circuit 100 needs to be configured to be able to grasp which symbol is arranged at which position on each of the reels 3L, 3C, and 3R. For this reason, the main ROM 102 stores data for identifying the types of symbols at each symbol position of at least each of the reels 3L, 3C, and 3R. As long as such an object is achieved, various data configurations can be adopted. In the present embodiment, as an example, a symbol arrangement table (see FIG. 9) described later is used.

[0122] In the symbol arrangement table, symbol position data (for example, "0" to "19") indicating each symbol position in the rotational direction of each of the reels 3L, 3C, and 3R is defined. Further, data (for example, symbol code) for specifying the type of symbol is associated with each symbol position data. In the symbol arrangement table, when the reel index is detected, the position of the symbol located in the middle region of each reel within the frame of the main display window 4 is defined as "0". Note that the number of symbols in each column, the number of types of symbols, or the maximum number of sliding pieces can be appropriately changed and defined.

[0123] [4-2. Symbol combination] As described above, in the pachislot machine 1, the combination of the displayed symbols affects the game result. That is, the pachislot machine 1 can grant various privileges, shift to a relatively advantageous state from the current state, or shift to a relatively disadvantageous state from the current state according to the combination of the displayed symbols. Therefore, the main control circuit 100 needs to be configured to be able to grasp such a symbol combination. For this reason, the main ROM 102 stores data for specifying such a symbol combination. As long as such an object is achieved, various data configurations can be adopted. In the present embodiment, as an example, a symbol combination table (see FIGS. 11 to 14) described later is used.

[0124] The symbol combination table defines data (such as "display winning combination" or "winning operation flag") indicating types of a plurality of predetermined symbol combinations among symbol combinations that can be displayed on the effective line. Note that symbols constituting each symbol combination can be specified using, for example, the above-mentioned symbol codes. Also, data indicating types of benefits, etc. (such as "payment, etc.") is associated with each symbol combination. Further, the symbol combination table basically has a data configuration corresponding to the tag flag storage area, winning operation flag storage area, and symbol code storage area (see FIG. 17) described later. Note that the number of types of symbol combinations, the content of benefit grants, etc. can be defined by appropriately changing them.

[0125] [4-3. Internal winning combination] As described above, in the pachislot machine 1, the specification is such that which symbol combination is permitted to be displayed (whether it is determined in advance) affects the game result. That is, the pachislot machine 1 enables the determination of the internal winning combination (that is, the type of symbol combination that can be displayed (or the type of benefit that can be granted)) prior to the player's stop operation (in advance). Therefore, the main control circuit 100 needs to be configured to be able to grasp such an internal winning combination. For this reason, data for specifying such an internal winning combination is defined in the main ROM 102. Note that as long as such an object is achieved, various data configurations can be adopted, but in this embodiment, as an example, the internal lottery table (see FIG. 10) described later is used.

[0126] The internal lottery table contains data indicating the types of predetermined internal winning combinations (for example, "No." or "Winning Number") and a lottery value that determines each internal winning combination in each game state. Note that the lottery value may also change depending on the set setting. In addition, the types of symbol combinations that are permitted to be displayed (corresponding to) each internal winning combination are associated with it. In pachislo machine 1, it is possible to associate multiple symbol combinations with a single internal winning combination, and when such an internal winning combination is determined, which symbol combination is displayed is determined by the stop control.

[0127] Here, for example, in the internal lottery process described later in this embodiment (see Figure 26; more specifically, the internal winning combination determination process in S64), first, random values ​​extracted from a predetermined range of numbers (for example, 0 to 65535) by a random number circuit are sequentially added and updated with lottery values ​​defined for each internal winning combination. Next, a determination is made as to whether the lottery result (lottery value + random value) exceeds 65535 (whether the lottery result has overflowed). If the result of this determination exceeds 65535 for a predetermined internal winning combination, that internal winning combination is declared the winner (the internal winning combination is determined). However, if none of the internal winning combinations exceed 65535 after this determination is made for all of them, the internal winning combination for this game will be a "miss". It should be noted that this is merely one example of an internal lottery process, and various methods can be used for the lottery process, as long as an appropriate lottery is performed according to the lottery value (probability of winning). For example, the extracted random number may be sequentially subtracted and updated by a lottery value defined for each internal winning combination, and then the internal winning combination may be determined by determining whether the subtraction result (lottery result) is less than 0 (whether the lottery result underflowed).

[0128] Thus, in the internal lottery table, the higher the numerical value of the defined lottery value for an internal winning combination, the higher the probability of it being determined (winning probability). The winning probability for each internal winning combination can be expressed as "the lottery value defined for each winning number / the total number of random values ​​that can be extracted (random denominator: 65536)".

[0129] [4-4. Stop Control] As described above, in pachislo machine 1, the game result is affected by which combination of symbols is ultimately displayed by the player's stopping operation from among the combinations of symbols permitted to be displayed based on the determination of the internal winning combination. In other words, pachislo machine 1 is capable of controlling (determining) the type of symbol combination that is ultimately displayed not only by the type of internal winning combination that has been determined, but also by the timing and order of the player's stopping operation (also referred to as "stopping operation manner" or "stopping operation procedure"). Therefore, the main control circuit 100 needs to be configured to understand how to perform stopping control for each internal winning combination according to the player's stopping operation manner. For this reason, the main ROM 102 contains data for specifying such stopping control manners. As long as this objective is achieved, various data configurations can be adopted, but in this embodiment, as an example, a stopping table and a pull-in priority table (not shown) are used.

[0130] The stop table specifies data indicating the amount of movement of each symbol (e.g., "number of sliding pieces") for each symbol position data of reels 3L, 3C, and 3R. For example, suppose a predetermined stop table is selected in a game where a predetermined internal winning combination has been determined. Next, suppose a stop operation is performed on reel 3L while it is spinning. Suppose that the starting stop position (the symbol position data in the middle area of ​​reel 3L when the stop operation is performed) is "0". Then, suppose that the number of sliding pieces specified for symbol position data "0" in the predetermined stop table is "4". In this case, the main control circuit 100 controls reel 3L to stop at the symbol position that has moved 4 symbols (the position of symbol position data "4") (the planned stop position becomes "4"). In this way, the stop table specifies data (number of sliding pieces) that makes it possible to directly determine the stopping position. Note that this data configuration is just one example. Furthermore, performing stop control using such a stop table is generally called "table control".

[0131] The reel pull-in priority table contains data (e.g., "reel pull-in priority") that indicates which combination of symbols should be displayed (pulled in) first when there are multiple combinations of symbols that are permitted to be displayed. For example, suppose a predetermined reel pull-in priority table is selected in a game where a predetermined internal winning combination has been determined. Here, the predetermined internal winning combination permits the display of symbol combination A and symbol combination B, and the predetermined reel pull-in priority table is set so that symbol combination B is displayed first over symbol combination A. Next, suppose a stop operation is performed on reel 3L while it is spinning. Suppose the starting position of the stop was "0".

[0132] Then, the main control circuit 100 searches for each symbol position within the maximum number of sliding frames (for example, "4") including the stop start position, to see if there are symbols that make up symbol combination A and symbols that make up symbol combination B. If neither symbol is found, the stopping position is determined according to a predetermined rule (for example, stopping at a closer position, stopping at a farther position, etc.). If only the symbols that make up symbol combination A are found, the stopping position is determined to be at the position corresponding to those symbols. If only the symbols that make up symbol combination B are found, the stopping position is determined to be at the position corresponding to those symbols. If both symbols are found, since symbol combination B is given priority over symbol combination A, the stopping position is determined to be at the position corresponding to the symbols that make up symbol combination B. Note that the reel pull-in priority may be stored for all symbol positions while the target reel is rotating, according to the selected reel pull-in priority table, or it may be stored for each symbol position within the maximum number of sliding frames including the stop start position when a stop operation is performed on the target reel. Also, this data configuration is just one example. Furthermore, using such a priority table for stopping trains is generally referred to as "control control."

[0133] In this embodiment, the system can be configured to perform stop control by performing only "table control," or by performing only "control control." Alternatively, the system can be configured to first determine a provisional stopping position by performing "table control," then search for a more appropriate stopping position by performing "control control," and perform stop control that allows the stopping position to be changed depending on the search results.

[0134] Thus, in pachislo machine 1, the final combination of symbols displayed on the active payline is determined based on, for example, the following three factors.

[0135] The first element is the determined internal winning combination (the result of the internal lottery process). For example, if the result of the internal lottery process is "miss," then no combination of symbols related to a replay, a minor role, or a bonus will ultimately be displayed on the active payline. Note that "miss" can be considered as one of the internal winning combinations, or as a lottery result in which no internal winning combination was determined.

[0136] The second element is the timing of the player's stop operation (the position of the symbols when the player operates any of the stop buttons (press position)). For example, in this embodiment, since the maximum number of sliding symbols is set to four, even if the internal drawing process results in a win in any of the internal winning combinations, if the symbols constituting the permitted symbol combination are positioned beyond four symbols on the active line (or each active line if there are multiple), the symbol combination may not be displayed depending on the timing of the player's stop operation. This is known as a "missed win".

[0137] The third element is the player's button press order (the order in which the player operates the stop buttons). For example, in this embodiment, an internal winning combination may be determined by associating multiple symbol combinations, and in this case, the final combination of symbols displayed on the active line may vary depending on the player's button press order. Such internal winning combinations are called "button press order combinations," and if they are replay combinations, they may be called "button press order replays," and if they are minor combinations, they may be called "button press order minor combinations."

[0138] [4-5. Game state] In pachislo machine 1, various game states can be set up to vary the player's advantage or to create a desired gameplay experience. An example of such a game state is described below.

[0139] [4-5-1. Bonus State] In pachislo machine 1, when a bonus role is won and the combination of symbols related to that bonus role is displayed on an active payline, it is possible to transition to a bonus state (activate the bonus state). It is also possible to configure the machine so that there is no such bonus state. Furthermore, it is possible to configure the machine so that there are multiple bonus states by providing multiple types of bonus roles. When a bonus role is won, the bonus role is carried over as an internal winning role (carryover state) for multiple games until the combination of symbols related to that bonus role is displayed on an active payline. Such a bonus role is sometimes called a "carryover role". Also, such a carryover state is sometimes called "(bonus) between flags" or "(bonus) internally".

[0140] The bonus state is a state in which the manner in which small wins are drawn (including the probability of winning, the content thereof, and the manner of stop control, etc.; the same applies hereinafter) can be changed compared to the state in which the bonus state is not activated (non-bonus state). (Since it is also a state in which the manner in which replay wins are drawn can be changed, the bonus state can also be considered as one of the forms of the RT state described later.) Therefore, if such a drawing manner is relatively advantageous to the player, the bonus state is a more advantageous game state than the non-bonus state. On the other hand, if such a drawing manner is relatively disadvantageous to the player, the bonus state is a less advantageous game state than the non-bonus state.

[0141] Examples of bonus roles include the first type special role (RB), the continuous role activation device related to the first type special role (BB), the second type special role (CB) (however, it is not a carryover role), the continuous role activation device related to the second type special role (MB), and the normal role (SB) (however, it is not a carryover role). Furthermore, for example, the bonus states corresponding to each bonus role are configured as follows: The RB state is configured as a game state that ends when a predetermined number of winning combinations (for example, an upper limit of 8) or a predetermined number of games (for example, an upper limit of 12) have been played. The BB state is configured as a game state that ends when a predetermined number of medals have been paid out (for example, an upper limit of 285).

[0142] The CB state is configured as a game state that ends after one game is played. The MB state is configured as a game state that ends when a predetermined number of medals are paid out (for example, the upper limit is 153 medals), or when an RB or SB is won during the MB state. The SB state is configured as a game state that ends after one game is played.

[0143] Furthermore, the activation conditions for the bonus state are not limited to the display of a bonus symbol combination on an active payline. For example, while the continuous bonus device (BB) for the first type of special bonus is in operation, the system can be configured to automatically activate the first type of special bonus (RB) at the start of the BB's operation, at the start of gameplay when the first type of special bonus is not in operation, or at the end of the first type of special bonus's operation. In other words, it is possible to control the system so that the RB is always in operation while the BB is in operation, without specifying a symbol combination for the RB. Here, the RB during BB operation is sometimes referred to as "JAC," and this specification in which the RB is automatically activated while the BB is in operation is sometimes referred to as "Auto JAC." In addition, while the BB is in operation, the system can be controlled so that the RB is activated when a specified symbol combination for the RB is displayed on an active payline. This specification in which the RB is activated based on the display of a corresponding symbol combination is sometimes referred to as "Manual JAC." Similarly, the relationship between the continuous activation device (MB) for the second type of special feature and the second type of special feature (CB) is the same. That is, it is possible to control the system so that the CB is always in operation when the MB is in operation, without specifying the combination of symbols related to the CB, or it is possible to control the system so that the CB is in operation when a specified combination of symbols related to the CB is displayed on the active line while the MB is in operation.

[0144] [4-5-2. RT status] In the pachislot machine 1, when predetermined transition conditions are satisfied, it is possible to transition to the RT state (activate the RT state). Note that it is also possible to configure the machine not to have such an RT state. Additionally, it is possible to configure the machine to have multiple RT states. The RT state is a state in which it is possible to vary the lottery mode of the replay role with respect to the state where the RT state is not activated (non-RT state). Therefore, when such a lottery mode becomes a relatively advantageous lottery mode for the player, the RT state becomes a more advantageous gaming state than the non-RT state. On the other hand, when such a lottery mode becomes a relatively disadvantageous lottery mode for the player, the RT state becomes a more disadvantageous gaming state than the non-RT state. Also, when multiple RT states are provided, the same applies to between the multiple RT states. In this case, an RT state in which the lottery mode (especially the winning probability) of the replay role is relatively advantageous for the player may be referred to as a "high RT state" or a "high-probability replay state", etc., and an RT state in which the lottery mode (especially the winning probability) of the replay role is relatively disadvantageous for the player may be referred to as a "low RT state" or a "low-probability replay state", etc.

[0145] The RT state can be transitioned, for example, by the satisfaction of any of the following transition conditions. Also, when multiple RT states are provided, the same applies to between the multiple RT states. (1) When winning at RB, BB, or MB (2) When a combination of symbols related to RB, BB, or MB is displayed (3) When the RB state, BB state, or MB state ends (4) When not winning at (not carrying over) RB, BB, or MB and not in the RB state, BB state, or MB state, when a specific combination of symbols is displayed (5) When a predetermined number of games are played after the satisfaction of the transition condition in (3) or (4)

[0146] [4-5-3. AT state] In pachislo machine 1, it is possible to transition to the AT state (activate the AT state) when predetermined transition conditions are met. It is also possible to configure the machine so that there is no such AT state. Furthermore, it is also possible to configure the machine so that there are multiple AT states. The AT state is a game state in which, for example, when the aforementioned button-press combination is won, information on advantageous stopping operations is notified to the player, making it a more advantageous state than the state in which the AT state is not activated (non-AT state).

[0147] Furthermore, when multiple AT states are provided, the degree of advantage for the player can be varied by making the game duration of each AT state (including the likelihood of extension if such extension is possible), the type of target role for which stop operation information is reported, or the probability of stop operation information being reported for each state different. In addition, the transition conditions and termination conditions for AT states can be set as appropriate according to the gameplay (except for termination by the execution of the limit processing described later). Also, AT states may be treated as if they were the same as the bonus states described above, in which case they may be referred to as "pseudo-bonus states," etc.

[0148] Furthermore, the duration of play in AT state may be managed by the number of games (number of plays), as long as the period is appropriately managed (game count management), or by the number of sets, with a predetermined number of games considered as one set (number of sets management). It may also be managed by the number of payouts or net increase (difference in tokens) during AT state (payout management, difference in tokens management). It may also be managed by the number of times notifications affecting token payouts in AT state (for example, push-order navigation when a push-order small win is achieved) (navigation count management). The same applies when the AT state is extended. Furthermore, the duration of play granted when transitioning to AT state and the duration of play granted when the AT state is extended may be managed by different management methods. Furthermore, if multiple AT states are provided, they may be managed by the same management method or by different management methods.

[0149] [4-5-4. ART status] In pachislo machine 1, when predetermined transition conditions are met, it is possible to transition to an ART state (activate the ART state) which is a combination of the high RT state and the AT state described above. In other words, the ART state means the AT state that is performed in the high RT state, so it differs from the AT state in that at least a low RT state and a high RT state are provided as RT states, and control is performed to transition to the high RT state (or to avoid transitioning to the low RT state), but the basic control is the same as the AT state (it can be said that it is synonymous with the AT state if it transitions to the high RT state (or avoids transitioning to the low RT state) as a result of notifying the player of information on stopping operations that are advantageous to the player). When the transition conditions for the ART state are met, it may first transition to the AT state and then to the high RT state to transition to the ART state, or it may transition to the ART state by transitioning to the high RT state and the AT state simultaneously (or nearly simultaneously).

[0150] [4-5-5. Other game states] Furthermore, in pachislo machine 1, it is also possible to provide game states other than the various game states described above. For example, the various modes during the advantageous section described later (see Figures 5 and 6) are also states in which the player plays the game, and since they can change the degree of advantage in whether or not to transition to the AT state as a pseudo-bonus state, they can be considered as game states. Also, from a similar perspective, for example, game states can be provided that can change the degree of advantage in whether or not to transition to a bonus state. For example, when a bonus role has been won (carried over), it is possible to configure the machine so that the degree of advantage for the player can be changed by providing a game state in which the combination of symbols related to the bonus role is more likely to be displayed by stop control, and a game state in which the combination of symbols related to the bonus role is relatively less likely to be displayed. Furthermore, for example, the game can be configured to vary the player's advantage by providing two game states: one in which a bonus role is won with a predetermined probability (making it easier to win), and another in which the bonus role is won with a lower probability than that predetermined probability (making it relatively harder to win).

[0151] Furthermore, the following methods can be employed to change the degree of advantage in transitioning to AT state (which may also include whether or not the duration of the AT state is extended; the same applies hereinafter). For example, a "specific role" may be determined as an internal winning role. The number of medals awarded for this specific role will vary depending on the player's stopping operation (this may be the timing of the stopping operation, the order in which the buttons are pressed, or a combination thereof) (for example, if the stopping operation is appropriate (correct), 8 medals will be paid out; if it is inappropriate (incorrect), 1 medal will be paid out or no medal will be paid out).

[0152] Furthermore, if a specific role is won in a particular game state, and 8 coins are paid out, a decision will not be made to change the degree of advantage in transitioning to the AT state to a more favorable one in the current game (this may include a decision on whether to directly transition to the AT state or whether to directly extend the duration of the AT state; hereinafter referred to as "favorable decision"). On the other hand, if 8 coins are not paid out, the favorable decision will be made in the current game. Alternatively, if a specific role is won in the aforementioned particular game state, and 8 coins are paid out, the favorable decision will be made in the current game. On the other hand, if 8 coins are not paid out, the favorable decision will not be made in the current game.

[0153] Thus, the game can be configured such that, depending on the player's playing method, there may be cases where a favorable outcome is determined for the current game, or cases where such a favorable outcome is not determined (or where it is restricted). It should be noted that the player may change between the current and next games, and if such restrictions continue into subsequent games, the next player may suffer a significant disadvantage. Therefore, it is desirable that such restrictions be limited to the current game and not carried over to subsequent games. Such restrictions are sometimes referred to as "penalties."

[0154] [4-6. Gaming Section] In pachislo machine 1, in order to suppress excessive gambling tendencies, it is possible to establish various game sections as states in which the game is played using a concept different from the game states described above. An example of such a game section is explained below. The game section is broadly composed of a non-advantageous section and an advantaged section.

[0155] (Unfavorable period) The non-advantageous period is defined as a game period during which it is not possible to notify the player of a stopping operation that is advantageous to the player, and it meets the following requirements. Note that the following requirements are merely examples, and may be modified as appropriate if at least one of the requirements is relaxed or tightened.

[0156] (1) It is not possible to provide the player with information on a stop operation that is advantageous to them (for example, a button press order navigation). Therefore, it is not possible to control the machine to the AT state or ART state as described above. (2) If the setting value is changed (setting change), or if the initialization conditions such as "RAM abnormality" described below are met, a non-advantageous period will be set as the initial state. (3) When the limit processing described below is performed in the advantageous section (i.e., when a predetermined value that is updated in accordance with the progress of the game in the advantageous section (for example, the value of the advantageous section game counter or the advantageous section payout counter described below) reaches a specified value (for example, 1500 games or 2400 coins)), the non-advantageous section is set as the initial state. Note that, by referring to the predetermined value, if the predetermined value has reached a specific updated value even before it reaches the specified value, the non-advantageous section may be set as a condition. In addition, when a predetermined termination condition is met and termination is decided during the advantageous section (for example, when the game is configured to hold an advantageous section termination lottery and the winner is selected), the non-advantageous section may be set as a condition. (4) In the non-advantageous section, processing related to the advantageous section (for example, processing to determine whether or not to transition to the advantageous section) is only possible if it refers to the determined internal winning combination, and processing that refers to various parameters other than the internal winning combination, such as the derived result display (combination of symbols) or the number of games played in the non-advantageous section (or the advantageous section before the transition). In addition, the determined internal winning combination can be determined by referring to data that directly indicates the internal winning combination, such as the winning number, or by referring to data that indirectly indicates the internal winning combination, such as sub-flags (where multiple combinations are treated as one judgment target data) generated or converted from the internal winning combination data. (5) The non-advantageous period is basically state 1, and it is not possible to set multiple states within the non-advantageous period. For example, it is not possible to set the non-advantageous period after the end of the advantageous period as non-advantageous period A and the non-advantageous period after the setting change as non-advantageous period B, or to set them as different states.

[0157] (Advantageous period) The advantageous period is defined as a game period during which the player can be notified of a stopping operation that is advantageous to them, and it meets the following requirements. Note that the following requirements are merely examples, and may be modified accordingly if at least one of the requirements is relaxed or tightened.

[0158] (1) The system can provide the player with information on advantageous stopping procedures (e.g., button press order navigation). Therefore, it can control the game to the aforementioned AT state or ART state. (2) If the setting value is changed (setting change), or if the initialization conditions such as "RAM abnormality" described below are met, it is not possible to set the advantageous period as the initial state. (3) If the limit processing described below is executed during the advantageous period, the advantageous period must be terminated. (4) In the advantageous period, processing related to the advantageous period (for example, processing to determine whether or not to transition the game state (mode) during the advantageous period, or whether or not to extend a specific game state (mode)) can refer not only to the determined internal winning combination, but also to various parameters other than the internal winning combination, such as the derived result display (combination of symbols) and the number of games played during the advantageous period. Other examples of various parameters that can be referenced include, for example, bonus information such as points that can be awarded according to the various parameters mentioned above, the type of bonus state, the type of RT state, the timing of stopping any of the reels, or the order in which to press the buttons. (5) Multiple states can be set within the advantageous period. For example, a normal state that is disadvantageous to the player, a CZ state that makes it easy to transition to the AT state, or an AT state in which the expected value of medal increase is positive when the player performs the stop operation according to the notification can be set. In addition, depending on the gameplay, states such as a CZ pre-announcement state, which is set as a waiting state until the player actually transitions to the CZ state in response to the decision to transition to the CZ state in the normal state, and in which a premonition performance that suggests the transition to the CZ state may be performed, or an AT pre-announcement state, which is set as a waiting state until the player actually transitions to the AT state in response to the decision to transition to the AT state in the normal state or CZ state, and in which a premonition performance that suggests the transition to the AT state may be performed, can also be set. (6) The lighting of a section lamp (status indicator) that can indicate whether the current section is a non-advantageous section or an advantageous section can indicate that the current section is an advantageous section (if the section lamp is off, it indicates that the current section is a non-advantageous section). As mentioned above, the timing of when the section lamp starts to light up can be set to a somewhat arbitrary timing. Basically, it may start lighting up when transitioning from a non-advantageous section to an advantageous section and continue to light up until transitioning to a non-advantageous section again, or it may not start lighting up when transitioning from a non-advantageous section to an advantageous section (an advantageous section has started) if the transitioned advantageous section is in a normal state, and may only start lighting up when the AT state is first entered. If the transitioned advantageous section is in an AT state, the lighting should start from that point.

[0159] [4-7. Limiter] In pachislo machine 1, in order to prevent excessive gambling tendencies caused by the advantageous period continuing for too long, it is possible to set an upper limit (restriction) on the duration of the advantageous period. Such an upper limit is called a "limiter." In this embodiment, the termination of the advantageous period by such a limiter is described as the execution of limit processing or the operation of the limiter. An example of such a limiter is described below.

[0160] (Game count limiter) The game count limiter is configured to execute a limit process when the number of games (plays) during the advantageous period reaches "1500". For example, the advantageous period game count counter, described later, starts counting from the start of the advantageous period and adds 1 to the count each time a game is played. Then, based on the value of the advantageous period game count counter reaching a predetermined value (for example, "1500" or more), the advantageous period is forcibly terminated and the game transitions to a non-advantageous period (for example, even if there is still time remaining in the AT state). Note that the number of games at which the game count limiter is activated can be set to any number of games as long as it is less than or equal to the upper limit of "1500". Furthermore, if the requirements for such a game count limiter are relaxed or tightened, it can be changed accordingly. It may also be possible to gradually suppress the gambling aspect according to the number of games played during the advantageous period.

[0161] (Payout limiter) The payout limiter is configured to execute a limit process when the number of medals paid out during the advantageous period reaches "2400". For example, the advantageous period payout counter, described later, starts counting from the start of the advantageous period and adds the corresponding number of medals each time a medal is paid out (more specifically, the net increase obtained by subtracting the number of bets from the number of medals paid out). Then, based on the value of the advantageous period payout counter reaching a predetermined value (for example, "2400" or more), the advantageous period is forcibly terminated and the game transitions to a non-advantageous period (for example, even if there is still time remaining in the AT state). The payout number at which the payout limiter is activated can be set to any payout number as long as it is less than or equal to the upper limit of "2400" medals. Furthermore, if the requirements for such a payout limiter are relaxed or tightened, it can be changed accordingly. It is also possible to gradually suppress the gambling aspect according to the number of medals paid out during the advantageous period.

[0162] Furthermore, for example, the advantageous period payout counter described later may be configured to count the increase from the most recent lowest point, with the point where the absolute value of the number of medals decreased the most from the start of the advantageous period as the lowest point (starting point) (i.e., subtracting the count if there is no payout). In other words, the payout limiter can also be configured as a limiter that executes limit processing when a maximum of "2400" medals have been paid out from the time when the number of medals increases during the advantageous period (for example, when the AT state is started). Also, for example, the advantageous period payout counter described later may simply count the actual payout (i.e., the payout without subtracting the number of bets) instead of the net increase mentioned above.

[0163] Furthermore, pachislo machine 1 may perform the limit processing of the advantageous period using only the game count limiter, or using only the payout limiter, or using both the game count limiter and the payout limiter. When using both limiters, it is desirable to terminate the advantageous period when the operating conditions of either limiter are met after the advantageous period has started.

[0164] Furthermore, the types of limiters are not limited to the game count limiter and payout limiter mentioned above. For example, a navigation count limiter may be provided that executes a limit process when the number of navigations for push-order small wins during AT state (i.e., the number of times information on advantageous stop operations for wins related to medal payouts is notified to the player) reaches a predetermined number (for example, "400" times). In other words, as long as the element of chance can be appropriately suppressed, it is possible to execute limit processing using various conditions related to the game.

[0165] [4-8. External Signals] As described above, pachislo machine 1 is designed to output multiple types of external signals externally. For example, if external signal 1 is turned on when a bonus state begins and turned off when the bonus state ends, the external data display can also perform bonus state effects in conjunction with this. Also, for example, if external signal 1 is turned on when a BB state begins and turned off when the BB state ends, and external signal 2 is turned on when an MB state begins and turned off when the MB state ends, the external data display can not only perform the bonus state effects described above, but also count the number of bonuses by type.

[0166] Furthermore, for example, if external signal 1 is turned on when the AT state starts and turned off when the AT state ends, the external data display can also perform synchronized AT state effects. Also, for example, if external signal 1 is turned on when a predetermined AT state starts and turned off when the predetermined AT state ends, and external signal 2 is turned on when a specific AT state starts and turned off when a specific AT state ends, the external data display can not only perform the above-mentioned AT state effects, but can also count the number of ATs by type.

[0167] Furthermore, for example, if the AT state is configured as an AT state with set count management, and external signal 1 is turned ON based on the start of the first set of AT states, and external signal 2 is turned ON each time a set starts from the second set onwards, then the number of initial wins in the AT state and the number of extensions of the AT state can be counted on the external data display unit as well. Note that the timing of turning each external signal ON and OFF can be set as appropriate. In other words, as long as the situation is appropriately recognized by the external data display unit or hall computer, the output mode of each external signal can be set as appropriate. For example, the period from the OFF state to the ON state and then back to the OFF state can be set to various conditions such as a predetermined time, during one game, or until the state changes.

[0168] [4-9. Commands] As described above, pachislo machine 1 is designed to send multiple types of commands from the main control circuit 100 to the sub-control circuit 200. However, in pachislo machine 1, the main control circuit 100 and the sub-control circuit 200 cannot communicate with each other; communication is required to be unidirectional, from the main control circuit 100 to the sub-control circuit 200. Therefore, the main control circuit 100 needs to send information (commands) to the sub-control circuit 200 in a timely manner to report changes in the state of pachislo machine 1. An example of such a command is described below.

[0169] The main control circuit 100 sends an initialization command to the sub-control circuit 200, for example, when a setting change operation is performed. The initialization command consists of parameters that specify the setting value, game state, etc. Also, for example, when a bet operation is performed, a medal insertion command is sent. The medal insertion command consists of parameters that specify the number of bets, etc. Also, for example, when a start operation is performed, a start command is sent. The start command consists of parameters that specify the internal winning combination, game state, etc. Also, for example, when a lock effect is performed, a lock command is sent. The lock command consists of parameters that specify the content of the lock effect, etc. Also, for example, when the rotation of each reel 3L, 3C, 3R begins, a reel rotation start command is sent. The reel rotation start command consists of parameters that specify that the rotation of the reels has started, etc.

[0170] Furthermore, for example, when a stop operation is performed, a reel stop command is sent. The reel stop command consists of parameters that specify the reel to be stopped and the position in which that reel will stop. Also, for example, when all reels have stopped and the display role (winning activation flag) has been determined, a winning activation command is sent. The winning activation command consists of parameters that specify the type of display role and the content of the bonus to be awarded. Also, for example, when a favorable period is started, a favorable period start command is sent. The favorable period start command consists of parameters that specify that a favorable period is starting and the mode (game state), etc. Also, for example, when a favorable period is ended, a favorable period end command is sent. The favorable period end command consists of parameters that specify that a favorable period is ending and the reason for its termination, etc. Also, for example, when a settlement operation is performed, a settlement command is sent. The settlement command consists of parameters that specify the number of items to be returned, etc. Note that these are just examples, and other commands can be sent as needed, and unnecessary commands can be omitted.

[0171] [4-10. Direction] As described above, pachislo machine 1 is capable of executing various effects using various effects devices in order to enhance the enjoyment of the game, to inform the player of useful information, or to achieve the intended gameplay. An example of such an effect is described below.

[0172] [4-10-1. Main Stage Production] In pachislo machine 1, the main control circuit 100 (main side) can control, for example, the following effects. As mentioned above, pachislo machine 1 is capable of notifying information about stop operations via an instruction monitor, and this is also included in the effects in a broad sense.

[0173] (Rock performance) In pachislo machine 1, if predetermined execution conditions are met, a feature may be displayed that halts the game's progress for a predetermined period (invalidating the player's game operations for a predetermined period). Such a feature is called a "lock feature" (or simply "lock"), or a "freeze feature" (or simply "freeze"), etc. It is also possible to configure the machine so that such lock features do not occur, or to configure it so that multiple types of lock features can be displayed.

[0174] Furthermore, the game operations to be invalidated may be, for example, start operations, stop operations, or other operations. For example, if start operations are invalidated for a predetermined period, the game will be stopped for a predetermined period after all stop operations have been performed. Similarly, if stop operations are invalidated for a predetermined period, the game will be stopped for a predetermined period after start operations have been performed. In addition, if multiple types of lock effects are provided, the period during which the game is stopped (the period during which the player's game operations are invalidated) and the types of game operations to be invalidated should be set for each lock effect.

[0175] (Reel animation) In pachislo machine 1, when predetermined execution conditions are met, the following effects may be performed during the execution of the aforementioned lock effect, depending on the display mode of each reel 3L, 3C, and 3R (including not only the variation display mode but also combinations with the stop display mode). Such effects are referred to as "reel effects," as well as "symbol effects," etc. It is also possible to configure the machine so that such reel effects do not occur, or to configure it so that multiple types of reel effects can be performed. Furthermore, when referring to "performing (executing) the lock effect," this includes both cases where reel effects occur and cases where they do not.

[0176] In essence, reel effects are created by rotating or stopping (temporarily stopping) each reel (3L, 3C, 3R) without the player's input during a period when the player's gameplay is disabled. Therefore, it is possible to set operation patterns that perform such effects without considering rotation speed, maximum number of sliding frames, etc. Furthermore, by setting multiple operation patterns, multiple types of reel effects can be provided. In addition, by combining multiple types of reel effects with multiple types of lock effects, an even wider variety of effect patterns can be set. Note that only one of the reels (3L, 3C, 3R), any two, or all three can be used in the reel effects.

[0177] (Simulated game) In pachislo machine 1, if predetermined execution conditions are met, a simulated game may be played during the execution of the aforementioned lock effect. Such an effect is called a "simulated game." It is also possible to configure the machine so that such a simulated game does not occur, or to configure it so that multiple types of simulated games can be played. Furthermore, when referring to "performing (executing) the lock effect," this includes both cases in which a simulated game is played and cases in which it is not.

[0178] In essence, simulated gameplay involves simulating player input during a period when player input is disabled, thereby generating effects by rotating or stopping (temporarily stopping) the reels 3L, 3C, and 3R. In other words, it further enhances the reel effects described above by incorporating player input. For example, the MAX bet button 6a, 1 bet button 6b, start lever 7, stop buttons 8L, 8C, and 8R, and the payout button 9 are primarily intended for gameplay, and their use for other purposes is generally undesirable. However, in simulated gameplay, it is permitted to accept these inputs on the premise that measures are taken to prevent the player from mistaking it for actual gameplay.

[0179] Here, we will explain the flow of a simulated game using an example. A simulated game proceeds as follows: (1) The player's actual start operation (the execution condition is met here and the simulated game starts) (2) Each reel rotates in a simulated manner (during simulated gameplay) (3) The game accepts a simulated stop operation, which causes each reel to temporarily stop (during simulated gameplay). (4) After a random delay process, each reel actually starts spinning (the simulated game ends and the actual game begins).

[0180] Random delay processing is a process that, for example, in the situation described in (3) above, if a specific pattern is displayed in a row and the reels start rotating normally in the situation described in (4) above, it may become easier for the player to stop the reels using the specific pattern as a guide (which can be used as an aid for so-called "eye-stopping"). To correct this, a random delay period is generated for each reel before it starts rotating (such a delay period is also called a "repositioning period"). In addition, when the reels are temporarily stopped in the situations described in (3) and (4) above, it is desirable to set the phase signal in the excitation control of each stepping motor to less than a predetermined time (for example, 500ms) so that the reels alternate between forward and reverse directions, so as not to be mistaken for being completely stopped.

[0181] One of the measures described above is, for example, if any combination of symbols temporarily stops in the situation described in (3) above (when the third reel temporarily stops and all reels temporarily stop), each reel may be made to vibrate (oscillate) slightly up and down until the random delay processing starts in the situation described in (4) above. However, as long as the phase signal changes in less than the predetermined time described above, such oscillation may be omitted when the first reel temporarily stops or when the second reel temporarily stops.

[0182] Furthermore, one of the measures mentioned above is to provide a simulated game lamp to indicate that a simulated game is in progress, and to illuminate the simulated game lamp from the time the simulated game starts in the situation described in (1) above until the random delay processing starts in the situation described in (4) above. It is desirable that the simulated game lamp be installed above the control unit that receives the player's game operations and in a position where it can be seen during gameplay. It is also desirable that the simulated game lamp be a separate lamp not used for any other purpose, and that the entire display area of ​​the simulated game lamp be covered with a single-color border. Furthermore, it is desirable that the display area of ​​the simulated game lamp, including the explanatory part of the simulated game lamp, has a certain surface area (for example, one side exceeding 10 mm and a surface area exceeding 642 square mm). Furthermore, the explanatory section for the simulated game lamp should preferably contain descriptions that make it clear that the simulated game lamp is a lamp that indicates that a simulated game is in progress (for example, descriptions such as "FREEPLAY," "Simulated Game Performance in Progress," or "Automatic Reel Performance in Progress"), and it is desirable that such descriptions occupy at least one-third of the surface area. The simulated game lamp may be controlled by the main control circuit 100 or the sub-control circuit 200.

[0183] Furthermore, one of the measures mentioned above is to display a "simulated game in progress" indicator on the main display device 210 or the sub-display device 220 (or both) from the time the simulated game starts in the situation described in (1) above until the random delay processing starts in the situation described in (4) above. It is desirable that the "simulated game in progress" indicator be displayed above the control unit that receives the player's game operations and in a position that is visible during gameplay (in this embodiment, both the main display device 210 and the sub-display device 220 are above the control unit, so either can be used). It is also desirable that the display range of the "simulated game in progress" indicator, including its explanatory portion, has a certain surface area (for example, one side exceeds 10 mm, the surface area exceeds 642 square mm if the display screen is less than 7 inches, or the surface area is 8.2% or more of the entire screen if the display screen is 7 inches or larger). Furthermore, the explanatory section for the simulated game display should preferably contain wording that clearly indicates that the simulated game is in progress (for example, "FREEPLAY," "Simulated Game Performance in Progress," or "Automatic Reel Performance in Progress"), and should be large enough for the player to read without being obscured.

[0184] Furthermore, it is desirable to configure the control monitor so that information about stopping operations is not displayed during simulated gameplay (for example, from the start of simulated gameplay in the situation described in (1) above until the start of random delay processing in the situation described in (4) above) (if it is necessary to display information about stopping operations on the control monitor during the game, the display should be started at the timing when random delay processing begins). This further reduces the possibility of the player mistakenly believing that they are playing an actual game while they are playing a simulated game. If any of the above measures are taken, the sub-display devices (for example, the main display device 210 and the sub-display device 220) may be configured to display information about stopping operations during simulated gameplay. Similarly, the sub-display devices may be configured to perform effects that correspond to the results of the simulated game (linked to the simulated gameplay operations) during simulated gameplay.

[0185] Furthermore, during actual gameplay, test signals corresponding to the player's game operations or the state in which such game operations become possible are output via the first interface board 301 for the test machine. However, during simulated gameplay, no test signals corresponding to the player's simulated game operations or the state in which such simulated game operations become possible are output. Therefore, during simulated gameplay, a test signal (simulated game signal) may be output to allow the test machine to recognize that simulated gameplay is in progress. In addition, when the first interface board 301 for the test machine receives a simulated game signal from the main control board 71, it may output a signal for controlling the progress of the simulated game to the main control board 71, so that the simulated game progresses on the main control board 71 side (i.e., the first interface board 301 for the test machine may be given a simulated game progress function). Furthermore, if the first interface board 301 for the test machine is given such a simulated game progress function, a changeover switch may be provided to switch the function on or off. This makes it possible to arbitrarily set whether or not to check the content of the simulated gameplay during the certification test (trial firing test) of pachislot machine 1.

[0186] [4-10-2. Sub-side production] In pachislo machine 1, the sub-control circuit 200 (sub-side) can control the following effects, for example. As mentioned above, pachislo machine 1 is capable of notifying information about stop operations via the main display device 210, etc., and this is also included in the effects in a broad sense.

[0187] (Normal performance) In pachislo machine 1, if predetermined execution conditions are met, a special effect may occur that concludes within the current game (i.e., ends in one game). Such effects are called "normal effects," or sometimes "single-shot effects." It is also possible to configure the machine so that such normal effects do not occur, or to configure it so that multiple types of normal effects can occur.

[0188] (Continuous performance) In pachislo machine 1, if predetermined execution conditions are met, a continuous (i.e., continuing for multiple games) performance can be displayed over multiple gameplay rounds. Such performances are called "continuous performances," or sometimes "sequential performances." It is also possible to configure the machine so that such continuous performances do not occur, or to configure it so that multiple types of continuous performances can be displayed.

[0189] (Operation-linked effects) In pachislo machine 1, when predetermined execution conditions are met, it is possible to perform effects that change in response to the player's actions. Such effects are called "operation-linked effects," as well as "button effects," etc. It is also possible to configure the machine so that such operation-linked effects do not occur, or to configure it so that multiple types of operation-linked effects can occur. Furthermore, operation-linked effects can be configured as normal effects or as continuous effects. In addition, the effects operations can include not only operations on the effect buttons but also various game operations.

[0190] Furthermore, the various effects described above can be used for a variety of purposes. For example, they can be used to suggest or inform about setting values, internal winning combinations, game state, game intervals, the content of the bonuses awarded, and the period until the bonuses are awarded. They can also be used to suggest or inform about the degree of advantage in these areas. However, these uses are merely examples.

[0191] (Other production elements) In pachislo machine 1, effects other than those described above can also be displayed. For example, in addition to the uses described above, various notifications to players or amusement parlors (e.g., anti-addiction notifications, anti-lost item notifications, error status notifications, demo status notifications, etc.) are also included in the broad sense of effects. Anti-addiction notifications can, for example, be issued as a warning when the advantageous period ends. Anti-lost item notifications can, for example, be issued as a warning when the advantageous period ends or when a settlement operation is performed. Error status notifications can be issued as a warning when an error occurs and until it is resolved. Demo status notifications can be issued as a notification that a machine is available when a predetermined period of inactivity has been reached or when a settlement operation is performed.

[0192] [5. The first gaming machine] Next, with reference to Figures 5 to 22, a specific example of the specifications related to the gameplay of the pachislo machine 1 will be described as the "first game machine." It should be noted that some or all of the specifications and functions described as the first game machine in this embodiment can be applied to other game machines described in this embodiment, and conversely, some or all of the specifications and functions described as other game machines in this embodiment can be applied to the first game machine described in this embodiment. In other words, the invention according to this embodiment can be formed by appropriately combining these.

[0193] First, in the first gaming machine, the number of active lines is defined as only one line, the "center line" mentioned above. In addition, the first gaming machine has two game states: a non-bonus state and a bonus state. The non-bonus state consists of a 2BB flag range where the "F_2BB" (a bonus role that can only be won when betting 2 coins; hereafter sometimes simply referred to as "2BB") described later is carried over, a 3BB flag range where the "F_3BB" (a bonus role that can only be won when betting 3 coins; hereafter sometimes simply referred to as "3BB") described later is carried over, and a non-flag range where no bonus role has been won (not carried over). The bonus state consists of a 2BB state, which is entered when a combination of symbols related to 2BB is displayed, and a 3BB state, which is entered when a combination of symbols related to 3BB is displayed.

[0194] Furthermore, in the first gaming machine, it is possible to play with two tokens bet (two-token bet state) and three tokens bet (three-token bet state). Note that "betting" includes any of the following: the player inserting two or three tokens into the token slot 5 for use in the game; the player betting two or three tokens from the credits by operating the MAX bet button 6a or the 1 bet button 6b; and the automatic betting of two or three tokens upon winning a replay.

[0195] [5-1. Gameplay of the first type of amusement machine] Next, the gameplay flow in the first gaming machine will be explained with reference to Figures 5 to 8. Figure 5 is a diagram showing an example of the transition flow of game states in the non-advantageous and advantageous sections of the first gaming machine, Figure 6 is a diagram illustrating an example of each mode in the first gaming machine, and Figures 7 and 8 are diagrams showing examples of various tables in the first gaming machine.

[0196] As shown in Figure 5, in the first gaming machine, the state in which a player plays is broadly divided into a non-advantageous section and an advantageous section. The advantageous section is further divided into a performance section (advantageous section - normal gameplay) and an increase section (advantageous section - pseudo-bonus). The non-advantageous section is a game state in which information on advantageous stopping operations is not announced to the player (non-AT state), and is therefore an unfavorable game state for the player. The performance section is a game state in which information on advantageous stopping operations is not announced to the player (non-AT state), and is therefore an unfavorable game state for the player, similar to the non-advantageous section, but differs from the non-advantageous section in that mode transitions occur, as will be described later.

[0197] In other words, the non-advantageous section is a control state that is controlled as the initial state when gameplay in the advantageous section ends, when a setting change operation is performed, when other initialization conditions are met, or when the machine is shipped from the factory, etc. The performance section is a control state that is the normal state in which the player plays the game as usual, and the expectation of transitioning to (granting) an increase section can be varied by mode transitions, etc.

[0198] On the other hand, the increase section is a game state (AT state) in which information on advantageous stopping operations is announced to the player, and is therefore an advantageous game state for the player. In other words, the increase section is a control state that is advantageous for the player as they can increase their medal count. Both the performance section and the increase section are advantageous sections, and by transitioning between these sections, a series of advantageous sections are formed.

[0199] In the first gaming machine, as shown in Figure 7(a), a non-advantageous-period subflag is determined as secondary information (subflag) corresponding to the internal winning combination (see Figure 10, described later) during the non-advantageous-period section. The subflag is information that allows the group to be identified by assigning the same information to internal winning combinations that play a similar role (whether or not they are a target combination for drawing and their winning probability, etc.) in various draws related to gameplay (various processes related to the advantageous-period section) performed by the main control circuit 100. This eliminates the need to create various data tables for each internal winning combination, thus compressing the amount of data and avoiding strain on the capacity of the main ROM 102. During the non-advantageous-period section, a draw is performed using this non-advantageous-period subflag.

[0200] The non-advantageous section sub-flag "Replay Bell" is determined when the internal winning combination is one of "F_Replay A" (No. "3"), "F_Replay B" (No. "4"), or "F_Bell 123A1" to "F_Bell 321B2" (No. "10" to No. "33"). The non-advantageous section sub-flag "Weak Cherry" is determined when the internal winning combination is "F_Cherry" (No. "5"). The non-advantageous section sub-flag "Watermelon" is determined when the internal winning combination is "F_Watermelon" (No. "9"). The non-advantageous section sub-flag "Confirmed Combination" is determined when the internal winning combination is one of "F_Confirmed Cherry" (No. "6") or "F_Reach Eye" (No. "8"). The non-advantageous section sub-flag "Middle Cherry" is determined when the internal winning combination is "F_Middle Cherry" (No. "7"). Furthermore, even in non-advantageous periods, the system can be configured to determine the sub-flags at the time of winning and the sub-flags at the time of prize winning, similar to the advantageous periods. Also, the correspondence between these flags is not limited to those described above.

[0201] Furthermore, in the first gaming machine, as shown in Figure 7(a), during the advantageous period, a sub-flag for winning during the advantageous period is determined as secondary information (sub-flag) corresponding to the internal winning combination (see Figure 10 described later). In addition, during the advantageous period, a sub-flag for entering the advantageous period is determined as secondary information (sub-flag) corresponding to the combination of symbols displayed. During the advantageous period, a lottery is conducted using these sub-flags for winning during the advantageous period and sub-flags for entering the advantageous period.

[0202] The sub-flag "Bell" during the advantageous section win is determined when the internal winning combination is one of "F_Bell123A1" to "F_Bell321B2" (No. "10" to No. "33"). The sub-flag "Weak Cherry" during the advantageous section win is determined when the internal winning combination is "F_Cherry" (No. "5"). The sub-flag "Watermelon" during the advantageous section win is determined when the internal winning combination is "F_Watermelon" (No. "9"). The sub-flag "Confirmed Combination" during the advantageous section win is determined when the internal winning combination is either "F_Confirmed Cherry" (No. "6") or "F_Reach Eye" (No. "8"). The sub-flag "Middle Cherry" during the advantageous section win is determined when the internal winning combination is "F_Middle Cherry" (No. "7").

[0203] The sub-flag "Normal Replay 1" when entering the advantageous section is determined when the internal winning combination is either "F_Replay A" (No. "3") or "F_Replay B" (No. "4") and a combination of symbols for "Diagonal Replay" is displayed (i.e., the winning combination is "Diagonal Replay"). The sub-flag "Normal Replay 2" when entering the advantageous section is determined when the internal winning combination is either "F_Replay A" (No. "3") or "F_Replay B" (No. "4") and a combination of symbols for "Parallel Replay" is displayed (i.e., the winning combination is "Parallel Replay").

[0204] In the first gaming machine, as will be described later, when the internal winning combination is "F_Replay A" (No. "3"), a combination of symbols for "upward-sloping replay" is displayed between 3BB flags, and a combination of symbols for "parallel replay" is displayed between 2BB flags and between non-flags.

[0205] In other words, when the internal winning combination is "F_Replay A" (No. "3"), "Normal Replay 1" is determined as the sub-flag when entering the advantageous section between 3BB flags, and "Normal Replay 2" is determined as the sub-flag when entering the advantageous section between 2BB flags and between non-flags. Furthermore, in the first gaming machine, when the sub-flag when entering the advantageous section is different in this way, the degree of advantage in the various draws described later (for example, the pseudo-bonus transition draw using the pseudo-bonus transition draw table shown in Figure 7(c) and the mode transition draw using the mode transition draw table shown in Figure 8(f)) is changed.

[0206] In the first gaming machine, "F_Replay A" (No. "3") is used as an example to explain how the sub-flag changes when entering the advantageous section, depending on whether it is between 3BB flags or between 2BB flags. However, the manner in which the sub-flag changes when entering the advantageous section is not limited to this. For example, as will be described later, when the internal winning combination is "F_Bell 123B1" (No. "12"), the stop control is made different depending on whether it is between 3BB flags or between 2BB flags. In such cases, the number of medals paid out may not change (or may be changed), but the combination of symbols displayed may be different, thereby determining a different sub-flag when entering the advantageous section. Then, the degree of advantage in the various draws described later may be changed according to the difference in the sub-flag when entering the advantageous section.

[0207] Furthermore, as will be explained later, when the internal winning combination is "F_Watermelon" (No. "9"), regardless of which flags (or non-flags) are involved, if the button press position (stopping operation timing) is appropriate, the combination of "Watermelon" symbols will be displayed. If the button press position is not appropriate, a missed win will occur and the combination of "Missed Watermelon" symbols will be displayed. In such cases, when a winning combination is achieved, different sub-flags for entering the advantageous section may be determined depending on whether the win is achieved without any missed wins or if a missed win occurs. Then, the degree of advantage in the various draws described later may be adjusted according to the difference in the sub-flags for entering the advantageous section.

[0208] Furthermore, for example, when the internal winning combination is "F_Replay A" (No. "3"), between 3BB flags, if the stop operation is performed in a specific manner (this specific manner may be, for example, if the stop operation is performed in a predetermined order (correct pressing order), if the pressing position (timing of the stop operation) is appropriate, or a combination of these), the combination of "Parallel Replay" symbols will be displayed, and if it is not performed in a specific manner, the combination of "Upward-Sloping Replay" symbols will be displayed, thereby determining different sub-flags when entering the advantageous section. Then, depending on the difference in the sub-flags when entering the advantageous section, the degree of advantage in the various draws described later may be varied.

[0209] In other words, in the first gaming machine, it is possible to make it possible for the final stop display to differ depending on the number of bets, the state of play, the manner of stopping operations, or any combination of these, and to make it possible to determine different secondary information according to the different stop display manner, thereby allowing the degree of advantage to be varied.

[0210] Let's return to the explanation of the gameplay of the first gaming machine. In the non-advantageous section, a lottery for transitioning to the advantageous section is held for each game. Specifically, the advantageous section transition lottery table shown in Figure 7(b) is referenced to determine the internal winning combination, and after the non-advantageous section sub-flag is determined according to the internal winning combination, the destination mode, etc., is determined according to the non-advantageous section sub-flag at a predetermined timing during the game. Note that in this determination, there are cases where only the type of mode when transitioning to the advantageous section is determined (in Figure 5, "Advantageous Section Start"), and cases where not only the type of mode but also a transition to a pseudo-bonus is determined (in Figure 5, "Advantageous Section Start + Pseudo-Bonus Start"). However, it is also possible to have a specification where a transition to a pseudo-bonus is not determined in the non-advantageous section.

[0211] Now, with reference to Figure 6, let's explain each mode in the first gaming machine. In the first gaming machine, a mode is control information (which can also be called a game state or control state) that changes the expected probability of transitioning to (granting) an increase section (pseudo-bonus) during a performance section (normal gameplay). During the performance section (normal gameplay), the presence or absence of a pseudo-bonus transition, the maintenance of an advantageous section, or the termination of an advantageous section and transition to a non-advantageous section are determined according to this mode.

[0212] The Start Mode is a mode in which players tend to stay when transitioning from a non-advantageous section to an advantageous section (performance section), and is relatively unfavorable. The probability of transitioning to a pseudo-bonus is relatively low (see Figure 7(c) below), and the probability of transitioning to a more advantageous mode is also relatively low (see Figure 8(f) below). Although not shown in the diagram, the ceiling game count is set to "965 games" in Start Mode. The ceiling game count is used to force a transition to a pseudo-bonus when a certain period of time has passed without transitioning to a pseudo-bonus. Therefore, the lower the ceiling game count, the more advantageous it is for the player, and the higher the ceiling game count, the more disadvantageous it is for the player.

[0213] Normal Mode A is the mode in which players are most likely to stay while playing, and is relatively disadvantageous. The probability of transitioning to a pseudo-bonus is relatively low (see Figure 7(c) below), and the probability of transitioning to a more advantageous mode is also relatively low (see Figure 8(f) below). In Normal Mode A, the ceiling game count is set to "965 games". Also, in Figure 6, "approximately 999G after pseudo-bonus" means that after the pseudo-bonus ends, the player transitions to either End Mode A or End Mode B (described below), plays for 32 games in that mode without transitioning to a pseudo-bonus, and then transitions to a non-advantageous section. If Normal Mode A is selected when transitioning from the non-advantageous section to the advantageous section, the apparent ceiling game count is "965 games" + the duration of play in End Mode A or End Mode B ("32 games") + the number of games required to transition from the non-advantageous section to the advantageous section. The same applies to Normal Mode B, Heaven Preparation Mode, and Chance Mode.

[0214] Normal Mode B is a mode that players tend to stay in for a relatively long time. Although it is a relatively disadvantageous mode, it is more advantageous than Normal Mode A. The probability of transitioning to a pseudo-bonus is relatively low (see Figure 7(c) below), and the probability of transitioning to a more advantageous mode is also relatively low (see Figure 8(f) below). In Normal Mode B, the maximum number of games is set to "965 games".

[0215] While the probability of transitioning to a pseudo-bonus is relatively low in Heaven Preparation Mode (see Figure 7(c) below), the maximum number of games is set at "466 games," and if a pseudo-bonus is triggered, it is guaranteed that the game will transition to Heaven Mode after its completion (see Figure 8(f) below). In that sense, it is a relatively advantageous mode.

[0216] Chance Mode offers a relatively high probability of transitioning to a pseudo-bonus (see Figure 7(c) below), and the ceiling game count is set at "222 games," making it a relatively advantageous mode in that sense. However, the probability of transitioning to Heaven Mode is not high (see Figure 8(f) below).

[0217] Ending Mode A is a mode that players are likely to remain in if they transition to a pseudo-bonus and do not transition to Heaven Mode (including Heaven Preparation Mode) after its completion. It is a relatively unfavorable mode, with the lowest probability of transitioning to a pseudo-bonus (see Figure 7(c) below), and the relatively low probability of transitioning to a more favorable mode (see Figure 8(f) below). In Ending Mode A, if 32 games are played after the pseudo-bonus ends without transitioning to another pseudo-bonus, the favorable section itself ends, and the player transitions to a non-favorable section.

[0218] Ending Mode B is a mode that players are likely to remain in if they transition to a pseudo-bonus and do not transition to Heaven Mode (including Heaven Preparation Mode) after its completion. Although it is a relatively unfavorable mode, it is more favorable than Ending Mode A. The probability of transitioning to a pseudo-bonus is relatively low (see Figure 7(c) below), and the probability of transitioning to a more favorable mode is also relatively low (see Figure 8(f) below). In Ending Mode B, as with Ending Mode A, if 32 games are played after the pseudo-bonus ends without transitioning to another pseudo-bonus, the favorable section itself ends, and the player transitions to a non-favorable section. Note that Ending Mode A and Ending Mode B can also be collectively referred to as "Ending Mode".

[0219] The Guarantee Mode is the mode you enter when Heaven Mode C ends. The probability of transitioning to a pseudo-bonus is relatively high (see Figure 7(c) below), and the ceiling game count is set at "32 games," making it a relatively advantageous mode in that sense. However, the probability of transitioning to Heaven Mode is not high (see Figure 8(f) below). In other words, when Heaven Mode C ends, this mode is positioned as a mode that attempts to maintain (guarantee) a relatively advantageous state for a certain period of time in order to prevent a decline in enjoyment.

[0220] Heaven Mode A is a mode in which it is expected that pseudo-bonuses will occur in succession (including extensions (additions) if the AT state is designed to continue by making a decision to extend (add) during the AT state; the same applies hereinafter), the probability of transitioning to a pseudo-bonus is relatively high (see Figure 7(c) below), the number of games to be capped is set to "32 games", and the probability of maintaining the capped mode (Heaven Mode loop rate) is set to a moderate level, making it a relatively advantageous mode. Although not shown in Figure 6, for example, it is possible to set a difference in this capped mode loop rate depending on the setting. For example, when the setting value is odd (1, 3, 5), the capped mode loop rate can be set to about 75%, and when the setting value is even (2, 4, 6), the capped mode loop rate can be set to about 67%, or the setting value can simply be set so that the capped mode loop rate is higher the higher the setting value. The same applies to Heaven Mode B and Heaven Mode C, which will be described later, and it is also possible to set a difference in the ceiling mode loop rate.

[0221] Heaven Mode B is a mode in which you can expect consecutive pseudo-bonuses, the probability of transitioning to a pseudo-bonus is relatively high (see Figure 7(c) below), the number of games to be capped is set to "32 games", and the probability of maintaining the cap mode (Heaven Mode loop rate) is set high, making it a relatively advantageous mode. In other words, in terms of the cap mode loop rate, it is an even more advantageous mode than Heaven Mode A.

[0222] Heaven Mode C is a mode in which consecutive pseudo-bonuses can be expected, and the probability of transitioning to a pseudo-bonus is relatively high (see Figure 7(c) below). The ceiling game count is set to "32 games," and the probability of maintaining the ceiling mode (Heaven Mode loop rate) is set to be quite high, making it a relatively advantageous mode. In other words, in terms of the ceiling mode loop rate, it is an even more advantageous mode than Heaven Mode A and Heaven Mode B. Note that Heaven Mode A, Heaven Mode B, and Heaven Mode C can be collectively referred to as "Heaven Mode."

[0223] Please note that the modes described above are merely examples, and the mode configuration is not limited to these. You can also set modes other than those described above, or you can choose not to set some of the modes described above.

[0224] Furthermore, while we have described the non-advantageous period as a state with relatively lower advantages compared to the advantageous period, the relationship between the non-advantageous and advantageous periods is not limited to this configuration. For example, the system could be designed so that the transition rate to the increase period is higher in the non-advantageous period than when at least one mode is set in the advantageous period, or the average number of games required to transition to the increase period is shorter, or the system could be designed so that the non-advantageous period is the easiest to turn into the increase period. This would create an incentive to continue playing even in states where it is certain that the player is in a non-advantageous period, such as after a setting change, thus motivating players to start playing from opening time. Also, even if the period lamp stops lighting up after 32 games have passed since the end of a pseudo-bonus, it does not mean that the player is in the most unfavorable state, thus motivating players to continue playing. Furthermore, while we have described the performance period as a game state in which information on advantageous stopping operations is not announced to the player, it is also possible to make it a game state in which information on stopping operations is announced, provided it is in a manner that is less favorable compared to the increase period (for example, by reducing the frequency of announcements or changing the roles that are the target of announcements).

[0225] Let's return to the explanation of the gameplay of the first gaming machine. In the performance section (normal gameplay), first, for each game, a pseudo-bonus transition lottery (when a win is made) is performed by referring to the advantageous section win sub-flag. Specifically, the pseudo-bonus transition lottery table shown in Figure 7(c) is referred to determine the internal winning role, and then, at a predetermined timing during the game after the advantageous section win sub-flag is determined according to the internal winning role, it is decided whether or not to transition to a pseudo-bonus according to the advantageous section win sub-flag. In Figure 7(c), "Not a win" means that the game will not transition to a pseudo-bonus, "Win (This game)" means that the game will transition to a pseudo-bonus from the current game, and "Win (Next game)" means that the game will transition to a pseudo-bonus from the next game.

[0226] In the first gaming machine, if a "win (this game)" is determined, the game operation (stop operation) is disabled for a certain period at the start of the current game, and if a "win (next game)" is determined, the game operation (stop operation) is disabled for a certain period at the start of the next game. During this disabled period, after a reel animation ("Red 7 alignment" animation) is performed in which the "Red 7" symbols are aligned in the main display window 4, a pseudo-bonus is started, and if it is necessary to notify the player of stop operation information in a game in which the "Red 7 alignment" animation has been performed, the player will be notified of stop operation information at least when the disabled period ends and the game operation (stop operation) becomes valid again (it may be earlier, but not before the random delay processing described above begins).

[0227] During the performance section (normal gameplay), if the pseudo-bonus transition lottery (when a win is made) determines that the game will transition to a pseudo-bonus, a mode transition lottery (when a win is made) is conducted. Specifically, the mode transition lottery table shown in Figure 8(f) is referenced, and the destination mode is determined according to the current mode and the sub-flag at the time of winning the advantageous section. This destination mode may include the mode during the pseudo-bonus, or it may be the mode after the pseudo-bonus has ended. Furthermore, if the pseudo-bonus transition lottery (when a win is made) determines that the game will transition to a pseudo-bonus, and a mode transition lottery (when a win is made) is conducted, the pseudo-bonus transition lottery (when a win is made), mode transition lottery (when a win is made), and mode transition lottery (when the ceiling is reached) described later will not be conducted.

[0228] During the performance section (normal gameplay), if the pseudo-bonus transition lottery (when a win is made) does not result in a decision to transition to a pseudo-bonus, a pseudo-bonus transition lottery (when a win is made) is performed for each game (more specifically, for games in which "F_Replay A" or "F_Replay B" is won), by referring to the sub-flag at the time of entering the advantageous section. Specifically, the pseudo-bonus transition lottery table shown in Figure 7(c) is referred to determine the winning combination, and after the sub-flag at the time of entering the advantageous section is determined according to that winning combination, at a predetermined timing during the game (before the start of the next game), it is decided whether or not to transition to a pseudo-bonus according to the sub-flag at the time of entering the advantageous section.

[0229] Furthermore, in the pseudo-bonus transition lottery table shown in Figure 7(c), the probability of transitioning to a pseudo-bonus is higher when "Normal Replay 2" is determined as the sub-flag when entering the advantageous section than when "Normal Replay 1" is determined as the sub-flag when entering the advantageous section. However, this is not the only way to favor "Normal Replay 2" over "Normal Replay 1". For example, when "Normal Replay 2" is determined as the sub-flag when entering the advantageous section, it may be possible to decide to transition to a pseudo-bonus with a predetermined probability, but when "Normal Replay 1" is determined as the sub-flag when entering the advantageous section, it may be impossible to decide to transition to a pseudo-bonus.

[0230] During the performance section (normal gameplay), if the pseudo-bonus transition lottery (at the time of winning) determines that the game will transition to a pseudo-bonus, a mode transition lottery (at the time of winning) is conducted. Specifically, the mode transition lottery table shown in Figure 8(f) is referenced, and the destination mode is determined according to the current mode and the sub-flag at the time of entering the advantageous section. This destination mode may include the mode during the pseudo-bonus, or it may be the mode after the pseudo-bonus has ended. Furthermore, if the pseudo-bonus transition lottery (at the time of winning) determines that the game will transition to a pseudo-bonus, and a mode transition lottery (at the time of winning) is conducted, the mode transition lottery (at the ceiling) described later will not be conducted.

[0231] Furthermore, in the mode transition lottery table shown in Figure 8(f), the probability of transitioning to a mode relatively advantageous to the player is higher when "Normal Replay 2" is determined as the sub-flag when entering the advantageous section compared to when "Normal Replay 1" is determined as the sub-flag when entering the advantageous section. However, this is not the only way to favor "Normal Replay 2" over "Normal Replay 1". For example, when "Normal Replay 2" is determined as the sub-flag when entering the advantageous section, it may be determined with a predetermined probability that the player will transition to a mode relatively advantageous to them, but when "Normal Replay 1" is determined as the sub-flag when entering the advantageous section, it may be determined that the player will not transition to a mode relatively advantageous to them.

[0232] During the performance section (normal gameplay), if the pseudo-bonus transition lottery (when a win is made) does not result in a transition to a pseudo-bonus, the ceiling game count is updated (either by addition or subtraction). When the ceiling game count reaches the ceiling game count associated with the current mode (or predetermined at the time of transition to the advantageous section, etc.), a transition to a pseudo-bonus is determined. In this case, it is possible to ensure that a "win (this game)" is always determined, or that a "win (next game)" is always determined. Alternatively, either of these can be determined by a lottery.

[0233] During the performance section (normal gameplay), if it is decided to transition to a pseudo-bonus due to reaching the ceiling number of games, a mode transition lottery (at the ceiling) is held. Specifically, the mode transition lottery table shown in Figure 8(f) is referred to, and the destination mode is determined according to the current mode. This destination mode may include the mode during the pseudo-bonus, or it may be the mode after the pseudo-bonus has ended.

[0234] Furthermore, the processing related to the pseudo-bonus transition lottery (when a win is achieved) and the pseudo-bonus transition lottery (when a prize is won) is the same except for the type of sub-flag, and can therefore be controlled using the same lottery table and control flow. Similarly, the processing related to the mode transition lottery (when a win is achieved) and the mode transition lottery (when a prize is won) is the same except for the type of sub-flag, and can therefore be controlled using the same lottery table and control flow.

[0235] Furthermore, if we were to not include "Win (Current Game)" as a type of pseudo-bonus win, then at the time the sub-flag for entering the advantageous section is determined, the sub-flag for winning in the advantageous section would already be determined, and the ceiling game count could also be updated. Therefore, the pseudo-bonus transition lottery (when winning), the pseudo-bonus transition lottery (when winning), and the pseudo-bonus transition process when reaching the ceiling could all be performed in a single process. Similarly, the mode transition lottery (when winning), the mode transition lottery (when winning), and the mode transition lottery (when reaching the ceiling) could all be performed in a single process.

[0236] Let's return to the explanation of the gameplay of the first gaming machine. As described above, if it is decided to transition to a pseudo-bonus during the performance section (normal gameplay) and the pseudo-bonus is started (in Figure 5, "Pseudo-bonus start"), the game transitions to the increase section (pseudo-bonus). Also, as described above, if the game is controlled to either End Mode A or End Mode B during the performance section (normal gameplay) and 32 games are played without transitioning to a pseudo-bonus (in Figure 5, "Advantageous section end (via End A / B)"), the game transitions to the non-advantageous section. Furthermore, if the conditions for the limit processing shown in Figure 16, which will be described later, are met, the advantageous section will be forcibly terminated (in Figure 5, "Advantageous section end (limit processing)"), and as a result, the game transitions to the non-advantageous section.

[0237] In the increasing section (pseudo-bonus), a ceiling reduction lottery is held when the pseudo-bonus begins. Specifically, the ceiling reduction lottery table shown in Figure 8(e) is referenced, and it is determined whether or not to reduce the number of games until the end of the pseudo-bonus, depending on the current mode. In Figure 8(e), "Not a winner" means that the number of games until the end of the pseudo-bonus will not be reduced, and "Winner (ceiling games = 0 update)" means that after the end of the pseudo-bonus, regardless of the mode, the set number of games until the end of the pseudo-bonus will be set to "0" (reduced). Note that the ceiling reduction lottery can be held not only when the pseudo-bonus begins, but also every game during the pseudo-bonus.

[0238] If the ceiling reduction lottery results in a decision not to shorten the ceiling game count, and the pseudo-bonus ends without the player possessing any 1G consecutive win stocks (described later), the ceiling game count will be set according to the current mode (in the termination mode, it will not be set because the advantageous section ends after 32 games (and is cleared accordingly), but the ceiling game count may be temporarily set at this point), the pseudo-bonus will end (in Figure 5, "Pseudo-bonus ends"), and the game will transition to the performance section (normal gameplay). On the other hand, if the ceiling reduction lottery results in a decision to shorten the ceiling game count, "0 games" will be set as the ceiling game count when the pseudo-bonus ends. As a result, the pseudo-bonus will start again from the next game after the pseudo-bonus ends. In this case, since the pseudo-bonus started due to reaching the ceiling game count, the mode transition lottery (at ceiling) described above will be performed.

[0239] In the increasing section (pseudo-bonus), a mode transition lottery (when a win occurs) is held for each game (more specifically, in games where "confirmed role" or "middle cherry" is determined as the sub-flag when a win occurs in the advantageous section). Specifically, the mode transition lottery table shown in Figure 8(f) is referenced, and the destination mode is determined according to the current mode and the sub-flag when a win occurs in the advantageous section. In addition, it is also possible to determine the destination mode when a sub-flag when a win occurs in the advantageous section other than those mentioned above is determined, but in this case, in principle, a mode that is relatively less favorable than the current mode is not determined as the destination mode, so a different mode transition lottery table with different lottery values ​​from the mode transition lottery table shown in Figure 8(f) may be referenced.

[0240] In the increasing interval (pseudo-bonus), a mode transition lottery (at the time of winning) is held for each game (more specifically, for games in which "F_Replay A" or "F_Replay B" is drawn). Specifically, the mode transition lottery table shown in Figure 8(f) is referenced, and the destination mode is determined according to the current mode and the sub-flag at the time of entering the advantageous interval. In this case, as with the above, in principle, a mode that is relatively less advantageous than the current mode is not determined as the destination mode, so a different mode transition lottery table with different lottery values ​​from the mode transition lottery table shown in Figure 8(f) may be referenced.

[0241] During the increase period (pseudo-bonus), a 1G consecutive win lottery is held for each game played. Specifically, the 1G consecutive win lottery table shown in Figure 7(d) is referenced, and it is determined whether or not a 1G consecutive win will occur depending on the current mode and the sub-flag at the time of winning the advantageous period or the sub-flag at the time of entering the advantageous period. In Figure 7(d), "Not a win" means that no 1G consecutive win will occur, and "Win (1G consecutive win + 1)" means that one right to generate a 1G consecutive win (1G consecutive win stock) is granted (the 1G consecutive win stock counter is increased by 1). Note that multiple 1G consecutive win stocks (up to 255) can be stocked (stored) by the 1G consecutive win stock counter. Therefore, it is possible to be granted multiple 1G consecutive win stocks during a single pseudo-bonus. It is also possible to configure the 1G consecutive win lottery table so that multiple 1G consecutive win stocks can be granted in a single 1G consecutive win lottery.

[0242] When the pseudo-bonus ends, if the value of the 1G consecutive stock counter is 1 or more (i.e., if you have 1G consecutive stock), one 1G consecutive stock is consumed (the 1G consecutive stock counter is deducted by 1), and the pseudo-bonus will start again from the next game after the pseudo-bonus ends. In this case, since the pseudo-bonus starts according to the right of having 1G consecutive stock, the mode transition lottery mentioned above will not be performed. On the other hand, when the pseudo-bonus ends, if the value of the 1G consecutive stock counter is not 1 or more (i.e., you do not have 1G consecutive stock), and you have not won the ceiling reduction lottery mentioned above, the ceiling game count will be set according to the current mode (in the termination mode, it will not be set because the advantageous section ends after 32 games (and is cleared accordingly), but it is also possible to set the ceiling game count provisionally here), the pseudo-bonus will end (in Figure 5, "Pseudo-bonus ends"), and you will transition to the performance section (normal gameplay).

[0243] Furthermore, if the player wins the ceiling reduction lottery and also possesses a 1G consecutive win stock, the result of the ceiling reduction lottery may take precedence, and a pseudo-bonus corresponding to the ceiling reduction may be executed first, followed by a pseudo-bonus corresponding to the 1G consecutive win stock. Alternatively, the 1G consecutive win stock may take precedence, and a pseudo-bonus corresponding to the 1G consecutive win stock may be executed first, followed by a pseudo-bonus corresponding to the ceiling reduction. In the latter case, it is sufficient to separately store information that the ceiling reduction exists.

[0244] In the first gaming machine, one example given is a pseudo-bonus that lasts for "55 games" and allows for a maximum of 275 coins to be won, but the configuration of the pseudo-bonus is not limited to this. For example, the pseudo-bonus in question could be configured as a "pseudo-BB (Big Bonus)," and another pseudo-bonus called a "pseudo-RB (Regular Bonus)" could be included, which lasts for "22 games" and allows for a maximum of 110 coins to be won. In this case, when it is decided to transition to a pseudo-bonus (grant the right) in the pseudo-bonus transition lottery, when the ceiling is reached, or in the 1G consecutive win lottery, the type of pseudo-bonus (for example, whether it will be a "pseudo-BB" or a "pseudo-RB") should be determined by a predetermined probability (for example, 50% each). Furthermore, since "pseudo-RB" should have a different value from "pseudo-BB" (more specifically, a lower value than "pseudo-BB"), for example, the number of continuous games could be the same as "pseudo-BB," but the bell navigation rate (the probability of being notified of information about stopping operations) could be lowered to create a difference in the maximum number of coins that can be obtained, thus making it have a different value. Also, when starting "pseudo-RB," a reel animation should be performed in the main display window 4 in which the "BAR" symbol is aligned, or a reel animation that displays "Red 7-Red 7-BAR." Moreover, the increase section is not limited to being composed as a pseudo-bonus. For example, it can also be composed as an AT state or ART state that allows for changes in the number of continuous games (play period).

[0245] Furthermore, if the conditions for executing the limit process shown in Figure 16 (described later) are met during the pseudo-bonus, the advantageous period will be forcibly terminated (in Figure 5, "End of advantageous period due to limit process"), and as a result, the game will transition to a non-advantageous period.

[0246] Furthermore, in the first gaming machine, the above-described gameplay flow is based on the premise that the game is played with a 3-coin bet. Therefore, if the game is played with a 2-coin bet, various draws such as those shown in Figures 7(a) to (d), and Figures 8(e) and (f) will not be performed, and the ceiling game count will not be updated. Also, if the game is played with a 2-coin bet during a pseudo-bonus, the game is configured so that the number of medals does not increase in the 2-coin bet state, so the pseudo-bonus period does not become an increase period. In other words, the first gaming machine is configured so that the player is basically at a disadvantage when playing with a 2-coin bet.

[0247] Here, when the game is played with two coins bet, although the draws related to the advantageous period (AT) (for example, various draws using Figures 7(a) to (d), Figures 8(e) and (f), etc.) and processing (for example, updating the ceiling game count) are not performed, it is desirable that the advantageous period game count counter for the game count limiter and the advantageous period payout counter for the payout limiter are updated. These limiters have the function of appropriately suppressing gambling tendencies by limiting the upper limit of the number of games played in the advantageous period and the number of coins acquired. If these counters were not updated when two coins were bet, the upper limit of the number of games played in the advantageous period and the number of coins acquired would be exceeded due to the intervention of playing with two coins bet, and as a result, it may not be possible to appropriately suppress gambling tendencies. For this reason, it is desirable that the counters for the limiters be configured to be updated every game regardless of the number of bets.

[0248] Furthermore, in the first gaming machine, the above-described gameplay flow is based on the premise that the game is played in a non-bonus state. Therefore, when the game is played in a bonus state (2BB state and 3BB state), various draws such as those shown in Figures 7(a) to (d), and Figures 8(e) and (f) are not performed, and the ceiling game count is not updated. Also, if a bonus state is entered during a pseudo-bonus, the bonus state is configured to have a lower expected value of medal increase than the non-bonus state (more specifically, the 3-coin bet state in the non-bonus state), so the pseudo-bonus period may not be a period of medal increase. In other words, the first gaming machine is configured in such a way that the player may be at a disadvantage when playing in a bonus state.

[0249] Therefore, the first gaming machine is configured to recommend playing with a 3-coin bet between 2BB flags (in this embodiment, the 3-coin bet between 2BB flags is described as the "recommended playing state," and other states are described as "not recommended playing states"). In other words, in the first gaming machine, 2BB is a bonus that can only be won with a 2-coin bet, and the combination of symbols related to 2BB between 2BB flags is awarded only with a 2-coin bet, and not with a 3-coin bet. Also, 3BB is a bonus that can only be won with a 3-coin bet, and the combination of symbols related to 3BB between 3BB flags is awarded only with a 3-coin bet, and not with a 2-coin bet. Furthermore, 3BB cannot be won between 2BB flags, and 2BB cannot be won between 3BB flags.

[0250] Furthermore, in the first gaming machine, by using these configurations, for example, by hitting a 2BB in a 2-coin bet state between non-flags (without actually winning the 2BB), and then playing in a 3-coin bet state, it becomes possible to play in the recommended playing state described above without having to worry about whether or not to win a bonus role.

[0251] As described above, in the first gaming machine, a ceiling reduction lottery is held during the pseudo-bonus. Looking at the ceiling reduction lottery table shown in Figure 8(e), when the current mode is one of the following modes: Guaranteed Mode, Heaven A Mode, Heaven B Mode, or Heaven C Mode, there is a 1 / 8 (32 / 256) chance of winning the ceiling reduction lottery, while in any other mode, the ceiling reduction lottery will not be won. In other words, in modes where the ceiling game count is "32 games", there is a chance that the "32 games" will be reduced to "0 games", and in modes where the ceiling game count is greater than that, there is no chance of the ceiling game count being reduced.

[0252] Furthermore, even in modes where the maximum number of games is greater than "32 games," the probability of the maximum number of games being shortened may be lower (for example, 1 / 64) than in modes where the maximum number of games is "32 games."

[0253] Furthermore, the methods for shortening the number of games until the ceiling are reached are not limited to those described above. For example, shortening "32 games" to a predetermined number of games (0 to 31 games) can produce a similar effect. Therefore, the number of games to be shortened may be further determined when the ceiling shortening lottery is won, or the number of games to be shortened may be predetermined in the ceiling shortening lottery.

[0254] Furthermore, the triggers for the ceiling reduction lottery are not limited to those mentioned above. For example, during a pseudo-bonus, the ceiling reduction lottery may be held for each game played. Also, in the advantageous section (normal gameplay), if the current mode is one of the following modes: guaranteed mode, heaven A mode, heaven B mode, or heaven C mode, the ceiling reduction lottery may be held for each game played. In these cases, the sub-flag for winning the advantageous section and the sub-flag for entering the advantageous section should be referenced to determine whether or not the ceiling reduction lottery is won.

[0255] Furthermore, as mentioned above, in the first gaming machine, a 1G consecutive win lottery is held during the pseudo-bonus. Looking at the 1G consecutive win lottery table shown in Figure 7(d), it appears that a 1G consecutive win stock may be granted regardless of the current mode. In other words, regardless of whether the mode has a ceiling of "32 games" or not, the right to continue the pseudo-bonus can be granted.

[0256] Furthermore, the manner in which such rights are granted is not limited to those described above. For example, when the maximum number of games is "32 games," the 1G consecutive win lottery may be prevented from being held, taking into consideration that a lottery to shorten the maximum number of games will be held. Conversely, when the maximum number of games is greater than "32 games," the 1G consecutive win lottery may be held, thereby suppressing the excessive gambling aspect of the game.

[0257] Furthermore, the triggers for the 1G consecutive win lottery are not limited to those mentioned above. For example, the 1G consecutive win lottery may be conducted during advantageous periods (performance periods) other than pseudo-bonuses, and the resulting stocked 1G consecutive wins may be used up in the next pseudo-bonus.

[0258] Although not shown in Figures 5 to 8, in the first gaming machine, at the start of a pseudo-bonus or during a pseudo-bonus, if the current mode is Heaven Mode, a special bonus animation is executed with a predetermined probability to suggest that the player is in a favorable state. Therefore, if the special bonus animation is executed, the player can expect that a ceiling reduction lottery will be performed. Furthermore, this special bonus animation may be executed with 100% probability when the ceiling reduction lottery is won. In this way, for example, if the special bonus animation is executed at the start of a pseudo-bonus, it can be suggested that the player is at least in Heaven Mode, and furthermore, the player can be expected to have won the ceiling reduction lottery. Furthermore, this special bonus animation may also be executed with a predetermined probability or with 100% probability when the 1G consecutive win lottery is won during a pseudo-bonus. In this way, various possibilities can be suggested, such as (1) Heaven Mode only, (2) Heaven Mode + shortened ceiling win, (3) Heaven Mode + 1G consecutive win, (4) Heaven Mode + shortened ceiling win + 1G consecutive win, (5) 1G consecutive win only, thereby enhancing the enjoyment of the game.

[0259] Thus, in the first gaming machine, if it is confirmed that the game will be controlled to an advantageous state again within a predetermined period (for example, 32 games) after an advantageous state (for example, in heaven mode), the period may be further shortened. Therefore, even if the duration of a series of advantageous periods is limited (for example, when limit processing is performed), it is possible to prevent a decline in the enjoyment of the game by allowing players to play in a state with the highest possible degree of advantage.

[0260] Furthermore, in the first gaming machine, even if it is not guaranteed that the game will be controlled to an advantageous state again within a predetermined period after the advantageous state has ended (for example, in the termination mode), the advantageous state may be restarted by granting a right (for example, a 1G consecutive stock), thereby increasing the player's expectations and enhancing the enjoyment of the game.

[0261] Furthermore, although not shown in Figures 5 to 8, in the first gaming machine, if a "confirmed role" is determined as the sub-flag at the time of winning in the advantageous section (i.e., if "F_confirmed cherry" or "F_reach eye" is determined as the internal winning role), and if the mode transition lottery described above determines that the game will transition to Heaven C mode, then a special lock effect can be executed with a probability of 1 / 2 (this probability is arbitrary). In addition, if the sub-flag "middle cherry" is determined at the time of winning in the advantageous section (i.e., if "F_middle cherry" is determined as the internal winning role), the player can receive the same benefits as when a "confirmed role" is determined as the sub-flag at the time of winning in the advantageous section. Therefore, when the sub-flag "middle cherry" is determined at the time of winning in the advantageous section, the special lock effect can be executed in the same way as when a "confirmed role" is determined as the sub-flag at the time of winning in the advantageous section.

[0262] Here, since the "confirmed role" is a role that also confirms the transition to a pseudo-bonus (see Figure 7(c)), when the special lock effect is executed, the player can recognize that a pseudo-bonus transition and a transition to Heaven C mode have occurred, making it very exciting for the player. The special lock effect is configured, for example, as an effect in which game operations (stop operations) are disabled for about 20 seconds at the start of the game. During this time, special reel effects may be performed, such as each reel vibrating or rotating in reverse, or special videos that are not normally displayed may be displayed on the main effect display unit 21. In addition, special music that is not normally output may be output. Of course, it is also possible to perform effects by combining these. Furthermore, although game operations are not disabled, these effects may be performed until the player performs the next game operation (that is, the decision of whether to let the effect run to completion or cancel it midway and continue the game may be left to the player).

[0263] However, in the first type of gaming machine, as shown in Figure 16 below, even if the player is in Heaven C mode, for example, the advantageous period may be forcibly terminated by the execution of limit processing. Therefore, it may not be desirable to execute the special lock animation described above multiple times.

[0264] Therefore, in the first gaming machine, the special lock effect is executed only once within the same series of advantageous periods. Specifically, if it is decided to execute the special lock effect for the first time within a series of advantageous periods, the special lock effect is executed, but thereafter, even if the same conditions are met within the same series of advantageous periods, the special lock effect will not be executed. As for the method, once the special lock effect has been executed, information indicating that has been executed is stored, and thereafter, if this information is stored within the same series of advantageous periods, the decision of whether or not to execute the special lock effect is not made in the first place, or the decision is made, but if the information is stored, the result of the decision is rewritten to indicate that it will not be executed, even if it would have indicated execution. The stored information should be cleared when the advantageous period ends.

[0265] Furthermore, the manner in which the execution of the special lock effect is restricted is not limited to those described above. For example, the maximum number of times the execution of the special lock effect is restricted may be set to "2 times" or "3 times" instead of "1 time". In other words, the execution of the special lock effect may be restricted, but the upper limit may be set to multiple times. This can be set appropriately according to the expected value of payout per special lock effect.

[0266] Furthermore, the conditions under which the decision is made as to whether or not the special lock animation is performed are not limited to those described above. That is, in the above description, the decision is made as to whether or not the special lock animation is performed, on the condition that a mode transition occurs when a "winning combination" is drawn, and that the mode is Heaven C mode. However, for example, the mode may also transition to Heaven C mode due to triggers other than the drawing of a "winning combination" (see Figure 8(f)), so in these cases as well, the decision as to whether or not the special lock animation is performed may be made, and it may be decided that the special lock animation will be performed at a predetermined probability (which may be the same probability as when triggered by the drawing of a "winning combination," or it may be a different probability).

[0267] Furthermore, for example, when a "winning combination" is drawn, a decision may be made as to whether or not a special lock animation will be performed, and if it is decided that the special lock animation will be performed, the game may be switched to Heaven C mode. In other words, the special lock animation may be performed in response to the decision to switch to Heaven C mode, or the game may be switched to Heaven C mode in response to the decision to perform the special lock animation.

[0268] Furthermore, for example, the progress of gameplay during the advantageous period may be used as a condition for determining whether or not a special lock effect is executed. For example, when the value of the advantageous period game counter or control game counter described later is less than "750", or when the value of the advantageous period payout counter or control payout counter described later is less than "1201", the decision on whether or not a special lock effect is executed is made as described above. When the value of the advantageous period game counter or control game counter described later becomes "750" or more, or when the value of the advantageous period payout counter or control payout counter described later becomes "1201" or more, the decision on whether or not a special lock effect is executed is not made for the same series of advantageous periods thereafter.

[0269] Thus, in the first gaming machine, the duration of a series of advantageous periods is limited to a certain period (see Figure 16 below). Furthermore, even if control information that is highly advantageous to the player (for example, Heaven C mode) is set multiple times within the same series of advantageous periods, the machine is controlled so that special effects (for example, special lock effects) are not performed each time. Therefore, it is possible to prevent the game from becoming excessively gambling-oriented while also preventing a decrease in the enjoyment of the game.

[0270] Furthermore, in the first gaming machine, within a series of advantageous periods, it is guaranteed that the game will be controlled to an advantageous state (e.g., a pseudo-bonus) upon winning a specific role (e.g., a "guaranteed role"), and control information that is highly advantageous to the player (e.g., Heaven C mode) may be set. Even if such a situation occurs multiple times within the same series of advantageous periods, the game is controlled so that a special effect (e.g., a special lock effect) is not performed each time. Therefore, it is possible to prevent the gambling aspect of the game from becoming excessively high while also preventing a decrease in the enjoyment of the game.

[0271] Furthermore, the first gaming machine is capable of determining secondary information corresponding to the determined internal winning combination (for example, a sub-flag for winning in the advantageous section), as well as secondary information corresponding to the combination of symbols displayed (for example, a sub-flag for entering the advantageous section). Based on the determined secondary information, it is possible to decide whether or not to grant an advantageous state (for example, a pseudo-bonus) in which information regarding the player's stopping operations is notified.

[0272] Thus, in the first gaming machine, it is possible to create a sense of anticipation regarding the granting of a favorable state not only when the internal winning combination is determined, but also when the combination of symbols is displayed, thereby diversifying the gameplay related to the granting of a favorable state.

[0273] Furthermore, in the first gaming machine, information corresponding to the determined internal winning combination and information corresponding to the displayed symbol combination are both managed as common secondary information, thus suppressing an increase in control load and information volume related to granting advantageous states.

[0274] Furthermore, in the first gaming machine, if the bet is a first amount (e.g., 3 coins), the first special prize (e.g., 3BB) can be won, while the second special prize (e.g., 2BB) cannot be won. Also, if the bet is a second amount (e.g., 2 coins), the second special prize can be won, while the first special prize cannot be won. In addition, if a specific prize (e.g., "F_Replay A") is won, if the first special permission state (e.g., between 3BB flags) is active, a predetermined combination of symbols (e.g., "Upward-sloping Replay") is displayed, and if the second special permission state (e.g., between 2BB flags) is active, a specific combination of symbols (e.g., "Parallel Replay") is displayed (see Figure 15 below).

[0275] Furthermore, the first gaming machine is capable of determining different secondary information depending on whether a predetermined combination of symbols is displayed or a specific combination of symbols is displayed. In other words, the first gaming machine can change the determination content regarding the granting of advantageous states depending on which special permission state is in place, even if the same specific role is determined. This allows for further diversification of gameplay while suppressing an increase in the control load and amount of information related to granting advantageous states.

[0276] Furthermore, in the first gaming machine, it is possible to determine whether or not to grant an advantageous state when a specific role is won and a specific combination of symbols is displayed.

[0277] In the first gaming machine, since both the predetermined symbol combination and the specific symbol combination are symbol combinations related to replay, the same benefit of replay activation is granted regardless of which is displayed.

[0278] Furthermore, the manner in which the same benefits are granted is not limited to those described above. For example, a specific role may be configured as a specific minor role related to the granting of game value. When a specific minor role is won, for example, in the first special permission state, a combination of predetermined symbols (a combination of symbols related to the granting of game value equivalent to "upward-sloping replay") that grants 1 game value (this value is arbitrary and may be any other value less than or equal to the bet game value, or a value greater than the bet game value) may be displayed. In the second special permission state, a combination of specific symbols (a combination of symbols related to the granting of game value equivalent to "parallel replay") that grants the same number of game values ​​as when the combination of predetermined symbols was displayed may be displayed.

[0279] Furthermore, both the predetermined symbol combination and the specific symbol combination may be configured as "losing" symbol combinations (however, in order to determine whether or not to grant a favorable state, they should be distinguishable as symbol combinations that are different from purely "losing" cases). Even in this case, the value remains the same.

[0280] Thus, in the first gaming machine, the decision regarding the granting of advantageous states can be varied depending on which special permission state is in place, even if the same specific role is determined. This allows for diversification of gameplay while suppressing an increase in the control load and amount of information related to granting advantageous states. Furthermore, since the same benefits are granted in games where a specific role is determined, regardless of which special permission state is in place, it is possible to prevent players from suffering any direct disadvantage even when the gameplay is varied.

[0281] Furthermore, in the first gaming machine, when a specific role is won, or when the second special permission state is in effect, it may be configured to display a specific combination of symbols when a stop operation is performed in a specific manner, but not to display a specific combination of symbols when a stop operation is not performed in a specific manner.

[0282] Furthermore, it may be possible to determine whether or not to grant a favorable state when a specific role is won and a specific combination of symbols is displayed. When a specific role is determined to be an internal winning role, it may be possible to make the degree of favorability regarding the granting of a favorable state different depending on whether or not a specific combination of symbols is displayed.

[0283] Furthermore, if a specific role is drawn, and the machine is in the first special permission state, the machine may display a predetermined combination of symbols regardless of the stopping operation method. In the second special permission state, the machine may display a specific combination of symbols when the stopping operation is performed in a specific manner, and display a predetermined combination of symbols when the stopping operation is not performed in a specific manner.

[0284] In this case, the specific role can be configured such that a specific combination of symbols is displayed on at least one reel when the timing of the stop operation is appropriate (in this embodiment, this may be described as "pressed at the correct position" or "pressed at the correct position"), and a predetermined combination of symbols is displayed when the timing of the stop operation is inappropriate (in this embodiment, this may be described as "pressed at the incorrect position" or "pressed at the wrong position"). This makes it possible to change the degree of advantage regarding the granting of an advantageous state based on the timing of the player's stop operation, so that the player can concentrate more on the game and the enjoyment of the game can be improved.

[0285] Furthermore, as mentioned above, specific roles can also be configured as specific minor roles. In this case, at least one reel can be configured such that when the timing of the stop operation is appropriate (pressed at position ○), a specific symbol combination is displayed and a predetermined number of game values ​​are awarded, and when the timing of the stop operation is inappropriate (pressed at position ×), a predetermined symbol combination is displayed and a specific number of game values ​​are awarded. In this case, the predetermined number may be the same as the specific number (i.e., the same bonus). The predetermined number may also be awarded with a greater game value than the specific number. The predetermined number may also be awarded with a less game value than the specific number. In addition, at least one of the specific symbol combinations and the predetermined symbol combinations may be used as the symbol combination when a miss occurs. That is, either the predetermined number or the specific number may be set to "0". This allows not only to change the degree of advantage granted based on the timing of the player's stopping action, but also to change the content of the direct benefits. As a result, players will be able to concentrate more on the game, the gameplay will be further diversified, and the enjoyment of the game will be enhanced.

[0286] Furthermore, if there is only one type of specific role, the timing at which the stopping operation is appropriate will be limited. Therefore, it is desirable to have multiple specific roles with different timings for appropriate stopping operations. For example, on one reel, there may be a first specific role where, when the stopping operation is performed at the first timing, it is an appropriate stopping operation and the combination of specific symbols is displayed, but when the stopping operation is performed at any other timing, it is not an appropriate stopping operation and the combination of specific symbols is not displayed; a second specific role where, when the stopping operation is performed at a second timing different from the first timing, it is an appropriate stopping operation and the combination of specific symbols is displayed, but when the stopping operation is performed at any other timing, it is not an appropriate stopping operation and the combination of specific symbols is not displayed; and a third specific role where, when the stopping operation is performed at a third timing different from the first and second timings, it is an appropriate stopping operation and the combination of specific symbols is displayed, but when the stopping operation is performed at any other timing, it is not an appropriate stopping operation and the combination of specific symbols is not displayed. These should all be set up so that they have the same probability of winning.

[0287] Furthermore, in this case, the specific role can be configured such that a specific combination of symbols is displayed when the batting order is correct (correct button press order), and a predetermined combination of symbols is displayed when the batting order is incorrect (incorrect button press order). This makes it possible to change the degree of advantage regarding the granting of an advantageous state based on the player's stopping operation (procedure), so that the player can concentrate more on the game and the enjoyment of the game can be enhanced.

[0288] Furthermore, as mentioned above, specific roles can also be configured as specific minor roles. In this case, if the batting order is correct (correct button press order), a specific symbol combination is displayed and a predetermined number of game values ​​are awarded. If the batting order is incorrect (incorrect button press order), a predetermined symbol combination is displayed and a specific number of game values ​​are awarded. In this case, the predetermined number may be the same as the specific number (i.e., the same bonus). Alternatively, the predetermined number may award a greater game value than the specific number. Alternatively, the predetermined number may award a less game value than the specific number. Additionally, at least one of the specific symbol combinations and the predetermined symbol combinations may be the symbol combination when a miss occurs. That is, either the predetermined number or the specific number may be set to "0". This allows not only to change the degree of advantage regarding the awarding of advantageous states based on the player's stopping operation (procedure), but also to change the content of direct bonuses. As a result, players will be able to concentrate more on the game, the gameplay will be further diversified, and the enjoyment of the game will be enhanced.

[0289] Furthermore, if there is only one type of special role, the appropriate batting order will also be limited, so it is desirable to have multiple special roles that have different appropriate batting orders. For example, there could be a first special role where, when the left is the first stop, it is the appropriate stop operation and a specific symbol combination is displayed, but when the middle or right is the first stop, it is not the appropriate stop operation and the specific symbol combination is not displayed; a second special role where, when the middle is the first stop, it is the appropriate stop operation and a specific symbol combination is displayed, but when the left or right is the first stop, it is not the appropriate stop operation and the specific symbol combination is not displayed; and a third special role where, when the right is the first stop, it is the appropriate stop operation and a specific symbol combination is displayed, but when the left or middle is the first stop, it is not the appropriate stop operation and the specific symbol combination is not displayed, and these should be set up so that they have the same probability of winning.

[0290] Up to this point, we have described how, in a unit game in which a specific role is won, the stopping operation method (at least one or both of the timing of the stopping operation and the order of play) can cause changes in the transition determination process from the non-advantageous section to the advantageous section, and the determination process regarding the granting of an advantageous state in the advantageous section (including pseudo-bonus transition lottery, mode transition lottery, and other processes to change the degree of advantage of the game situation in the advantageous section). Among such changes, those that are relatively disadvantageous to the player (or may result in an unfavorable outcome) can be considered the penalties mentioned above. Therefore, when such changes occur, the system may be configured to generate an optional visual effect (warning notification) to alert the player.

[0291] Furthermore, in the first gaming machine, when a specific combination of symbols is drawn, the likelihood of being granted an advantageous state is higher when a specific combination of symbols is displayed than when a predetermined combination of symbols is displayed. In other words, assuming a 3-coin bet, the second special permission state (for example, between 2BB flags) is a state in which the granting of an advantageous state is more favorable than the first special permission state (for example, between 3BB flags).

[0292] Furthermore, in the first gaming machine, if a predetermined role (for example, "Push Order Bell B" described later) is won, in the first special permission state, a combination of symbols that grants a prize (for example, a combination of symbols that pays out 8 coins) is displayed regardless of the order in which the player hits the buttons. In contrast, in the second special permission state, if the player hits the buttons in the correct order that has been defined in advance, a combination of symbols that grants a prize is displayed. However, if the player hits the buttons in the correct order that has been defined in advance, a combination of symbols that grants a prize is not displayed, resulting in a missed opportunity with no game value, or a combination of symbols that grants a smaller amount of game value than the combination of symbols that grants a prize (for example, a combination of symbols that pays out 1 coin) is displayed. In other words, if the operation of the advantageous state is not taken into consideration, the first special permission state is a state in which the granting of game value is more favorable than in the second special permission state.

[0293] In other words, even if a player is in a non-recommended playing state, if they play with a 3-coin bet between 3BB flags, the probability of being granted an advantageous state is not favored, but the probability of gaining game value when the advantageous state is not active is favored. As a result, the player can play with a relatively small difference in the slope value between when the advantageous state is active and when it is not. In this way, although the possibility of the player rapidly increasing game value is reduced, a state in which the player's game value is less likely to decrease can be defined as, for example, a "stable state."

[0294] On the other hand, if a player plays in the recommended game state, the probability of being granted an advantageous state is favored, but the probability of being granted game value when the advantageous state is not active is not favored. Therefore, the player can play with a relatively large difference in the slope value between when the advantageous state is active and when it is not. In this way, the possibility of a player rapidly increasing their game value is high, but a state in which the player's game value is likely to decrease can be defined as, for example, a "turbulent state."

[0295] Here, the methods for creating the two states, a stable state and a turbulent state, are not limited to those described above. For example, in the "stable state," the probability of transitioning to a pseudo-bonus is increased in the pseudo-bonus transition lottery described above compared to the "turbulent state," while the probability of transitioning to the heaven mode is decreased in the mode transition lottery described above compared to the "turbulent state." Also, in the "turbulent state," the probability of transitioning to a pseudo-bonus is decreased in the pseudo-bonus transition lottery described above compared to the "stable state," while the probability of transitioning to the heaven mode is increased in the mode transition lottery described above compared to the "stable state." In this way, in the "stable state," it is easy to hit a pseudo-bonus for the first time, but it is difficult to get consecutive wins, and in the "turbulent state," it is difficult to hit a pseudo-bonus for the first time, but it is easy to get consecutive wins. As for the control of stopping predetermined roles, as described above, it may vary between 2BB flags and 3BB flags, or it may be different (i.e., no preferential treatment between 3BB flags).

[0296] [5-2. Symbol arrangement configuration of the first gaming machine] Next, with reference to Figure 9, the symbol arrangement configuration of the first gaming machine will be explained. Figure 9 is a diagram showing an example of the symbol arrangement table for the first gaming machine. As shown in Figure 9, in the first gaming machine, 10 types of symbols—"Red 7", "BAR", "Replay", "Bell", "Watermelon", "Cherry", "Red Blank", "Yellow Blank", "White Blank 1", and "White Blank 2"—are arranged in the positions shown in Figure 9 for each of the reels 3L, 3C, and 3R. In addition, as shown in the symbol code table, each symbol is assigned a symbol code from 1 to 10.

[0297] [5-3. Internal Winning Combination of the First Gaming Machine] Next, the internal winning combination configuration of the first gaming machine will be explained with reference to Figures 10 to 15. Figure 10 is a diagram showing an example of the internal lottery table of the first gaming machine. Figures 11 to 14 are diagrams showing an example of the symbol combination table of the first gaming machine. Figure 15 is a diagram showing an example of the correspondence between the internal winning combinations, stop operation patterns, and displayed combinations of the first gaming machine. Specifically, the following will explain the types of internal winning combinations that are drawn in the first gaming machine, and which combination of symbols (which can also be called displayed combinations, winning combinations, stop display patterns, display results, etc.) will be displayed depending on the stop operation pattern (i.e., the order of play and the timing of the stop operation) when a winning combination is achieved.

[0298] First, in the first gaming machine, in the internal lottery process described later (see Figure 26), each internal winning combination shown in Figure 10 is drawn with the probability shown in Figure 10 (draw value / probability denominator: 65536). The combinations of symbols that are permitted to be displayed when each internal winning combination is drawn are as shown in "Corresponding Symbol Combinations" in Figure 10. Also, in Figures 11 to 14, "BB" indicates a combination of symbols related to a bonus combination, "REP" indicates a combination of symbols related to a replay combination, and "FRU" indicates a combination of symbols related to a minor win.

[0299] "F_2BB" is configured to be determined as an internal winning combination when the game is played with a 2-coin bet during a non-bonus state (more specifically, between non-flags), but not when the game is played with a 3-coin bet. In a game where "F_2BB" is won with a 2-coin bet, or in a game where there is a "miss" between 2BB flags, "BB01" is displayed for each reel if the button is pressed in the correct position, and the game transitions to the 2BB state (bonus state based on 2BB). On the other hand, "BB01" is never displayed when the game is played with a 3-coin bet, even between 2BB flags.

[0300] "F_3BB" is configured to be determined as an internal winning combination when the game is played with a 3-coin bet during a non-bonus state (more specifically, between non-flags), but not when the game is played with a 2-coin bet. In a game where "F_3BB" is won with a 3-coin bet, or in a game where there is a "miss" between 3BB flags, "BB02" is displayed if the button is pressed in the correct position for each reel, and the game transitions to the 3BB state (a bonus state based on 3BB). On the other hand, "BB02" will never be displayed in a 2-coin bet state, even between 3BB flags.

[0301] In the 2BB and 3BB states, the draw value in the "Bonus State" column in Figure 10 is referenced to determine the internal winning combination (only 3 coins can be bet to start the game). In the 2BB and 3BB states, the game is controlled to always be in the RB state, which is a first-class special feature. The RB state is controlled to terminate and then reactivate after two winning combinations or two games have been played since activation. Furthermore, in the first game machine, the termination condition for the 2BB state is defined as the payout of more than one coin in the 2BB state, and the termination condition for the 3BB state is defined as the payout of more than 176 coins in the 3BB state.

[0302] Here, when the 2BB state or 3BB state ends, a special mode transition process is performed. For example, if the mode when transitioning to the bonus state (since no mode transitions occur during the bonus state, this is equivalent to when the bonus state ends), i.e., the current mode, is "Start Mode", then the destination mode will be "Start Mode". Also, if the current mode is one of "Normal A Mode", "Normal B Mode", "Heaven Preparation Mode", or "Chance Mode", then the destination mode will be "Normal A Mode". Also, if the current mode is one of "End A Mode" or "End B Mode", then the destination mode will be "End A Mode". Also, if the current mode is one of "Guarantee Mode", "Heaven A Mode", "Heaven B Mode", or "Heaven C Mode", then the destination mode will be "Guarantee Mode".

[0303] "F_Replay A" is configured to be determined as an internal winning combination regardless of the number of bets in a non-bonus state. When determined as an internal winning combination, between non-flags and between 2BB flags, one of "REP64" to "REP72" (these are all called "parallel replays" because they display the "Replay" symbol in a straight line at the bottom or in a straight line in the middle row. Also, "REP64" to "REP71" can be collectively called "bottom replays," and "REP72" can be called "middle replay") will be displayed regardless of the stopping operation, and a replay will be granted. On the other hand, between 3BB flags, "REP73" (this is called "upward right replay" because it displays the "Replay" symbol diagonally upwards to the right) will be displayed regardless of the stopping operation, and a replay will be granted.

[0304] "F_Replay B" is configured to be determined as an internal winning combination regardless of the number of bets when not in bonus mode. It can also be configured so that it can be determined as an internal winning combination when betting 3 coins, but not when betting 2 coins. When determined as an internal winning combination, regardless of the state or stopping operation, "Parallel Replay" will be displayed and a re-spin will be granted.

[0305] "F_Cherry" is configured to be determined as an internal winning combination regardless of the number of bets when not in bonus mode. It can also be configured so that it is determined as an internal winning combination when betting 3 coins, but not when betting 2 coins. When determined as an internal winning combination, when betting 2 coins, "Middle Replay" is displayed regardless of the stopping operation, and a replay is granted. When betting 3 coins, if the left reel 3L is pressed in the ○ position, one of "REP28", "REP60" to "REP63" (these can be collectively called "Cherry Replay" as they display the "Cherry" symbol in the lower position on the left reel 3L) is displayed, and a replay is granted. On the other hand, if the pressed in the × position, other replays (for example, "REP57" to "REP59") are displayed, and a replay is granted.

[0306] "F_Confirmed Cherry" is configured to be determined as an internal winning combination regardless of the number of bets when not in bonus mode. It can also be configured so that it can be determined as an internal winning combination when betting 3 coins, but not when betting 2 coins. When determined as an internal winning combination, in 2-coin mode, regardless of the stopping operation, "Middle Replay" is displayed and a re-spin is granted. In 3-coin mode, if the pressing order is one of "Order 1" to "Order 4", at least for left reel 3L, if the pressing position is ○, one of "REP42" to "REP56" (these display the "Cherry" symbol in the lower position on left reel 3L, and since symbols that can raise the player's expectations on other reels, such as "REP42", are also displayed, these can be collectively called "Confirmed Cherry Replay") and a re-spin is granted. On the other hand, if the button is pressed in the "X" position, other replays (for example, the aforementioned "Cherry Replay" or "REP29" to "REP41") will be displayed, and a replay will be granted. Also, if the button press order is either "Bat Order 5" or "Bat Order 6", a "Middle Replay" will be displayed regardless of the stopping operation, and a replay will be granted.

[0307] "F_Middle Cherry" is configured to be determined as an internal winning combination regardless of the number of bets when not in bonus mode. It can also be configured so that it is determined as an internal winning combination when betting 3 coins, but not when betting 2 coins. When determined as an internal winning combination, in 2-coin mode, regardless of the stopping operation, "Middle Replay" is displayed and a replay is granted. In 3-coin mode, if the pressing order is one of "Order 1" to "Order 4", at least for left reel 3L, if the pressing position is ○, one of "REP15" to "REP19" (these can be collectively called "Middle Cherry Replay" as they display the "Cherry" symbol in the middle position on left reel 3L) is displayed and a replay is granted. On the other hand, if the pressing position is ×, other replays (for example, "REP20" to "REP27") are displayed and a replay is granted. Furthermore, if the button press order is either "batting order 5" or "batting order 6," "middle reel replay" will be displayed regardless of the stopping operation, and a replay will be granted.

[0308] "F_Reach Symbol" is configured to be determined as an internal winning combination regardless of the number of bets in a non-bonus state. It can also be configured so that it can be determined as an internal winning combination in a 3-coin bet state, but not in a 2-coin bet state. If it is determined as an internal winning combination, in a 2-coin bet state, "Middle Replay" will be displayed regardless of the stopping operation, and a replay will be granted. In a 3-coin bet state, if the push order is any of "Push Order 1" to "Push Order 4", one of "REP01" to "REP14" (these are conventionally configured as combinations of symbols that can definitively notify (or suggest) a transition to a state advantageous to the player, and these can be collectively referred to as "Reach Symbol Replay") will be displayed regardless of the stopping operation, and a replay will be granted. Also, if the push order is either "Push Order 5" or "Push Order 6", "Middle Replay" will be displayed regardless of the stopping operation, and a replay will be granted.

[0309] "F_Watermelon" is configured to be determined as an internal winning combination regardless of the number of bets when not in bonus mode. When determined as an internal winning combination, if the button is pressed in the ○ position on each reel, one of "FRU10" to "FRU12" (these are all displays of the "Watermelon" symbol and can therefore be collectively referred to as "Watermelon") will be displayed, and if 3 coins are bet, 3 coins will be paid out, and if 2 coins are bet, 2 coins will be paid out. On the other hand, if the button is pressed in the × position, one of "FRU08" or "FRU09" (these are not displays of the "Watermelon" symbol and can therefore be collectively referred to as "Watermelon Spill") will be displayed, and 1 coin will be paid out. Note that if the button is pressed in the × position, it is also possible to configure the machine to cause a miss and pay out 0 coins.

[0310] "F_Bell123A1", "F_Bell123A2", "F_Bell132A1", "F_Bell132A2", "F_Bell213A1", "F_Bell213A2", "F_Bell231A1", "F_Bell231A2", "F_Bell312A1", "F_Bell312A2", "F_Bell321A1", and "F_Bell321A2" are configured to be determined as internal winning combinations regardless of the number of bets when not in bonus mode. These can be collectively referred to as "Push Order Bell A".

[0311] As shown in Figure 15, "Push Order Bell A" is a push order small win with 6 choices (one of the batting orders from "Batting Order 1" to "Batting Order 6" is the correct push order). When it is determined as an internal winning win, if the stop operation is performed with the corresponding correct push order, one of the following "bells" will be displayed: "Diagonal Right Bell" ("FRU03"), "Upper Bell" ("FRU01" and "FRU02"), "Middle Bell" ("FRU04"), "Upward Right Bell" ("FRU05"), "Small Mountain Bell" ("FRU06"), and "Lower Bell" ("FRU07"). If 3 coins are bet, 8 coins will be paid out, and if 2 coins are bet, 2 coins will be paid out. On the other hand, if the stop operation is not performed in the correct sequence of button presses, if the first stop operation is correct, there is a 1 / 2 probability that the button press position will be ○ in the remaining stop operations. If the button press position is ○, one of the winning "single-coin payouts" ("FRU13" to "FRU116") will be displayed and one coin will be dispensed. On the other hand, if the button press position is ×, a loss will occur and no coins will be dispensed. Also, if the first stop operation is incorrect, there is a 1 / 8 probability that the button press position will be ○ in the remaining stop operations. If the button press position is ○, one of the winning "single-coin payouts" will be displayed and one coin will be dispensed. On the other hand, if the button press position is ×, a loss will occur and no coins will be dispensed.

[0312] "F_Bell123B1", "F_Bell123B2", "F_Bell132B1", "F_Bell132B2", "F_Bell213B1", "F_Bell213B2", "F_Bell231B1", "F_Bell231B2", "F_Bell312B1", "F_Bell312B2", "F_Bell321B1", and "F_Bell321B2" are configured to be determined as internal winning combinations regardless of the number of bets when not in bonus mode. These can be collectively referred to as "Push Order Bell B".

[0313] As shown in Figure 15, "Push-Order Bell B" is not a push-order small win in the 2-coin bet state and the 3BB flag state. If it is determined to be an internal winning combination, one of the above "bells" will be displayed regardless of the stopping operation, and 8 medals will be paid out in the 3-coin bet state, and 2 medals will be paid out in the 2-coin bet state.

[0314] Furthermore, as shown in Figure 15, "Push-Order Bell B" is a push-order small win in states other than between the 3BB flags in the 3-coin bet state (between non-flags in the 3-coin bet state, and between the 2BB flags in the 3-coin bet state). If it is determined to be an internal winning combination, and the stop operation is performed with the corresponding correct push order, one of the above "bells" will be displayed and 8 medals will be paid out. On the other hand, if the stop operation is not performed with the corresponding correct push order, if the first stop operation is correct, there is a 1 / 2 probability that the press position will be ○ in the remaining stop operations. If the press position is ○, one of the winning "1-coin wins" will be displayed and 1 medal will be paid out. On the other hand, if the press position is ×, a loss occurs and no medals are paid out. Furthermore, if the first stop operation is incorrect, there is a 1 / 8 probability that the press position will be ○ in the remaining stop operations. If the press position is ○, one of the winning "1-coin wins" will be displayed and 1 medal will be paid out. On the other hand, if the press position is ×, a loss occurs and no medals are paid out.

[0315] The "F_RB (8 coins)" combination is configured to be determined as an internal winning combination during bonus mode. When it is determined as an internal winning combination, one of the aforementioned "bells" will be displayed regardless of the stopping operation, and 8 coins will be dispensed.

[0316] The "F_RB 1-coin" combination is configured to be determined as an internal winning combination during bonus mode. When it is determined as an internal winning combination, one of the aforementioned "1-coin combinations" (more specifically, "FRU117" to "FRU120" are added) will be displayed regardless of the stopping operation, and one medal will be dispensed.

[0317] Note that the internal lottery table shown in Figure 10, the symbol combination tables shown in Figures 11 to 14, and the correspondence between internal winning combinations, stop operation methods, and displayed combinations shown in Figure 15 are merely examples and are not limited to the configurations shown.

[0318] For example, in the first gaming machine, a "miss" can occur in various situations, such as when it is a pure "miss," when "BB01" is missed in a 2-bet state where "BB01" can be displayed and it results in a "miss," when "BB02" is missed in a 3-bet state where "BB02" can be displayed and it results in a "miss," when it is a "miss" due to being in a 3-bet state between 2BB flags, when it is a "miss" due to being in a 2-bet state between 3BB flags, or when a "push-order small win" is missed and it results in a "miss." Therefore, in order to make the combination of symbols displayed as a "miss" different in some or all of these cases, these different symbol combinations can be predetermined in a symbol combination table, and these can also be allowed to be displayed as "corresponding symbol combinations" according to the determined internal winning combination, thereby making the combination of symbols related to a "miss" that is displayed different depending on the state, etc.

[0319] [5-4. Limit Processing Configuration for the First Gaming Machine] Next, with reference to Figure 16, the limit processing configuration of the first gaming machine will be explained. Figure 16 is a diagram illustrating an example of each limit processing in the first gaming machine. As shown in Figure 16, the first gaming machine is configured to execute the following limit processing: normal limit processing (number of games), normal limit processing (number of payouts), special limit processing (number of games), special limit processing (number of payouts), semi-limit processing (number of games), and semi-limit processing (number of payouts). Note that this is just one example of executable limit processing; it is also possible to execute limit processing other than these, or to not execute some of these limit processing.

[0320] The normal limit processing (game count) is executed when the value of the advantageous section game count counter reaches "1500" or more (i.e., when 1500 consecutive games have been played during the advantageous section). The advantageous section game count counter starts counting the number of games from the start of the advantageous section (including the performance section) and stops counting and is cleared (initialized) when the advantageous section ends (including when the limit processing is activated). The advantageous section game count counter also counts regardless of whether the number of bets is 2 or 3. Furthermore, the advantageous section game count counter also counts in the 2BB state and 3BB state.

[0321] When the normal limit processing (number of games) is executed (activated), the advantageous period is forcibly terminated and the game transitions to a non-advantageous period, regardless of whether the game is in a performance period or an increase period (pseudo-bonus). At this time, all information related to the advantageous period (for example, information used to control the performance period or increase period, information related to the current mode, information related to the duration of the pseudo-bonus, information related to the ceiling number of games or whether the ceiling has been shortened, the value of the 1G consecutive stock counter, and various other information obtained during that advantageous period, as well as various other information necessary to control that advantageous period) is also cleared (initialized).

[0322] The normal limit processing (payout count) is executed when the value of the advantageous section payout counter reaches "2401" or more (i.e., when the number of medals paid out during the advantageous section exceeds 2400). The advantageous section payout counter starts counting the number of medals paid out (here, for example, "net increase (difference in medals)") from the start of the advantageous section (including the performance section), and stops counting and is cleared (initialized) when the advantageous section ends (including the end due to the activation of the limit processing). The advantageous section payout counter also counts regardless of whether the bet is 2 or 3 medals. The advantageous section payout counter also counts in the 2BB state and 3BB state. Furthermore, if a "miss" or "missed medal" occurs during the advantageous section, the value counted by the advantageous section payout counter is appropriately subtracted according to the actual payout (e.g., "-2 medals" or "-3 medals"). Therefore, if the number of medals decreases instead of increasing after the start of the advantageous period, the value may become negative (or, if the value becomes negative, it can be configured to always maintain "0"). In other words, the advantageous period payout counter is capable of counting from the lowest point of the number of medals paid out during the advantageous period up to the defined highest point (difference in medals: 2400).

[0323] When the normal limit processing (payout limit) is executed (activated), the advantageous period is forcibly terminated and the game transitions to a non-advantageous period, regardless of whether it is in a performance period or an increase period (pseudo-bonus) period. At this time, all information related to the advantageous period mentioned above is also cleared (initialized).

[0324] The special limit processing (game count) is executed when the value of the control game counter reaches "1445" or more (i.e., when 1445 consecutive games have been played during the advantageous period). The control game counter starts counting the number of games from the start of the advantageous period (including the performance period) and stops counting and is cleared (initialized) when the advantageous period ends (including when the limit processing is activated). The control game counter counts when the bet is 3 coins, but does not count when the bet is 2 coins. The control game counter also counts when the game is not in a bonus state, but does not count when the game is in a 2BB state or a 3BB state. However, the control game counter can also be configured in the same way as the advantageous period game counter.

[0325] When the special limit processing (number of games) is executed (activated), if a pseudo-bonus is in progress (i.e., if it is in an increasing period), the advantageous period will be forcibly terminated when the pseudo-bonus ends, without forcibly ending the pseudo-bonus midway, and the player will transition to a non-advantageous period. At this time, all information related to the advantageous period mentioned above will also be cleared (initialized).

[0326] On the other hand, if the game is not in a pseudo-bonus (i.e., in a performance section), it will first forcibly transition to a pseudo-bonus. In other words, even if the pseudo-bonus transition lottery is not won, the game will transition to a pseudo-bonus by executing this special limit process (number of games). Then, when the pseudo-bonus that the game has transitioned to ends, the advantageous section will be forcibly terminated accordingly, and the game will transition to a non-advantageous section. At this time, all the information related to the advantageous section mentioned above will also be cleared (initialized).

[0327] Here, we note that the value of the advantageous section game counter where the normal limit processing (number of games) is executed (activated) is "1500", while the value of the control game counter where the special limit processing (number of games) is executed (activated) is "1445". In the first gaming machine, the maximum number of games played during the pseudo-bonus (possible continuation period) is "55 games" (see Figure 5), so this difference takes into account the playable period during the pseudo-bonus.

[0328] In other words, the normal limit processing (number of games) is performed when a predetermined period of play has been completed within the advantageous section in order to curb the excessive gambling aspect of the game. However, if this normal limit processing (number of games) is performed immediately after the start of a pseudo-bonus or in the middle of it, players may feel distrust or a sense of loss, which may reduce the enjoyment of the game. Therefore, in the first gaming machine, the special limit processing (number of games) is performed in the game played a number of games before the normal limit processing (number of games) is performed, which is the period of continuation per increase section (55 games). This prevents the pseudo-bonus from ending prematurely and causing players to feel distrust or a sense of loss.

[0329] From this perspective, the timing at which the special limit processing (number of games) is executed (activated) is not limited to those described above. For example, the special limit processing (number of games) may be executed in a game played a number of times earlier than the game in which the normal limit processing (number of games) is executed, equal to the possible continuation period per two increase intervals (55 games x 2 sets = 110 games). Also, for example, to give a slight grace period, the special limit processing (number of games) may be executed in a game played a number of times earlier than the game in which the normal limit processing (number of games) is executed, equal to the possible continuation period per increase interval (55 games) + grace period (2 games). Furthermore, for example, in the case of a specification where a premonition state is passed before transitioning to a pseudo-bonus, and the maximum number of games played in this premonition state is "4 games", the special limit processing (number of games) may be executed in a game played a number of times earlier than the possible continuation period per increase interval (55 games) + maximum premonition period (4 games). In other words, the timing at which the special limit processing (number of games) is executed (activated) can be any timing prior to the timing at which the normal limit processing (number of games) is executed, and can be set appropriately according to the individual game specifications, etc.

[0330] The special limit processing (payout count) is executed when the value of the control payout counter becomes "2126" or greater (i.e., when the number of medals paid out during the advantageous period exceeds 2125). The control payout counter starts counting the number of medals paid out (here, for example, "net increase (difference in medals)") from the start of the advantageous period (including the performance period), and stops counting and is cleared (initialized) when the advantageous period ends (including the end due to the activation of the limit processing). The control payout counter also counts when the bet is 3, but does not count when the bet is 2. Furthermore, the control payout counter counts when in a non-bonus state, but does not count when in a 2BB state or 3BB state.

[0331] Furthermore, when a "miss" occurs during the advantageous period, the control payout counter subtracts a value according to the actual payout (for example, "-3 coins"). However, when a "miss" occurs during the advantageous period (at least when a difference occurs from the maximum number of medals paid out), the control payout counter counts the number of medals paid out as if no "miss" (or difference) occurred. Specifically, for example, in a game where a player bets 3 coins and wins "Push Order Bell A," if the order of pressing the buttons is correct, the maximum number of coins paid out will be "8" (a difference of "+5"). However, if the order of pressing the buttons is incorrect, if the button press position is correct, the number of coins paid out will be "1" (a difference of "-2"). If the button press position is incorrect, a coin will be missed and the number of coins paid out will be "0" (a difference of "-3"). In either case, the control payout counter will count a difference of "+5" in that game.

[0332] Furthermore, if, for example, a 2BB state or 3BB state is activated and the value of the advantageous section payout counter becomes greater than the value of the control payout counter, the value of the control payout counter will be corrected to the value of the advantageous section payout counter. Note that the control payout counter can also be configured in the same way as the advantageous section payout counter.

[0333] When the special limit processing (payout amount) is executed (activated), if a pseudo-bonus is in progress (i.e., if it is in an increasing period), the advantageous period will be forcibly terminated when the pseudo-bonus ends, without forcibly ending the pseudo-bonus midway, and the player will transition to a non-advantageous period. At this time, all information related to the advantageous period mentioned above will also be cleared (initialized).

[0334] On the other hand, if the player is not in a pseudo-bonus (i.e., in a performance section), the game will first forcibly transition to a pseudo-bonus. In other words, even if the player does not win the pseudo-bonus transition lottery, the game will transition to a pseudo-bonus by executing this special limit processing (payout amount). Then, when the pseudo-bonus ends, the advantageous section will be forcibly terminated accordingly, and the player will transition to a non-advantageous section. At this time, all the information related to the advantageous section mentioned above will also be cleared (initialized).

[0335] Here, we note that the value of the advantageous section payout counter, where the normal limit processing (payout count) is executed (activated), is "2401," while the value of the control game counter, where the special limit processing (payout count) is executed (activated), is "2126." In the first gaming machine, the maximum number of coins that can be obtained during the pseudo-bonus (amount of play value that can be awarded) is "275" (see Figure 5). Therefore, this difference takes into account the amount of play value that can be awarded during the pseudo-bonus.

[0336] In other words, the normal limit processing (payout) is performed in the advantageous section when a predetermined amount of regulated game value is granted, in order to curb the excessive gambling aspect of the game. However, if this normal limit processing (payout) is performed immediately after or during a pseudo-bonus, for example, players may feel distrust or a sense of loss, which can diminish the enjoyment of the game. Therefore, in the first gaming machine, special limit processing (payout) is performed when the amount of game value granted is less than the amount of game value at which the normal limit processing (payout) is performed, by the amount of game value that can be granted per increase section (275 coins). This prevents the pseudo-bonus from ending prematurely and causing players to feel distrust or a sense of loss.

[0337] From this perspective, the timing at which the special limit processing (payout) is executed (activated) is not limited to those described above. For example, the special limit processing (payout) may be executed when the amount of game value awarded is less than the amount of game value awarded when the normal limit processing (payout) is executed, by the amount of game value that can be awarded per two increase intervals (275 coins x 2 sets = 550 coins). Alternatively, for example, to provide a slight grace period, the special limit processing (number of games) may be executed when the amount of game value awarded is less than the amount of game value awarded when the normal limit processing (payout) is executed, by the amount of game value that can be awarded per increase interval (275 coins) + the amount of game value equivalent to the grace period (8 coins). In other words, the timing at which the special limit processing (payout) is executed (activated) can be any timing prior to the timing at which the normal limit processing (payout) is executed, and can be set appropriately according to the individual game specifications, etc.

[0338] The semi-limit processing (game count) is performed when the value of the control game count counter is added to the value of the 1G consecutive counter (adding an additional "1" if the ceiling reduction lottery is won and "ceiling reduction available") multiplied by "55" (i.e., the possible duration of the pseudo-bonus), and the result of the addition is "1390" or more. For example, if the value of the 1G consecutive counter is "1" and "ceiling reduction available", the latter value will be "55 × 2 = 110", so the semi-limit processing (game count) will be executed (activated) when the value of the control game count counter becomes "1280".

[0339] The semi-limit processing (payouts) is executed when the value of the control payout counter is added to the value of the 1G consecutive counter (adding an additional "1" if the ceiling reduction lottery is won and "ceiling reduction is available") multiplied by "275" (i.e., the amount of game value for which a pseudo-bonus can be awarded), and the result of the addition is "1851" or more. For example, if the value of the 1G consecutive counter is "1" and "ceiling reduction is available", the latter value will be "275 × 2 = 550", so the semi-limit processing (payouts) will be executed (activated) when the value of the control payout counter becomes "1301". Note that the semi-limit processing (game count) and the semi-limit processing (payouts) both perform the same regulation, so once the activation condition of one is met and it is activated, it is not necessary for the other to be activated even if the activation condition is met.

[0340] When the quasi-limit processing (number of games) or the preparation limit processing (number of payouts) is executed (activated), the 1G consecutive win lottery and the ceiling reduction lottery mentioned above will not be executed during the pseudo-bonus in the subsequent series of advantageous periods. In other words, the extension of the game period in the increase period is suppressed. However, the method of suppressing the extension of the game period in the increase period is not limited to this. For example, in the 1G consecutive win lottery mentioned above, the probability of winning a 1G consecutive win may be made lower than usual, or in the ceiling reduction lottery mentioned above, the probability of winning a ceiling reduction may be made lower than usual. In other words, the 1G consecutive win lottery and the ceiling reduction lottery themselves will be executed, but it may be made more difficult to win these lotteries. Also, for example, in the performance period after the execution of the quasi-limit processing (number of games), the lottery value that results in a win in the pseudo-bonus transition lottery may be made lower to make it more difficult to transition to a pseudo-bonus. Alternatively, the lottery value that determines a mode transition favorable to the player in the mode transition lottery may be lowered, making it less likely for pseudo-bonuses to occur in consecutive rounds.

[0341] Furthermore, when the quasi-limit processing (number of games) or quasi-limit processing (number of payouts) is executed (activated), in the subsequent series of advantageous periods, special processing is performed when a "guaranteed role" (see Figure 7(a)) is drawn during the performance period. The following explanation of this special processing will use the case where the "guaranteed role" is "F_Guaranteed Cherry" (hereinafter sometimes simply referred to as "Guaranteed Cherry") as an example.

[0342] When neither the semi-limit processing (number of games) nor the semi-limit processing (number of payouts) is activated, if a "confirmed cherry" is drawn during the performance section (which may also be during the increase section), a "win (next game)" is determined in the pseudo-bonus transition lottery (see Figure 7(c)). In addition, in the first game machine, the "cherry" symbol on the left reel 3L is a symbol that is highly anticipated by the player, so in games where information on stopping operations is not announced, the general procedure for the player is to stop the left reel first, aiming for the "cherry" symbol (or the "BAR" symbol as a guide). Therefore, when the game is played using the general procedure, when a "confirmed cherry" is drawn, the "cherry" symbol will first stop on the lower part of the left reel 3L at the left reel first stop. Furthermore, if neither the semi-limit processing (number of games) nor the semi-limit processing (number of payouts) is activated, and a "confirmed cherry" is drawn, a notification may be given instructing the player to stop the left reel first ("batting order 1" and "batting order 2"). Also, "winning (next game)" is not limited to a pseudo-bonus starting from the next game, but may also mean that a pseudo-bonus starts from a game after the next game.

[0343] Here, a skilled player will, in order to determine whether it is a "weak cherry" or a "guaranteed cherry," for example, aim for the "BAR" symbol on the middle reel 3C and the right reel 3R and stop the reels. As a result, the "BAR" symbol will line up in the middle of each reel, and it will be recognized that a "guaranteed cherry" has been won (see, for example, "REP42" in Figure 11). On the other hand, an unskilled player may, for example, not aim for the "BAR" symbol on the middle reel 3C and the right reel 3R, or be unable to do so, and therefore may not be able to determine whether it is a "weak cherry" or a "guaranteed cherry" from the stop display (see, for example, "REP28" in Figure 11).

[0344] In the first gaming machine, when neither the semi-limit processing (number of games) nor the semi-limit processing (number of payouts) is activated, if a "guaranteed cherry" is drawn and the combination of symbols for "guaranteed cherry replay" is displayed, a special winning sound is output. Also, if a "guaranteed cherry" is drawn and the combination of symbols for "guaranteed cherry replay" is not displayed, but the combination of symbols for "cherry replay" is displayed, a special winning sound is output. The output of the special winning sound may be set to occur with 100% probability, or with a predetermined probability (for example, 50% probability).

[0345] In any case, when neither the semi-limit processing (number of games) nor the semi-limit processing (number of payouts) is activated, if a "guaranteed cherry" is drawn, the "red 7 alignment" animation will be performed at the start of the next game, an announcement will be made that a pseudo-bonus will begin, and the pseudo-bonus will start.

[0346] On the other hand, if a "Confirmed Cherry" is drawn during the performance section (or even during the increase section) after either the semi-limit processing (number of games) or the semi-limit processing (number of payouts) has been activated, the pseudo-bonus transition lottery will initially determine a "Win (Next Game)" (see Figure 7(c)), but due to the execution of a special process, this determination will be rewritten to a "Win (Current Game)". Then, at the start of the current game, the "Red 7 Alignment" performance will occur to announce that the pseudo-bonus will start, and the pseudo-bonus will begin.

[0347] In this instance, during the current game, the combination of symbols for "Confirmed Cherry Replay" (including the combination of "Cherry Replay" symbols) is not displayed, and information regarding the stop operation to display the combination of symbols for "Middle Replay" is provided (special notification). For example, in the first game machine, a special notification is given indicating that the right first stop ("Bat Order 5" and "Bat Order 6") should be performed (see Figure 15). As a result, when neither the semi-limit processing (number of games) nor the semi-limit processing (number of payouts) is activated, the game flow is changed from "Confirmed Cherry Replay" display → pse...

Claims

[Claim 1] A gaming machine that controls the progress of a game by implementing a microprocessor equipped with an arithmetic circuit, read memory, read / write memory, external bus interface circuit, and multiple chip select terminals, The read memory comprises a first storage means that stores programs and data directly involved in the progress of the game, and a second storage means that stores programs and data not directly involved in the progress of the game. The program stored in the second storage means includes a specific subroutine that, after being called by the program stored in the first storage means and executing a process, always returns to the calling program in the first storage means, and a normal subroutine that, after being called by the program stored in the second storage means and executing a process, always returns to the calling program in the second storage means. The arithmetic circuit calls the specific subroutine by executing a specific call instruction used when calling the specific subroutine, The amount of instruction capacity stored in the first storage means differs depending on whether the specific call instruction calls a program stored before a specific address in the second storage means or a program stored at an address after the specific address. The instruction capacity required is greater when calling a program stored at an address after the specified address than when calling a program stored at an address before the specified address. If the program body of the specified subroutine is stored at an address after the specified address, in order to reduce the instruction capacity, the specified call instruction executes the program body of the specified subroutine via a call to a program stored at an address before the specified address. If the program body of the specified subroutine is stored at an address after the specified address, the address before the specified address stores processing code for executing the program body of the specified subroutine. The aforementioned specific call instruction executes the program body of the aforementioned specific subroutine by executing the processing code. The storage locations of the processing code and the program body of the specific subroutine are adjusted to fall within a predetermined range. The aforementioned calculation circuit functions as a game control means for controlling the progress of the game. The game control means includes a main processing means that performs the main processing associated with the progress of the game. The aforementioned calculation circuit is connected via the external bus interface circuit to a data bus containing multiple integrated circuits and a ratio monitor. The chip select terminal and the integrated circuit are connected, The microprocessor switches the integrated circuit that outputs data using the chip select terminal, The calculation circuit outputs various percentage information related to the game, aggregated in the aggregate storage area of ​​the read / write memory, to the data bus via the external bus interface circuit and displays it sequentially on the payout ratio monitor. The process for aggregating various percentage information related to the game in the aforementioned aggregation storage area is called using the aforementioned specific call command. A range matching means that performs calculations within a specific address range of the read / write memory and compares the result of said calculations with the result of previously performed calculations within the same specific address range, The system includes an initialization means for initializing a predetermined range of the read / write memory, The read / write memory comprises a third storage means for storing data directly related to the progress of the game, and a fourth storage means for storing data not directly related to the progress of the game. As the starting position of the predetermined range, The setting switch, which is provided for changing or confirming the setting value, is in the ON state when the power is turned on, and the range matching means has detected a mismatch, and the first starting position of the third storage means, The second start position of the third storage means when the setting switch is ON when the power is turned on and no matching mismatch is detected by the range matching means, The third starting position of the third storage means can be set when the unit game of the main processing means has finished and the next unit game has not yet started. The initialization start position of the third storage means, including the first start position, the second start position, and the third start position, is represented by a 2-byte address. The first starting position, second starting position, and third starting position of the third storage means correspond to the first starting position, second starting position, and third starting position of the fourth storage means, respectively. The game machine is characterized in that the initialization means determines the initialization start position of the fourth storage means according to the lower address relating to the start position set as the starting position within a predetermined range of the third storage means.