Gaming machine
The gaming machine addresses the inconvenience of stop states by enabling interactive menu screens and volume adjustments, maintaining player engagement even when the game is paused.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- UNIVERSAL ENTERTAINMENT CORP
- Filing Date
- 2025-09-05
- Publication Date
- 2026-06-29
AI Technical Summary
Conventional gaming machines enter a stop state when the difference in gaming media used exceeds a predetermined value, rendering player operations invalid and reducing convenience.
A gaming machine with a difference recognition mechanism that allows for a stop state with a display and sound output system, enabling menu screens and volume adjustments, maintaining player interaction even when the game is paused.
Enhances player convenience by allowing continued interaction through display and audio adjustments during a stop state, improving overall user experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, a gaming machine called pachislot is known, which includes a plurality of reels provided with a plurality of symbols on their respective surfaces, a start switch, a stop switch, a stepping motor provided corresponding to each reel, and a control unit. The start switch detects that the start lever has been operated by the player (hereinafter also referred to as "start operation") after a gaming value such as a medal or a coin has been inserted, and outputs a signal requesting the start of rotation of all the reels. The stop switch detects that the stop button provided corresponding to each reel has been pressed by the player (hereinafter also referred to as "stop operation"), and outputs a signal requesting the stop of rotation of the corresponding reel. The stepping motor transmits its driving force to the corresponding reel. Further, the control unit controls the operation of the stepping motor based on the signals output by the start switch and the stop switch, and performs the rotation operation and stop operation of each reel.
[0003] In such a gaming machine, when a start operation is detected, a lottery process using a random number (hereinafter referred to as "internal lottery process") is performed on the program, and the rotation of the reels is stopped based on the result of the lottery (hereinafter referred to as "internal winning combination") and the timing of the stop operation. Then, when the rotation of all the reels is stopped and the combination of symbols (display combination) related to the establishment of winning is displayed, a privilege corresponding to the combination of the symbols is given to the player. Examples of the privileges given to the player include the giving of a gaming value (such as a medal), the activation of a replay (hereinafter also referred to as "replay") in which the internal lottery process is performed again without consuming the gaming value, the activation of a bonus game in which the opportunity to give a gaming value increases, and the like.
[0004] Furthermore, some of these gaming machines are equipped with a function that notifies the player of information on advantageous stopping operations to increase the probability of achieving certain roles (for example, roles related to granting game value), i.e., an assist time (hereinafter referred to as "AT") function. Some are also equipped with a function that activates a game state in which the probability of winning a replay is higher than normal when certain conditions are met, such as when a specific combination of symbols is displayed, i.e., a replay time (hereinafter referred to as "RT") function. In addition, some are equipped with an assist replay time (hereinafter referred to as "ART") function in which AT and RT operate simultaneously.
[0005] In conventional gaming machines, it is known that when the difference between the total number of gaming media used and the total number of gaming media dispensed (the so-called difference in the number of coins) reaches a predetermined value (for example, 10,000 coins), the game can be put into a state where it is impossible to continue playing (the so-called stop state) (see, for example, Patent Document 1). [Prior art documents] [Patent Documents]
[0006] [Patent Document 1] Japanese Patent Publication No. 2004-135838 [Overview of the project] [Problems that the invention aims to solve]
[0007] Incidentally, in the aforementioned stoppage state, all player operations are generally treated as invalid. Therefore, for example, in a gaming machine like the one shown in Patent Document 1, there may be situations where game information cannot be provided, which leads to a problem of reduced convenience for the player.
[0008] This invention has been made in view of the above points, and aims to provide a gaming machine that can improve the convenience of the player in a gaming machine that is capable of generating a state in which it becomes impossible to play the game. [Means for solving the problem]
[0009] To solve the above problems, the present invention provides a gaming machine with the following configuration.
[0010] A gaming machine capable of assigning game value according to the progress of the game (for example, pachislot 1 in the detailed example (part 2) described below), A difference recognition means (for example, a difference counter described later) capable of recognizing the difference between the game value used in the game and the game value that was assigned, When the difference recognized by the difference recognition means satisfies predetermined conditions, a stop means (for example, a stop process at the end of the game, as described later) is used to put the game into a stop state where it is impossible to play, It comprises a display means capable of displaying an image (for example, a second display unit 405 described later), The aforementioned display means is A menu screen can be displayed, and this menu screen can display multiple items (for example, menu items 1 to 6 shown in Figure 234 below), and a screen corresponding to the item selected by the player can be displayed (for example, the volume / brightness setting screen corresponding to menu item 2 "Volume / Brightness Adjustment" in Figure 234 below, or the exit code display screen corresponding to menu item 5 "Exit Code Display"). The types of items displayed on the menu screen that can be displayed in the stopped state and the menu screen that can be displayed in the playable non-stop state are the same, however, when the menu screen is displayed in the stopped state, an image indicating that the stop state is in effect can also be displayed. A sound output means capable of outputting sound (for example, the speaker group 84 described later), It further includes a volume adjustment mechanism that allows the volume setting to be adjusted according to the player's operation (for example, menu "2: Volume / Brightness Adjustment" described later), The volume adjustment means can adjust the volume setting according to the player's operation, even when the machine is stopped. A gaming machine characterized by the following features. [Effects of the Invention]
[0011] According to the gaming machine with the above configuration, in a gaming machine capable of generating a state that makes it impossible to play a game, the convenience of the player can be improved.
Brief Description of the Drawings
[0012] [Figure 1] It is a diagram for explaining the function flow of the gaming machine in one embodiment of the present invention. [Figure 2] It is a perspective view showing the external structure of the gaming machine in one embodiment of the present invention. [Figure 3] It is a diagram showing the internal structure of the gaming machine in one embodiment of the present invention. [Figure 4] It is a diagram showing the internal structure of the gaming machine in one embodiment of the present invention. [Figure 5] It is a diagram showing the structure of the selector included in the gaming machine of one embodiment of the present invention. [Figure 6] It is a block diagram showing the overall configuration of the circuit included in the gaming machine of one embodiment of the present invention. [Figure 7] It is a block diagram showing the internal configuration of the main control circuit in one embodiment of the present invention. [Figure 8] It is a block diagram showing the internal configuration of the microprocessor in one embodiment of the present invention. [Figure 9] It is a block diagram showing the internal configuration of the sub-control circuit in one embodiment of the present invention. [Figure 10] It is a configuration diagram of various registers included in the main CPU in one embodiment of the present invention. [Figure 11] It is a diagram showing the memory map of the main control circuit in one embodiment of the present invention. [Figure 12] It is a diagram for explaining the security mode of the main control circuit in one embodiment of the present invention. [Figure 13] It is a diagram showing the transition flow of the game state between the bonus state and the non-bonus state of the gaming machine in one embodiment of the present invention. [Figure 14]It is a diagram showing the transition flow of the game state in the non - advantageous section, normal advantageous section, and advantageous section of the gaming machine in one embodiment of the present invention. [Figure 15] It is a diagram showing an example of the symbol arrangement table in one embodiment of the present invention. [Figure 16] It is a diagram showing an example of the internal lottery table in one embodiment of the present invention. [Figure 17] It is a diagram showing an example of the internal lottery table in one embodiment of the present invention. [Figure 18] It is a diagram showing an example of the internal lottery table in one embodiment of the present invention. [Figure 19] It is a diagram showing an example of the symbol combination table in one embodiment of the present invention. [Figure 20] It is a diagram showing an example of the symbol combination table in one embodiment of the present invention. [Figure 21] It is a diagram showing an example of the symbol combination table in one embodiment of the present invention. [Figure 22] It is a diagram showing an example of the symbol combination table in one embodiment of the present invention. [Figure 23] It is a diagram showing the correspondence relationship between the internal winning lottery roles, the stop operation order (batting order), and the display roles, etc. in one embodiment of the present invention. [Figure 24] It is a diagram showing the correspondence relationship between the internal winning lottery roles, the stop operation order (batting order), and the display roles, etc. in one embodiment of the present invention. [Figure 25] It is a diagram showing the configuration of the winning request flag storage area and the winning operation flag storage area in one embodiment of the present invention. [Figure 26] It is a diagram showing the configuration of the carry - over role storage area in one embodiment of the present invention. [Figure 27] It is a diagram showing the configuration of the game state flag storage area in one embodiment of the present invention. [Figure 28] It is a diagram showing the configuration of the operation stop button storage area in one embodiment of the present invention. [Figure 29] It is a diagram showing the configuration of the pressing order storage area in one embodiment of the present invention. [Figure 30] This figure shows the configuration of the pattern code storage area in one embodiment of the present invention. [Figure 31] This diagram shows the correspondence between internal winning combinations, lottery numbers, and winning combination numbers in one embodiment of the present invention. [Figure 32] This diagram shows the correspondence between internal winning combinations, lottery numbers, and winning combination numbers in one embodiment of the present invention. [Figure 33] This diagram illustrates the flow of gameplay during a non-advantageous period in one embodiment of the present invention. [Figure 34] This diagram illustrates the flow of gameplay during a normal advantageous period in one embodiment of the present invention. [Figure 35] This diagram illustrates the flow of gameplay during a line battle in one embodiment of the present invention. [Figure 36] This figure shows an example of various tables referenced in the line battle state in one embodiment of the present invention. [Figure 37] This figure shows an example of the display of the line battle status in a display device according to one embodiment of the present invention. [Figure 38] This figure shows an example of the display of the line battle status in a display device according to one embodiment of the present invention. [Figure 39] This figure shows an example of the display of the line battle status in a display device according to one embodiment of the present invention. [Figure 40] This figure shows an example of the display of the line battle status in a display device according to one embodiment of the present invention. [Figure 41] This figure shows an example of the display of the line battle status in a display device according to one embodiment of the present invention. [Figure 42] This diagram illustrates the state of winning a prize in a prize draw and the flow of gameplay during the prize-winning state in one embodiment of the present invention. [Figure 43] This diagram illustrates the flow of gameplay during Ending 1 and Ending 2 states in one embodiment of the present invention. [Figure 44]This diagram illustrates the ending sequences performed during Ending 1 and Ending 2 states in one embodiment of the present invention. [Figure 45] This figure shows the correspondence between each game state, the internal winning combination, and the navigation data in one embodiment of the present invention. [Figure 46] This flowchart shows an example of power-on (reset interrupt) processing performed by the main control circuit of a gaming machine in one embodiment of the present invention. [Figure 47] This flowchart shows an example of the game recovery process in one embodiment of the present invention. [Figure 48] This flowchart shows an example of the configuration change confirmation process in one embodiment of the present invention. [Figure 49] This flowchart shows an example of the process for generating and storing configuration change commands in one embodiment of the present invention. [Figure 50] This flowchart shows an example of communication data storage processing in one embodiment of the present invention. [Figure 51] This flowchart shows an example of a communication data pointer update process in one embodiment of the present invention. [Figure 52] This flowchart shows an example of (external) processing during power outage in one embodiment of the present invention. [Figure 53] This flowchart shows an example of a checksum generation process (unspecified) in one embodiment of the present invention. [Figure 54] This flowchart shows an example of a thumb check process (unspecified) in one embodiment of the present invention. [Figure 55] This flowchart shows an example of a thumb check process (unspecified) in one embodiment of the present invention. [Figure 56] This flowchart shows an example of the main processing (main operation processing) performed by the main control circuit of a gaming machine in one embodiment of the present invention. [Figure 57] This flowchart shows an example of medal reception and start check processing in one embodiment of the present invention. [Figure 58]This flowchart shows an example of medal reception and start check processing in one embodiment of the present invention. [Figure 59] This flowchart shows an example of a medal insertion process in one embodiment of the present invention. [Figure 60] This flowchart shows an example of a medal insertion check process in one embodiment of the present invention. [Figure 61] This flowchart shows an example of a medal insertion check process in one embodiment of the present invention. [Figure 62] This flowchart shows an example of error handling in one embodiment of the present invention. [Figure 63] This flowchart shows an example of the random value acquisition process in one embodiment of the present invention. [Figure 64] This flowchart shows an example of an internal lottery process in one embodiment of the present invention. [Figure 65] This flowchart shows an example of the pattern setting process in one embodiment of the present invention. [Figure 66] This flowchart shows an example of compressed data storage processing in one embodiment of the present invention. [Figure 67] This flowchart shows an example of the pull-in priority storage process in one embodiment of the present invention. [Figure 68] This flowchart shows an example of the pattern code acquisition process in one embodiment of the present invention. [Figure 69] This flowchart shows an example of a logical AND operation in one embodiment of the present invention. [Figure 70] This flowchart shows an example of the process for obtaining the priority of the incoming connection in one embodiment of the present invention. [Figure 71] This flowchart shows an example of the process for obtaining the priority of the incoming connection in one embodiment of the present invention. [Figure 72] This flowchart shows an example of reel stop control processing in one embodiment of the present invention. [Figure 73] This flowchart shows an example of the prize winner search process in one embodiment of the present invention. [Figure 74] This flowchart shows an example of illegal hit check processing in one embodiment of the present invention. [Figure 75] This flowchart shows an example of the prize-winning check and medal payout process in one embodiment of the present invention. [Figure 76] This flowchart shows an example of a medal payout count check process in one embodiment of the present invention. [Figure 77] This flowchart shows an example of BB check processing in one embodiment of the present invention. [Figure 78] This flowchart shows an example of RT check processing in one embodiment of the present invention. [Figure 79] This flowchart shows an example of interrupt processing performed by the main control circuit of a gaming machine in one embodiment of the present invention. [Figure 80] This flowchart shows an example of communication data transmission processing in one embodiment of the present invention. [Figure 81] This flowchart shows an example of the WDT setting process in one embodiment of the present invention. [Figure 82] This flowchart shows an example of 7-segment LED driving processing in one embodiment of the present invention. [Figure 83] This flowchart shows an example of the 7-segment display data generation process in one embodiment of the present invention. [Figure 84] This flowchart shows an example of timer update processing in one embodiment of the present invention. [Figure 85] This is a timing chart showing an example of the operation of a gaming machine when it is powered on, according to one embodiment of the present invention. [Figure 86] This is a timing chart showing an example of the operation of a gaming machine when inserting tokens in one embodiment of the present invention. [Figure 87] This is a diagram illustrating an example (1) of the bonus win notification animation for a gaming machine in one embodiment of the present invention. [Figure 88]This is a diagram illustrating an example (1) of the bonus win notification animation for a gaming machine in one embodiment of the present invention. [Figure 89] This diagram illustrates an example (part 2) of the bonus prize winning notification animation for a gaming machine in one embodiment of the present invention. [Figure 90] This diagram illustrates an example (part 2) of the bonus prize winning notification animation for a gaming machine in one embodiment of the present invention. [Figure 91] This is a diagram illustrating an example (part 3) of the bonus win notification animation for a gaming machine in one embodiment of the present invention. [Figure 92] This is a diagram illustrating another example (part 1) of the gameplay of a gaming machine in one embodiment of the present invention. [Figure 93] This is a diagram illustrating another example (part 1) of the gameplay of a gaming machine in one embodiment of the present invention. [Figure 94] This figure illustrates another example (part 2) of the gameplay of a gaming machine in one embodiment of the present invention. [Figure 95] This is a diagram illustrating another example (part 3) of the gameplay of a gaming machine in one embodiment of the present invention. [Figure 96] This is a diagram illustrating another example (number 4) of the gameplay of a gaming machine in one embodiment of the present invention. [Figure 97] This is a diagram illustrating another example (number 5) of the gameplay of a gaming machine in one embodiment of the present invention. [Figure 98] This figure illustrates another example (the sixth) of the gameplay characteristics of a gaming machine in one embodiment of the present invention. [Figure 99] This figure illustrates another example (the sixth) of the gameplay characteristics of a gaming machine in one embodiment of the present invention. [Figure 100] This figure shows another example of a limiter for the advantageous period of a gaming machine in one embodiment of the present invention. [Figure 101] This figure shows a method for controlling the number of tokens limiter of a gaming machine in one embodiment of the present invention. [Figure 102]This diagram shows a method for adjusting the number of tokens limiter on a gaming machine in one embodiment of the present invention. [Figure 103] This diagram shows the transition flow of game states in the non-advantageous and advantageous sections of a gaming machine in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 104] This is a diagram illustrating each mode in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 105] This figure shows an example of various tables in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 106] This figure shows an example of various tables in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 107] This figure shows an example of a symbol arrangement table in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 108] This figure shows an example of an internal lottery table in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 109] This figure shows an example of a symbol combination table in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 110] This figure shows an example of a symbol combination table in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 111] This figure shows an example of a symbol combination table in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 112] This figure shows an example of a symbol combination table in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 113] This diagram shows the correspondence between internal winning combinations, stopping operation order (batting order), and displayed combinations in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 114] This diagram illustrates each limit processing in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 115]This flowchart shows an example of the process for determining the sound of a cherry win in one detailed example of another example (part 6) of gameplay (game specifications). [Figure 116] This is a diagram illustrating a mode indication effect (Part 1) in a detailed example of another example (Part 6) of gameplay (game specifications). [Figure 117] This is a diagram illustrating a mode indication effect (part 2) in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 118] This is a diagram illustrating a mode indication effect (part 2) in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 119] This is a diagram illustrating the music performance during a pseudo-bonus in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 120] This is a diagram illustrating a state indication effect in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 121] This diagram illustrates different control examples for stable and volatile states in a detailed example of another example (part 6) of gameplay (game specifications). [Figure 122] This diagram illustrates a detailed example of another example (part 6) of gameplay (game specifications), specifically a separate control example (part 2) for stable and volatile states. [Figure 123] This is a diagram illustrating a modified example of another example (part 6) of gameplay (game specifications). [Figure 124] This is a diagram illustrating a modified example of another example (part 6) of gameplay (game specifications). [Figure 125] This is a diagram illustrating another example (number 7) of the gameplay of a gaming machine in one embodiment of the present invention. [Figure 126] This is a diagram illustrating another example (number 7) of the gameplay of a gaming machine in one embodiment of the present invention. [Figure 127] This is a diagram illustrating another example (number 7) of the gameplay of a gaming machine in one embodiment of the present invention. [Figure 128]This is a diagram illustrating another example (number 7) of the gameplay of a gaming machine in one embodiment of the present invention. [Figure 129] This is a diagram illustrating another example (number 8) of the gameplay characteristics of a gaming machine in one embodiment of the present invention. [Figure 130] This is a diagram illustrating another example (number 8) of the gameplay characteristics of a gaming machine in one embodiment of the present invention. [Figure 131] This is a diagram illustrating another example (number 8) of the gameplay of a gaming machine in one embodiment of the present invention. [Figure 132] This is a diagram illustrating another example (the ninth) of the gameplay characteristics of a gaming machine in one embodiment of the present invention. [Figure 133] This is a diagram illustrating another example (the ninth) of the gameplay characteristics of a gaming machine in one embodiment of the present invention. [Figure 134] This is a diagram illustrating another example (number 10) of the gameplay of a gaming machine in one embodiment of the present invention. [Figure 135] This is a diagram illustrating another example (number 10) of the gameplay of a gaming machine in one embodiment of the present invention. [Figure 136] This is a diagram illustrating another example (number 10) of the gameplay of a gaming machine in one embodiment of the present invention. [Figure 137] This is a diagram illustrating another example (number 10) of the gameplay of a gaming machine in one embodiment of the present invention. [Figure 138] This diagram illustrates an example of a setting suggestion animation for a gaming machine in one embodiment of the present invention. [Figure 139] This diagram illustrates an example of a setting suggestion animation for a gaming machine in one embodiment of the present invention. [Figure 140] This diagram illustrates an example of a setting suggestion animation for a gaming machine in one embodiment of the present invention. [Figure 141] This diagram illustrates an example of a setting suggestion animation for a gaming machine in one embodiment of the present invention. [Figure 142] This diagram illustrates an example of a setting suggestion animation for a gaming machine in one embodiment of the present invention. [Figure 143] This diagram illustrates an example of a setting suggestion animation for a gaming machine in one embodiment of the present invention. [Figure 144] This diagram illustrates an example of a setting suggestion animation for a gaming machine in one embodiment of the present invention. [Figure 145] This diagram illustrates an example of a setting suggestion animation for a gaming machine in one embodiment of the present invention. [Figure 146] This diagram illustrates an example of a setting suggestion animation for a gaming machine in one embodiment of the present invention. [Figure 147] This diagram illustrates an example of a setting suggestion animation for a gaming machine in one embodiment of the present invention. [Figure 148] This diagram illustrates an example of a setting suggestion animation for a gaming machine in one embodiment of the present invention. [Figure 149] This diagram illustrates an example of a setting suggestion animation for a gaming machine in one embodiment of the present invention. [Figure 150] This diagram illustrates an example of a setting suggestion animation for a gaming machine in one embodiment of the present invention. [Figure 151] This diagram illustrates an example of a setting suggestion animation for a gaming machine in one embodiment of the present invention. [Figure 152] This diagram illustrates an example of a setting suggestion animation for a gaming machine in one embodiment of the present invention. [Figure 153] This diagram illustrates an example of a setting suggestion animation for a gaming machine in one embodiment of the present invention. [Figure 154] This diagram illustrates an example of a setting suggestion animation for a gaming machine in one embodiment of the present invention. [Figure 155] This diagram illustrates an example of a setting suggestion animation for a gaming machine in one embodiment of the present invention. [Figure 156] This diagram illustrates an example of a setting suggestion animation for a gaming machine in one embodiment of the present invention. [Figure 157] This diagram illustrates an example of a setting suggestion animation for a gaming machine in one embodiment of the present invention. [Figure 158]This diagram shows the transition flow of game states in the non-advantageous and advantageous sections of a gaming machine, as shown in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 159] This diagram shows the transition flow of game states in the non-advantageous and advantageous sections of a gaming machine, as shown in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 160] This figure shows an example of a symbol arrangement table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 161] This figure shows an example of a symbol combination table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 162] This figure shows an example of a symbol combination table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 163] This figure shows an example of a symbol combination table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 164] This figure shows an example of a symbol combination table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 165] This figure shows an example of a symbol combination table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 166] This figure shows an example of a symbol combination table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 167] This figure shows an example of a symbol combination table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 168] This figure shows an example of a symbol combination table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 169] This figure shows an example of a symbol combination table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 170]This figure shows an example of a symbol combination table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 171] This figure shows an example of an internal lottery table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 172] This figure shows an example of an internal lottery table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 173] This figure shows an example of an internal lottery table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 174] This figure shows an example of an internal lottery table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 175] This figure shows an example of an internal lottery table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 176] This figure shows an example of an internal lottery table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 177] This figure shows an example of an internal lottery table in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 178] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 179] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 180] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 181] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 182]This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 183] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 184] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 185] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 186] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 187] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 188] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 189] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 190] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 191] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 192] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 193]This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 194] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 195] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 196] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 197] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 198] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 199] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 200] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 201] This diagram shows the correspondence between the internal winning combination and the corresponding symbol combination in a detailed example (Part 2) of another example (Part 6) of the gameplay (game specifications). [Figure 202] This figure shows an example of a priority table selection table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 203] This figure shows an example of a priority table selection table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 204]This figure shows an example of a priority table selection table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 205] This figure shows an example of a priority table selection table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 206] This figure shows an example of a priority table selection table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 207] This figure shows an example of a priority table selection table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 208] This figure shows an example of a priority table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 209] This figure shows an example of a priority table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 210] This figure shows an example of a priority table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 211] This figure shows an example of a priority table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 212] This figure shows an example of a priority table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 213] This figure shows an example of a priority table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 214] This figure shows an example of a priority table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 215] This figure shows an example of a priority table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 216] This figure shows an example of a priority table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 217] This figure shows an example of a priority table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 218] This figure shows an example of a priority table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 219] This figure shows an example of a priority table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 220] This is a diagram illustrating the RUSH state in one of the detailed examples (part 2) of another example (part 6) of gameplay (game specifications). [Figure 221] This is a diagram illustrating the RUSH state in one of the detailed examples (part 2) of another example (part 6) of gameplay (game specifications). [Figure 222] This diagram illustrates a modified example of the RUSH state in one of the detailed examples (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 223] This is a diagram illustrating the NBB state in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 224] This is a diagram illustrating the NBB state in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 225] This is a diagram illustrating the RB Challenge presentation in a detailed example (part 2) of another example (part 6) of the gameplay (game specifications). [Figure 226] This is a diagram illustrating the RB Challenge presentation in a detailed example (part 2) of another example (part 6) of the gameplay (game specifications). [Figure 227] This is a diagram illustrating the RB Challenge presentation in a detailed example (part 2) of another example (part 6) of the gameplay (game specifications). [Figure 228] This diagram shows the correspondence between a specific button-press sequence replay and the button-press sequence and the stop symbol combination in another example (part 6) of gameplay (game specifications). [Figure 229]This diagram shows the correspondence between a specific button-press sequence replay and the button-press sequence and the stop symbol combination in another example (part 6) of gameplay (game specifications). [Figure 230] This is a diagram illustrating the RB Navi MAP table in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 231] This is a diagram illustrating the RB history display in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 232] This is a schematic diagram showing the external structure of a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay features (game specifications). [Figure 233] This is a diagram illustrating the stop-play state in one detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 234] This is a diagram illustrating the stop-play state in one detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 235] This diagram illustrates the group definition of permissible symbol combinations in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 236] This diagram illustrates the group definition of stop-permitted symbol combinations in conventional examples. [Figure 237] This is a block diagram showing the internal configuration of the main control circuit of a gaming machine in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 238] This diagram shows the memory map of the main control circuit of a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 239] This diagram shows the relationship between the various soft latch random number registers built into the microprocessor of the gaming machine in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications), and the addresses assigned to each soft latch random number register within the memory-mapped I / O. [Figure 240]This diagram shows the relationship between the internal information registers built into the microprocessor of a gaming machine and the addresses assigned to those internal information registers within the memory-mapped I / O, as shown in another example (part 6) of gameplay (game specifications) (part 2). [Figure 241] This diagram shows the details of various types of information stored in the internal information register of a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 242] This diagram shows the relationship between the various maximum value setting registers built into the microprocessor of the gaming machine in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications), and the addresses assigned to each maximum value setting register within the memory-mapped I / O. [Figure 243] This figure shows an example configuration of the random number maximum value check table for a gaming machine, as shown in another example (part 6) of gameplay (game specifications), specifically in a detailed example (part 2). [Figure 244] This figure shows an example configuration of the random number maximum value check table for a gaming machine, as shown in another example (part 6) of gameplay (game specifications), specifically in a detailed example (part 2). [Figure 245] This figure shows an example configuration of the random number maximum value check table for a gaming machine, as shown in another example (part 6) of gameplay (game specifications), specifically in a detailed example (part 2). [Figure 246] This flowchart shows an example of the power-on (reset interrupt) processing performed on a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 247] This flowchart shows an example of error handling for game recovery that occurs in a gaming machine, as described in "Another Example (Part 6) of Gameplay (Game Specifications) - Part 2". [Figure 248] This diagram shows the configuration of the information display device of a gaming machine in a detailed example (part 2) of another example (part 6) of gameplay (game specifications). [Figure 249] This flowchart shows an example of the random value acquisition process performed in a gaming machine, as described in "Another Example (Part 6) of Gameplay (Game Specifications) - Part 2". [Figure 250]This flowchart shows an example of the process for obtaining random values for payouts performed in a gaming machine, as described in "Another Example (Part 6) of Gameplay (Game Specifications) - Part 2". [Figure 251] This flowchart shows an example of interrupt processing performed in a gaming machine, as described in "Another Example (Part 6) of Gameplay (Game Specifications) - Detailed Example (Part 2)". [Figure 252] This flowchart shows an example of error detection processing (outside of regulations) performed in a gaming machine, as described in another example (part 6) of gameplay (game specifications), specifically in a detailed example (part 2). [Figure 253] This flowchart shows an example of the setting value check process performed in a gaming machine, as described in "Another Example (Part 6) of Gameplay (Game Specifications) - Detailed Example (Part 2)". [Figure 254] This flowchart shows an example of error handling for non-standard gameplay that cannot be reversed in a gaming machine, as described in "Another Example (Part 6) of Gameplay Specifications (Part 2)". [Figure 255] This flowchart shows an example of the random number checking process performed in a gaming machine, as described in "Another Example (Part 6) of Gameplay (Game Specifications) - Part 2". [Figure 256] This flowchart shows an example of the random number checking process performed in a gaming machine, as described in "Another Example (Part 6) of Gameplay (Game Specifications) - Part 2". [Figure 257] This diagram shows the relationship between the various soft latch random number registers built into the microprocessor of a modified version of a gaming machine (part 2) of another example (part 6) of gameplay (game specifications), and the addresses assigned to each soft latch random number register within the memory-mapped I / O. [Figure 258] This diagram shows the relationship between a hard latch random number register built into the microprocessor of a modified version of another example (part 6) of gameplay (game specifications), specifically in part 2, and the address assigned to the hard latch random number register within the memory-mapped I / O. [Figure 259]This diagram shows the relationship between the hard latch selection register built into the microprocessor of a modified version of another example (part 6) of gameplay (game specifications), specifically in part 2, and the address assigned to the hard latch selection register within the memory-mapped I / O. [Figure 260] This diagram shows the details of the various information stored in the hard latch selection register of a modified gaming machine in a detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 261] This flowchart shows an example of the random value acquisition process performed in a modified gaming machine, as shown in the detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Figure 262] This flowchart shows an example of the process for obtaining random values for payouts performed in a modified version of another example (part 6) of gameplay (game specifications) in a gaming machine. [Figure 263] This flowchart shows an example of the random number checking process performed in a modified gaming machine, as shown in the detailed example (Part 2) of another example (Part 6) of gameplay (game specifications). [Modes for carrying out the invention]
[0013] In the following, a pachislo machine will be used as an example of a gaming machine according to one embodiment of the present invention, and its configuration and operation will be described with reference to the drawings. In this embodiment, a pachislo machine equipped with a bonus activation function, an AT function, and an ART function will be described.
[0014] <Function Flow> First, the functional flow of the pachislo machine will be explained with reference to Figure 1. In this embodiment of the pachislo machine, medals are used as the game medium for playing the game. In addition to medals, other game mediums such as coins, game balls, game point data, or tokens can also be used. The game medium is also sometimes referred to as "game value" or "game value."
[0015] When a player inserts tokens into a pachislo machine and operates the start lever, a random number (hereinafter referred to as the random number) is drawn from a predetermined range of values (for example, 0 to 65535).
[0016] The internal lottery means performs a lottery based on the extracted random values to determine the internal winning combination. This internal lottery means is one of the various processing means (processing functions) provided by the main control circuit, which will be described later. By determining the internal winning combination, the combination of symbols that are permitted to be displayed along the effective line (winning judgment line), which will be described later, is predetermined. The types of symbol combinations include those related to "winning," which grants the player benefits such as medal payouts, replay activation, and bonus activation, and those related to other so-called "misses." Hereafter, the combination related to medal payouts will be referred to as a "minor win," and the combination related to replay activation will be referred to as a "replay win." The combination related to bonus activation (bonus game) will also be referred to as a "bonus win." Furthermore, the winning combinations that can be internally drawn (i.e., combinations of symbols that are permitted to be formed) are sometimes simply referred to as "winning combinations," and the internally drawn winning combinations are sometimes referred to as "winning combinations," "pre-determined results," or "derivation permitted conditions." In addition, the internal drawing means are sometimes referred to as "winning combination determination means," "winning combination determination means," "pre-determined means," or "derivation permitted condition determination means."
[0017] Furthermore, when the start lever is operated, multiple reels rotate. Subsequently, when the player presses the stop button corresponding to a predetermined reel, the reel stop control means controls the rotation of the corresponding reel to stop based on the internal winning combination and the timing of the stop button being pressed. This reel stop control means is one of the various processing means (processing functions) provided by the main control circuit, which will be described later. Note that the operating means for performing the start operation is not limited to a lever-shaped device such as a start lever, 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 device such as a stop button, but any operating means is acceptable as long as the player can perform the stop operation.
[0018] In pachislo machines, control is generally performed to stop the rotation of the corresponding reel within a specified time (190 msec) from the moment the stop button is pressed. In this embodiment, the number of symbols that move with the rotation of the reels within this specified time is called the "number of sliding symbols". In this embodiment, when the specified period is 190 msec, the maximum number of sliding symbols (maximum number of sliding symbols) is set to four symbols.
[0019] When an internal winning combination that permits the display of a winning symbol combination has been determined, the reel stop control means normally stops the rotation of the reels within a specified time of 190 msec (equivalent to 4 symbol frames) so that the symbol combination is displayed along the active line as much as possible. The reel stop control means also uses the specified time to stop the rotation of the reels so that symbol combinations that are not permitted to be displayed by the internal winning combination are not displayed along the active line. The symbols displayed when the reels stop rotating are sometimes referred to as the "stop display" or "display result." The display of symbols on the active line when the reels stop rotating may be expressed as "derivation of the stop display" or "derivation of the display result."
[0020] 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.
[0021] In this way, once the rotation of all the reels has stopped, the prize determination means determines whether the combination of symbols displayed along the active line is a prize-winning combination (or other predetermined combination). That is, it determines whether a prize-winning combination (or other predetermined combination) has been achieved. This prize determination means is also one of the various processing means (processing functions) provided by the main control circuit, which will be described later. When the prize determination means determines that the displayed combination of symbols is a prize-winning combination (or other predetermined combination) (that is, a prize-winning combination (or other predetermined combination) has been achieved), the player is given a prize such as a payout of medals, or various controls are performed as a result. In pachislo, the above series of steps constitutes one game (unit game).
[0022] The prize-winning determination means may simply determine whether the combination of symbols displayed along 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.
[0023] Furthermore, in pachislot machines, various effects are produced using the display of images on display devices, the output of light from various lamps, the output of sound from speakers, or combinations of these, within the sequence of gameplay described above.
[0024] Specifically, when the start lever is operated, a random number for the performance is extracted, separate from the random number used to determine the internal winning combination as described above. Once the random number for the performance is extracted, the performance content determination means draws a random number to determine which performance to execute from among several types of performance content associated with the internal winning combination. This performance content determination means is one of the various processing means (processing functions) provided by the sub-control circuit described later. Furthermore, if the main control circuit described later determines the performance content, this performance content determination means can also be one of the various processing means (processing functions) provided by the main control circuit described later.
[0025] Next, once the performance content is determined by the performance content determination means, the performance execution means executes the corresponding performance in conjunction with various triggers such as when the reels start spinning, when each reel stops spinning, and when determining whether or not a win has occurred. In this way, in pachislot, for example, by executing performance content associated with the internal winning combination, the player is given the opportunity to know or predict the determined internal winning combination (in other words, the combination of symbols to aim for), thereby increasing the player's interest.
[0026] <Structure of a pachislo machine> Next, with reference to Figures 2 to 5, the structure of a pachislo machine according to one embodiment of the present invention will be described.
[0027] [Exterior Structure] Figure 2 is a perspective view showing the external structure of Pachislo 1.
[0028] As shown in Figure 2, the pachislo machine 1 includes an exterior body (game machine body) 2. The exterior body 2 has a cabinet (housing) 2a that houses the reels, circuit boards, etc., and a front door 2b that is attached to open and close the opening of the cabinet 2a.
[0029] Inside cabinet 2a, three reels 3L, 3C, and 3R (variable display means, display rows) are arranged in a horizontal row. Hereafter, each reel 3L, 3C, and 3R (main reels) will also be referred to as the left reel 3L, the middle reel 3C, and the right reel 3R, respectively. Each reel 3L, 3C, and 3R has a cylindrical reel body and a translucent sheet material attached to the circumferential surface of the reel body. Multiple (for example, 20) patterns are drawn on the surface of the sheet material at predetermined intervals along the circumferential direction (the direction of rotation of the reel). Each reel 3L, 3C, and 3R may also be referred to as "pattern display means," "variable display means," or "variable display unit." Furthermore, these components may include the pattern display area 4 described later. In addition, "pattern" only needs to be information that the player can visually identify, and in that sense, it may also be referred to as "identification information."
[0030] The front door 2b comprises a door body 9, a front panel 10, a lower panel 12, and a base 13. The door body 9 is attached to the cabinet 2a so as to be openable and closable using a hinge (not shown). The hinge is located on the left side end of the door body 9 when viewed from the front side (player side) of the pachislo machine 1. The cabinet 2a may also be simply called the "box," and the front door 2b may also be simply called the "door" or "front door." Furthermore, since the cabinet 2a functions as a frame that supports or fixes the front door 2b, it may also be described as a "support," "support frame," or "fixing frame." The front door 2b may also be composed of multiple door members. For example, it may consist of an upper door member attached to the upper side of the opening of the cabinet 2a and a lower door member attached to the lower side of the opening of the cabinet 2a, or, as viewed from the front side of the gaming machine, it may consist of an inner door member attached to the opening side of the cabinet 2a and an outer door member attached to the front side of the gaming machine.
[0031] The front panel 10 is located on the upper part of the door body 9. This front panel 10 is composed of a frame-shaped member having an opening 10a. The opening 10a of the front panel 10 is covered by a display device cover 30, which is positioned opposite the display device 11 (described later) located inside the cabinet 2a.
[0032] The display device cover 30 is made of a black, translucent synthetic resin. Therefore, the player can view the image displayed by the display device 11 (described later) through the display device cover 30. In this embodiment, by making the display device cover 30 of a black, translucent synthetic resin, the intrusion of external light into the cabinet 2a is suppressed, allowing the image displayed by the display device 11 to be viewed clearly.
[0033] The front panel 10 is provided with a group of lamps 21. The group of lamps 21 includes, for example, lamps 21a and 21b located at the top of the front panel 10 as viewed from the player's side. Each lamp constituting the group of lamps 21 is made up of an LED (Light Emitting Diode) or the like (see LED group 85 in Figure 6 described later), and turns on and off in patterns corresponding to the performance content.
[0034] The waist panel 12 is located approximately in the center of the door body 9. The waist panel 12 has a decorative panel on which an arbitrary image is drawn, and a light source (an LED included in the LED group 85 described later) that emits light to illuminate the decorative panel from the rear.
[0035] The base section 13 is provided between the front panel 10 and the waist panel 12. The base section 13 is provided with a symbol display area 4 and various devices that are operated by the player (medal slot 14, MAX bet button 15a, 1 bet button 15b, start lever 16, three stop buttons 17L, 17C, 17R, settlement button (not shown), etc.).
[0036] The symbol display area 4, when viewed from the front, is an area that overlaps the three reels 3L, 3C, and 3R, and is positioned closer to the player than the three reels 3L, 3C, and 3R, allowing a predetermined area of the three reels 3L, 3C, and 3R to be visible. This symbol display area 4 functions as a display window, and is configured to allow the player to see each of the reels 3L, 3C, and 3R located behind it. Hereinafter, the symbol display area 4 will be referred to as the reel display window 4.
[0037] The reel display window 4 is configured such that when the rotation of the three reels 3L, 3C, and 3R located behind it stops, three consecutively arranged symbols from among the multiple symbols on the circumferential surface of each reel are displayed within its frame. In other words, when the rotation of the three reels 3L, 3C, and 3R stops, one symbol (a total of three) is displayed in the upper, middle, and lower sections for each reel within the frame of the reel display window 4 (the symbols are displayed in a 3x3 arrangement within the frame of the reel display window 4).
[0038] In this embodiment, within the frame of the reel display window 4, the lines connecting the middle area of the left reel 3L, the middle area of the middle reel 3C, and the middle area of the right reel 3R (center line), the lines connecting the upper area of the left reel 3L, the upper area of the middle reel 3C, and the upper area of the right reel 3R (top line), and the lines connecting the lower area of the left reel 3L, the lower area of the middle reel 3C, and the lower area of the right reel 3R (bottom line) are defined (specified) as valid lines for determining whether or not a win has been achieved. Note that valid lines are sometimes also called "winning lines" or "determination lines".
[0039] In this embodiment, other lines may also be defined as active lines, such as the line connecting the lower area of the left reel 3L, the middle area of the middle reel 3C, and the upper area of the right reel 3R (cross-up line), and the line connecting the upper area of the left reel 3L, the middle area of the middle reel 3C, and the lower area of the right reel 3R (cross-down line). In this embodiment, the active lines are the three lines described above (or there may be five lines as explained here), but the number of lines can be increased or decreased as appropriate. For example, only the center line may be defined as an active line, or only the top line and bottom line may be defined as active lines. When defining active lines, lines in which the symbols are not aligned in a straight line may be defined as active lines in place of, or together with, the lines in which the symbols are aligned in a straight line as described above. In other words, any line that passes through any one symbol (or area of any symbol) in each row (left reel 3L, middle reel 3C, right reel 3R) can be set as an active line, consisting of one or more lines connected by straight lines or broken lines.
[0040] For example, a line connecting the middle area of the left reel 3L, the lower area of the middle reel 3C, and the upper area of the right reel 3R (an irregular line) may be defined as an active line. In other words, in this embodiment, since the symbols are displayed in a 3x3 configuration within the frame of the reel display window 4, it is possible to define 27 different active lines, and it is sufficient if at least one of these lines is defined as an active line.
[0041] The reel display window 4 is formed by an opening in a frame member 31 provided on the base portion 13. Below the frame member 31 that defines the reel display window 4, a base area with a substantially horizontal surface is provided. From the player's perspective, a coin slot 14 is provided on the right side of the base area, and a MAX bet button 15a and a 1 bet button 15b are provided on the left side.
[0042] The medal slot 14 is provided to receive medals that are dropped into the pachislo machine 1 from the outside by the player. The medals received from the medal slot 14 are used for one game up to a predetermined number (for example, 3 medals), and any medals exceeding the predetermined number can be deposited inside the pachislo machine 1 (a so-called credit function (game medium storage means)).
[0043] The MAX bet button 15a and the 1 bet button 15b are provided to determine the number of tokens to be used for one game from the tokens deposited inside the cabinet 2a. The MAX bet button 15a is equipped with a bet button LED (not shown) that lights up when tokens can be inserted. The payout button is provided to withdraw (discharge) the tokens deposited inside the pachislo machine 1.
[0044] When a player presses the MAX bet button 15a, three tokens (the bet amount for the unit game) are inserted, and the active paylines are activated. On the other hand, one token is inserted each time the 1 bet button 15b is pressed. When the 1 bet button 15b is pressed three times, three tokens (the bet amount for the unit game) are inserted, and the active paylines are activated.
[0045] In the following, the operation of the MAX bet button 15a, the operation of the 1 bet button 15b, and the operation of inserting a medal into the medal slot 14 (the operation of inserting a medal in order to play the game) will all be referred to as "insertion operation".
[0046] The start lever 16 is provided to start the rotation of all reels (3L, 3C, 3R). The stop buttons 17L, 17C, and 17R are provided corresponding to the left reel 3L, the middle reel 3C, and the right reel 3R, respectively, and each stop button is provided to stop the rotation of the corresponding reel. Hereinafter, the stop buttons 17L, 17C, and 17R will also be referred to as the left stop button 17L, the middle stop button 17C, and the right stop button 17R, respectively.
[0047] Furthermore, an information display unit 6 is provided approximately in the center of the base area on a roughly horizontal surface below the reel display window 4. The information display unit 6 is covered by a transparent window cover (not shown).
[0048] The information display unit 6 is equipped with a two-digit seven-segment LED (hereinafter referred to as "7-segment LED") for digitally displaying (notifying) the number of medals dispensed to the player as a bonus (hereinafter referred to as "dispensed medals") to the player, and a two-digit seven-segment LED for digitally displaying (notifying) the number of medals deposited inside the pachislo machine 1 (hereinafter referred to as "credits") to the player. In this embodiment, the two-digit seven-segment LED for displaying the number of medals dispensed is also used as a two-digit seven-segment LED for digitally displaying (notifying) the player of error occurrence and error type information. Therefore, when an error occurs, the display mode of the two-digit seven-segment LED for displaying the number of medals dispensed switches from displaying the number of medals dispensed to displaying information on the error type.
[0049] Furthermore, the information display unit 6 is equipped with an instruction monitor (not shown) that notifies the player of the necessary stopping operations to display the combination of symbols corresponding to the winning combination determined internally along the active lines. The instruction monitor (instruction display unit) is composed of, for example, a two-digit seven-segment LED. The instruction monitor notifies the player of the necessary stopping operations by lighting up, flashing, or turning off the two-digit seven-segment LED in a manner that uniquely corresponds to the stopping operation information to be notified.
[0050] The manner in which the information of the stop operation to be notified is, for example, when notifying the order "1st (the first stop operation is performed on the left reel 3L)", the instruction monitor displays the number "1", when notifying the order "2nd (the first stop operation is performed on the middle reel 3C)", the instruction monitor displays the number "2", and when notifying the order "3rd (the first stop operation is performed on the right reel 3R)", the instruction monitor displays the number "3". The manner in which the information of the stop operation is notified on the instruction monitor (navigation data determined on the main side, which will be described later) will be described in detail later, referring to Figure 45 and other figures.
[0051] Furthermore, the information display unit 6 is equipped with a status indicator (not shown) that notifies the player that they are in a favorable period (including the "normal favorable period" and "favorable period" described later; see Figure 14 below). The status indicator is composed of, for example, a 7-segment LED. In principle, the status indicator lights up at a predetermined timing during gameplay when it is decided that the player will enter a favorable period (for example, at any timing between the start of the game and the end of the game), and remains lit as long as the favorable period continues. When the favorable period ends, the indicator turns off. This ensures fairness in the gameplay by notifying all players that a favorable period has started, that they are in the favorable period, and that the favorable period has ended.
[0052] As shown in Figure 6 described later, the information display unit 6 is electrically connected to the main control board 71 via the door relay terminal board 68 and the game operation display board 81, and the display operation of the information display unit 6 is controlled by the main control circuit 90 in the main control board 71, which will be described later. Furthermore, the control method for the various 7-segment LEDs described above is dynamic lighting control.
[0053] In addition, in the pachislo 1 of this embodiment, a configuration is provided to notify information about the stop operation using other means controlled by the sub-control board 72, in addition to the instruction monitor controlled by the main control board 71. Specifically, information about the stop operation is notified by the display device 11, which is composed of the projector mechanism 211 and the display unit 212 (see Figure 3 and Figure 6 described later), as described later.
[0054] When such a configuration is applied, the manner of notification on the instruction monitor and the manner of notification on other means controlled by the sub-control board 72 may be different from each other. That is, the instruction monitor only needs to notify in a manner that uniquely corresponds to the information of the stop operation to be notified, and it is not necessarily required to directly notify the information of the stop operation (for example, even if the numerical value "1" is displayed on the instruction monitor, some players may not be able to identify the content of the notification, and it cannot be said to be a direct notification). On the other hand, in notification on the sub-side (sub-control board side) by other means such as the display device 11 described later, the information of the stop operation may be notified directly. For example, when notifying the push order "1st", the instruction monitor displays the numerical value "1" which uniquely corresponds to the push order to be notified, but other means (for example, the display device 11, etc.) may directly notify instruction information for performing the first stop operation on the left reel 3L.
[0055] In a pachislo machine 1 with this configuration, information regarding the necessary stopping operations corresponding to the internal winning combination can be notified not only by the control of the sub-control board 72 but also by the control of the main control board 71. Furthermore, whether or not such stopping operation information is notified can be controlled according to the game state. For example, in the game state in the normal section described later (normal state), stopping operation information may not be notified, while in the game state in the normal advantageous section and the advantageous section described later, stopping operation information may be notified.
[0056] Furthermore, a sub-display device 18 is provided to the left of the reel display window 4, as viewed from the player's perspective. As shown in Figure 2, the sub-display device 18 is installed on the front of the door body 9, rising approximately vertically from the base area of the base portion 13, which is approximately horizontal. The sub-display device 18 is composed of a liquid crystal display or an organic EL (Electro-Luminescence) display and displays various information.
[0057] Furthermore, a touch sensor 19 is provided on the display surface of the sub-display device 18 (see Figure 6 below). The touch sensor 19 operates according to a predetermined operating principle such as a capacitive method, and when it receives an operation from a player, it outputs a signal corresponding to that operation as touch input information. The pachislo machine 1 of this embodiment has a function that allows the display of the sub-display device 18 to be switched according to the operation from the player received via the touch sensor 19 (touch input information output from the touch sensor 19). The sub-display device 18 is controlled by the sub-control board 72 below (see Figure 6 below) based on the touch input information output from the touch sensor 19.
[0058] The lower part of the door body 9 is provided with a medal payout opening 24, a medal tray 25, and two speaker holes 20L and 20R. The medal payout opening 24 guides the medals discharged by the hopper device 51 (medal dispensing device), which will be described later, to the outside. The medal tray 25 stores the medals discharged from the medal payout opening 24. In addition, sound effects, music, and other sounds corresponding to the performance content are output from the two speaker holes 20L and 20R.
[0059] [Internal structure] Next, the internal structure of the pachislo machine 1 will be explained with reference to Figures 3 to 5. Figure 3 shows the internal structure of the cabinet 2a, Figure 4 shows the internal structure of the back side of the front door 2b, and Figure 5 shows the structure of the selector 66, which will be described later, located on the back side of the front door 2b.
[0060] As shown in Figure 3, the cabinet 2a has a top panel 27a, a bottom panel 27b, left and right side panels 27c and 27d, and a back panel 27e. The display device 11 is installed in the upper part of the cabinet 2a.
[0061] The display device 11 includes a projector mechanism 211 and a box-shaped projection member 212a onto which the image light projected from the projector mechanism 211 is projected, and performs image display by projection mapping. Specifically, the display device 11 generates image light based on the position (projection distance, angle, etc.) and shape of the projection member 212a, which is a three-dimensional object, and this image light is projected onto the surface of the projection member 212a by the projector mechanism 211. By providing such a performance function, it is possible to perform sophisticated and impressive performances. In addition, although not shown in Figure 3, another projection member with a curved display surface is provided on the back side of the box-shaped projection member 212a, and depending on the game state, one of the projection members is used as a screen onto which the image light is projected. Therefore, the cabinet 2a is also provided with a function (not shown) to switch the projection member according to the game state. Note that the display device 11 can also use various other display devices (for example, liquid crystal display devices) as long as they are devices that can display images to the player.
[0062] A medal dispensing device (hereinafter referred to as a hopper device) 51, a medal auxiliary storage compartment 52, and a power supply unit 53 are installed in the lower part of the cabinet 2a.
[0063] The hopper device 51 is mounted in the center of the bottom plate 27b of the cabinet 2a. This hopper device 51 has a structure that can store a large number of medals and dispense them one by one. The hopper device 51 dispenses medals when the number of stored medals exceeds, for example, 50, or when the settlement button is pressed and medal settlement is performed. The medals dispensed by the hopper device 51 are then discharged from the medal dispensing port 24 (see Figure 2).
[0064] The medal auxiliary storage compartment 52 stores medals that overflow from the hopper device 51. This medal auxiliary storage compartment 52 is located to the right of the hopper device 51 when viewed from the front inside the cabinet 2a. The medal auxiliary storage compartment 52 is also detachably attached to the bottom plate 27b of the cabinet 2a.
[0065] The power supply unit 53 includes a power switch 53a and a power supply board 53b (power supply means) (see Figure 6 below). This power supply unit 53 is located to the left of the hopper device 51 when viewed from the front inside the cabinet 2a and is mounted on the left side panel 27c. The power supply unit 53 converts the AC voltage of 100V supplied from the sub-power supply unit (not shown) into DC voltage power required by each part and supplies the converted power to each part.
[0066] Furthermore, above the power supply unit 53 inside the cabinet 2a, a sub-control board case 57 is provided to house the sub-control board 72 (see Figure 6, described later). The sub-control board 72 housed in the sub-control board case 57 is equipped with the sub-control circuit 200 (see Figure 9, described later). This sub-control circuit 200 is a circuit that controls the execution of effects such as video display. The specific configuration of the sub-control circuit 200 will be described later.
[0067] A sub-relay board 61 is positioned above the sub-control board case 57 inside cabinet 2a. This sub-relay board 61 is a relay board on which wiring connecting the sub-control board 72 and the main control board 71 (described later) is mounted. Furthermore, the sub-relay board 61 is a relay board on which wiring connecting the sub-control board 72 to boards and various device units located around the sub-control board 72 is mounted.
[0068] Although not shown in Figure 3, a cabinet-side relay board 44 (see Figure 6 below) is also installed inside the cabinet 2a. This cabinet-side relay board 44 is a relay board on which wiring is mounted to connect the main control board 71 (see Figure 6 below) to the hopper device 51, the medal auxiliary storage switch 75 (see Figure 6 below), and the medal payout count switch (not shown).
[0069] As shown in Figure 4, a middle door 41 is positioned in the center of the rear side of the front door 2b, and a reel display window 4 (see Figure 2) is mounted to it so that it can be opened and closed from the rear. Although not shown in Figure 4, three reels 3L, 3C, and 3R are mounted on the side of the middle door 41 facing the reel display window 4, and a main control board case 55 housing the main control board 71 (see Figure 6, described later) is mounted on the opposite side of the middle door 41 from the reel display window 4. Stepping motors (not shown) are connected to the three reels 3L, 3C, and 3R via gears with a predetermined reduction ratio.
[0070] The main control board 71 housed in the main control board case 55 has a main control circuit 90 (see Figures 7 and 8 below), which will be described later. The main control circuit 90 (main control means) is a circuit that controls the main flow of gameplay in pachislo 1, such as determining the internal winning combination, rotating and stopping each reel 3L, 3C, and 3R, and determining whether or not a win has occurred. In this embodiment, the main control circuit 90 also controls, for example, the processing related to the determination of AT or ART, the display of navigation information on the instruction monitor, and the transmission of various test signals. The specific configuration of the main control circuit 90 will be described later.
[0071] On the rear side of the front door 2b, speakers 65L and 65R are positioned below the middle door 41. Speakers 65L and 65R are positioned opposite the speaker holes 20L and 20R (see Figure 2), respectively.
[0072] Furthermore, a selector 66 and a door opening / closing monitoring switch 67 are installed above the speaker 65L. The selector 66 is a device that detects the medals inserted into the medal slot 14 and sorts whether the inserted medals are valid or not. If a medal is sorted as valid, the selector 66 drives it to guide the medal towards the hopper device 51 and store it inside the hopper device 51. If a medal is sorted as invalid, the selector 66 drives it to guide the medal dispensing port 24 and discharge it from the medal dispensing port 24. In other words, the selector 66 is also a device that sorts the medals inserted into the medal slot 14 towards either the hopper device 51 or the medal dispensing port 24.
[0073] As shown in Figure 5, the selector 66 comprises a base 803 on which a medal rail (medal passage) 802 through which medals pass is formed, a select plate 804 that guides the inserted medals toward the hopper device 51 side or the medal dispensing port 24 side, a medal pusher 805 that pushes the inserted medal toward the medal dispensing port 24 side if the inserted medal is not a suitable medal, an upstream medal sensor (first medal sensor) 806 that detects the inserted medal upstream of the medal rail 802, and a downstream medal sensor (second medal sensor) 807 that detects the inserted medal downstream of the medal rail 802.
[0074] Although not shown in Figure 5, the selector 66 is also detachably equipped with a medal guide (not shown) that forms a flow path for medals from the selector 66 to the hopper device 51 when the medals are guided to the hopper device 51 by the select plate 804, and a cancel chute (not shown) that forms a flow path for medals from the selector 66 to the medal dispensing port 24 when the medals are directed to the medal dispensing port 24 by the select plate 804.
[0075] The select plate 804 is driven by a solenoid (not shown) provided in the selector 66. When the solenoid is driven, the select plate 804 moves to a guide position that guides passing medals toward the hopper device 51, while when the solenoid is not driven, it moves to a discharge position that does not guide passing medals toward the hopper device 51 (i.e., guides them toward the medal payout port 24). Specifically, when the solenoid is driven, the select plate 804 moves toward the rear of the pachislo 1 to guide the medals above, while when the solenoid is not driven, the select plate 804 moves toward the front of the pachislo 1 to not guide the medals above. Note that the method of guiding medals by the select plate 804 is not limited to this, and for example, the guide position and discharge position may be made movable by providing a mechanism that can move in the vertical direction of the pachislo 1. In other words, the select plate 804 can be moved by a solenoid or other drive source between a guide position on the medal rail 802 that does not hinder the passing medal from moving toward the hopper device 51 and a discharge position that hinders the passing medal from moving toward the hopper device 51 and guides it toward the medal dispensing port 24. Any such mechanism can be adopted.
[0076] The medal pusher 805 operates in such a way that, for example, when the select plate 804 is in the guide position, it does not protrude toward the rear of the pachislo machine 1, and when the select plate 804 is not in the guide position (i.e., it is in the discharge position), it operates in such a way that it protrudes toward the rear of the pachislo machine 1. In other words, when the medal pusher 805 is in a position where it does not protrude toward the rear of the pachislo machine 1, it is in a guide position that guides passing medals toward the hopper device 51, and when it is in a position where it protrudes toward the rear of the pachislo machine 1, it is in a discharge position that does not guide passing medals toward the hopper device 51 (i.e., it guides them toward the medal payout port 24).
[0077] The upstream medal sensor 806 and the downstream medal sensor 807 constitute a game medium detection means for detecting when a medal passes through. Each medal sensor is composed of, for example, a reflective type sensor consisting of a pair or multiple pairs of light-emitting elements and light-receiving elements. The light-emitting elements irradiate light onto the medal, and the light-receiving elements receive the reflected light from the medal to detect the passage of the medal. The configuration of the sensors can be changed as appropriate; for example, a transmissive type sensor can also be used. Alternatively, the passage of a medal may be detected using only the downstream medal sensor 807 without the upstream medal sensor 806. Specific control based on the detection results (medal sensor input state) of each medal sensor will be described later.
[0078] The door opening / closing monitoring switch 67 is located diagonally below and to the left of the selector 66 when viewing the front door 2b from the rear side. This door opening / closing monitoring switch 67 outputs a security signal to the outside of the pachislo 1 to notify the opening and closing of the front door 2b.
[0079] Furthermore, although not shown in Figure 4, a door relay terminal board 68 is provided on the back side of the front door 2b, in the area opened and closed by the middle door 41 and below the reel display window 4 (see Figure 6 below). This door relay terminal board 68 is a relay board on which wiring is mounted to connect the main control board 71 in the main control board case 55 to various buttons and switches, a sub-relay board 61, a selector 66, a game operation display board 81, a first interface board 301 for the test machine, and a second interface board 302 for the test machine. Examples of the various buttons and switches include the MAX bet button 15a, the 1 bet button 15b, the door opening / closing monitoring switch 67, the BET switch 77 (described later), and the start switch 79.
[0080] <Control systems used in pachislot machines> Next, the control system of Pachislo 1 will be explained with reference to Figure 6. Figure 6 is a circuit block diagram showing the configuration of the control system of Pachislo 1.
[0081] Pachislo 1 has a main control board 71 located in the middle door 41 and a sub-control board 72 located in the front door 2b. Pachislo 1 also has a reel relay terminal board 74, a setting key-type switch 54 (setting switch), and a cabinet-side relay board 44 connected to the main control board 71. Furthermore, Pachislo 1 has an external centralized terminal board 47, a hopper device 51, a medal auxiliary storage switch 75, a reset switch 76, and a power supply device 53 connected to the main control board 71 via the cabinet-side relay board 44. The configuration of the hopper device 51 has been described above, so its explanation will be omitted here.
[0082] The reel relay terminal board 74 is located inside the reel body of each reel 3L, 3C, and 3R. The reel relay terminal board 74 is electrically connected to the stepping motor (not shown) of each reel 3L, 3C, and 3R, and relays the signals output from the main control board 71 to the stepping motor.
[0083] The setting key-type switch 54 is provided on the main control board case 55. The setting key-type switch 54 is used when changing the setting value (setting 1 to setting 6) of the pachislo 1, or when checking the setting of the pachislo 1. The setting value indicates the degree of advantage to the player in relation to the game. Normally, 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. In this embodiment, the degree of advantage to the player can also be varied so that the probability of winning the bonus role described later increases as the setting value increases, or so that the probability of winning the lottery related to AT or ART described later increases as the setting value increases.
[0084] The cabinet-side relay board 44 is a relay board on which wiring is mounted to connect the main control board 71 to the external central terminal board 47, the hopper device 51, the medal auxiliary storage switch 75, the reset switch 76, and the power supply unit 53. The external central terminal board 47 is provided to output signals such as medal insertion signals, medal payout signals, and security signals to the outside of the pachislo 1. The medal auxiliary storage switch 75 is provided in the medal auxiliary storage 52 and detects whether or not the medal auxiliary storage 52 is full of medals. The reset switch 76 is used, for example, when changing the settings of the pachislo 1.
[0085] The power supply unit 53 includes a power supply board 53b and a power switch 53a connected to the power supply board 53b. The power switch 53a is pressed when supplying the necessary power to the pachislo machine 1. The power supply board 53b is connected to the main control board 71 via the cabinet-side relay board 44 and also to the sub-control board 72 via the sub-relay board 61.
[0086] Furthermore, pachislo 1 has a door relay terminal board 68, and connected to the main control board 71 via the door relay terminal board 68, a selector 66, a door open / close monitoring switch 67, a BET switch 77, a settlement switch 78, a start switch 79, a stop switch board 80, a game operation display board 81, a sub-relay board 61, a first interface board 301 for the test machine, and a second interface board 302 for the test machine. Note that the selector 66, the door open / close monitoring switch 67, and the sub-relay board 61 have been described above, so their explanations will be omitted here.
[0087] The BET switch 77 (insertion operation detection means) detects when the MAX bet button 15a or the 1 bet button 15b is pressed by the player. The settlement switch 78 detects when the settlement button (not shown) is pressed by the player. The start switch 79 (start operation detection means) detects when the start lever 16 is operated by the player (start operation).
[0088] The stop switch board 80 (stop operation detection means) includes a circuit for stopping the rotating main reels and a circuit for indicating which main reels can be stopped using LEDs or the like. The stop switch board 80 is also provided with a stop switch (not shown). The stop switch detects when each of the stop buttons 17L, 17C, and 17R is pressed by the player (stop operation).
[0089] The game operation display board 81 is connected to the information display (7-segment display) 6 and LED 82. LED 82 includes, for example, three LEDs (hereinafter referred to as "1st LED" to "3rd LED") for displaying the number of tokens inserted into the game (hereinafter referred to as "number of tokens inserted") that light up in accordance with the number of tokens inserted into the game, as well as LEDs that light up a mark indicating that token insertion is possible, a mark indicating the start of the game, a mark indicating that the game can be restarted, etc., based on signals input from the game operation display board 81. With the 1st LED to 3rd LED (display means), when one token is inserted, the 1st LED lights up; when two tokens are inserted, the 1st and 2nd LEDs light up; and when three tokens (the number of tokens that can start the game) are inserted, the 1st LED to 3rd LEDs light up. As the information display 6 has been described above, its explanation will be omitted here.
[0090] The first interface board 301 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 Pachislo 1. (Note that these relay boards are not installed in the Pachislo 1 as a commercially released product, and therefore the main control circuit 90 of 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 installed.) 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] The sub-control board 72 is connected to the main control board 71 via the door relay terminal board 68 and the sub-relay board 61. The pachislo machine 1 also has a speaker group 84, an LED group 85, a 24h door opening / closing monitoring unit 63, a touch sensor 19, and a display unit 212, all of which are connected to the sub-control board 72 via the sub-relay board 61. As the touch sensor 19 has been described above, its explanation will be omitted here.
[0092] The speaker group 84 includes speakers 65L, 65R, and various other speakers not shown. The LED group 85 includes the lamp group 21 provided on the front panel 10 and light sources that emit light to illuminate the decorative panel of the waist panel 12 from the rear. The 24h door opening / closing monitoring unit 63 stores history information of the opening and closing of the middle door 41. The 24h door opening / closing monitoring unit 63 also outputs a signal to the sub-control board 72 (sub-control circuit 200) for displaying an error on the display device 11 when the middle door 41 is opened. The display unit 212 includes, for example, a projection member 212a that constitutes the display device 11, and another projection member with a curved display surface provided on the back side of the projection member 212a.
[0093] Furthermore, pachislo 1 has a ROM cartridge board 86 and an LCD relay board 87 connected to the sub-control board 72. The ROM cartridge board 86 and the LCD relay board 87 are housed together with the sub-control board 72 in the sub-control board case 57.
[0094] The ROM cartridge board 86 is a board for managing various control programs executed by the sub-CPU 201, as well as data for images (video), sound (speaker group 84), light (LED group 85), and communication for the display. The liquid crystal relay board 87 is a board that relays the connection wiring between the sub-control board 72 and the projector mechanism 211 and sub-display device 18 that constitute the display device 11. As the projector mechanism 211 and sub-display device 18 have been described above, their explanation will be omitted here.
[0095] <Main control circuit> Next, with reference to Figure 7, the configuration of the main control circuit 90 mounted on the main control board 71 will be described. Figure 7 is a block diagram showing an example configuration of the main control circuit 90 of the pachislo machine 1.
[0096] The main control circuit 90 functions as a game control unit that controls game operations and includes a microprocessor 91, a clock pulse generation circuit 92, a power management circuit 93, a switching regulator 94 (power supply means), and a payout ratio monitor (not shown).
[0097] The microprocessor 91 is a microprocessor with security functions for a gaming machine. In this embodiment, the microprocessor 91 is provided with various instruction codes specific to the microprocessor 91 that can be defined in the program (hereinafter referred to as "main CPU 101-specific instruction codes"). In this embodiment, by using these main CPU 101-specific instruction codes, processing efficiency and program size reduction are achieved. The internal configuration of the microprocessor 91 will be described in detail with reference to Figure 8 below, and the main CPU 101-specific instruction codes provided in the microprocessor 91 will be described in detail in the various processes executed by the main control circuit described below.
[0098] The clock pulse generation circuit 92 generates a clock pulse signal for the operation of the main CPU and outputs the generated clock pulse signal to the microprocessor 91. The microprocessor 91 executes a control program based on the input clock pulse signal.
[0099] The power management circuit 93 manages fluctuations in the 12V DC power supply voltage supplied from the power supply board 53b (see Figure 6). For example, when the power is turned on (when the power supply voltage rises from 0V to the startup voltage value (10V)), the power management circuit 93 outputs a reset signal to the "XSRST" terminal of the microprocessor 91, and when a power outage occurs (when the power supply voltage falls from 12V to the power outage voltage value (10.5V)), it outputs a power outage detection signal to the "XINT" terminal of the microprocessor 91. In other words, the power management circuit 93 also serves as a means (startup means) to output a reset signal (startup signal) to the microprocessor 91 when the power is turned on, and a means (power outage means) to output a power outage detection signal (power outage signal) to the microprocessor 91 when a power outage occurs.
[0100] The switching regulator 94 is a DC / DC conversion circuit that generates a DC drive voltage (a DC 5V power supply voltage) for the microprocessor 91 and outputs the generated DC drive voltage to the "VCC" terminal of the microprocessor 91.
[0101] The role ratio monitor (not shown) is, for example, composed of a 4-digit 7-segment LED. The calculation circuit 107, described later, performs a predetermined ratio calculation on the aggregated results of game information collected by the main CPU 101, described later, and displays the result of that ratio calculation as ratio information. In this embodiment, multiple types of ratio calculations are performed, and the role ratio monitor sequentially displays multiple types of ratio information based on the results.
[0102] The top two digits of the payout ratio monitor display an abbreviation, which is type information indicating the type of ratio information, and the bottom two digits display a ratio, which is the ratio information corresponding to that type information. For example, if the first digit (tens place of the abbreviation) of the payout ratio monitor displays "7" and the second digit (units place of the abbreviation) displays "U" (i.e., the abbreviation "7U" is displayed), the bottom two digits of the payout ratio monitor will display the ratio information of the number of games in which the ART function was activated (i.e., the advantageous section in which the player was notified of a stop operation procedure that was advantageous to the player) within a predetermined total number of games (175,000 games) (advantageous section ratio). Specifically, if the effective section ratio is 10%, the third digit (tens place of the ratio) will display "1" and the fourth digit (units place of the ratio) will display "0". The advantageous section ratio may also display the ratio of the number of games in which the AT function and ART function were activated.
[0103] Furthermore, for example, if the first digit (tens place in the abbreviation) of the payout ratio monitor displays "6" and the second digit (units place in the abbreviation) displays "Y" (i.e., the abbreviation "6Y" is displayed), the lower two digits of the payout ratio monitor will display the ratio information, which is the ratio (medium-time consecutive payout ratio) of the number of game tokens dispensed when the continuous payout device (BB in this embodiment; if a continuous payout device (MB) in which Type 2 special payouts (CB) are operated in succession is installed, that is also included; the same applies hereinafter) is activated, to the total number of game tokens dispensed during a specific total number of games (6000 games). Specifically, if the medium-time consecutive payout ratio is 59%, the third digit (tens place of the ratio) will display "5" and the fourth digit (units place of the ratio) will display "9".
[0104] Furthermore, for example, if the first digit (tens place in abbreviation) of the payout ratio monitor displays "7" and the second digit (units place in abbreviation) displays "Y" (i.e., the abbreviation "7Y" is displayed), the lower two digits of the payout ratio monitor will display the ratio information, which is the ratio of the number of game tokens dispensed when all special features (BB in this embodiment; in addition to the MB mentioned above, if the first type special feature (RB) mentioned above is installed alone, if the second type special feature (CB) mentioned above is installed alone, or if a normal feature (SB) is installed, all of these are included. The same applies hereinafter) are activated and dispensed, to the total number of game tokens dispensed during a specific total number of games (6000 games). Specifically, if the medium-time special feature ratio is 59%, the third digit (tens place of the ratio) will display "5" and the fourth digit (units place of the ratio) will display "9".
[0105] Furthermore, for example, if the first digit (tens place in the abbreviation) of the payout ratio monitor displays "6" and the second digit (units place in the abbreviation) displays "A" (i.e., the abbreviation "6A" is displayed), the lower two digits of the payout ratio monitor will display the ratio information, which is the ratio (total consecutive payout ratio) of the number of game tokens dispensed when the continuous payout device is activated to the total number of game tokens dispensed during a predetermined total number of games (175,000 games). Specifically, if the total consecutive payout ratio is 25%, the third digit (tens place of the ratio) will display "2" and the fourth digit (units place of the ratio) will display "5".
[0106] Furthermore, for example, if the first digit (tens place in the abbreviation) of the payout ratio monitor displays "7" and the second digit (units place in the abbreviation) displays "A" (i.e., the abbreviation "7A" is displayed), the lower two digits of the payout ratio monitor will display the ratio information, which is the ratio (total payout ratio) of the number of game tokens dispensed when all the payout mechanisms were activated to the total number of game tokens dispensed during a predetermined total number of games (175,000 games). Specifically, if the total payout ratio is 25%, the third digit (tens place of the ratio) will display "2" and the fourth digit (units place of the ratio) will display "5".
[0107] In this embodiment, the configuration in which the main control circuit 90 directly includes a payout ratio monitor is described as an example. However, it is sufficient that the payout ratio monitor's display content is controlled by the main control circuit 90 and that its display content can be recognized when necessary (for example, when the main control board case 55 is visually inspected). A configuration in which the main control circuit 90 does not directly include a payout ratio monitor is also possible. For example, the payout ratio monitor may be connected to the game operation display board 81, and the main control circuit 90 may control its display content via the game operation display board 81. In this case, the payout ratio monitor may also be used in conjunction with the information display 6, LED 82, or indicator monitor (indicator display), and one or more of these may be used to display predetermined ratio information.
[0108] Furthermore, in this embodiment, the advantageous section ratio, the medium-time consecutive win ratio, the medium-time bonus item ratio, the total consecutive win ratio, and the total bonus item ratio are given as examples of predetermined ratio information displayed on the payout ratio monitor, but other ratio information may also be displayed. For example, the ratio of the number of game tokens paid out when the ART function is activated to the total number of game tokens paid out during a predetermined total number of games (175,000 games) (total advantageous section acquisition ratio), the ratio of the number of game tokens paid out when the ART function is activated to the total number of game tokens paid out during a specific total number of games (6,000 games) (medium-time advantageous section acquisition ratio), and the ratio of the number of bonus item continuous operation devices during a specific total number of games (6,000 games) The ratio of games played with the feature activated (mid-time consecutive win interval ratio), the ratio of games played with all features activated within a specific total number of games (6,000 games) (mid-time feature interval ratio), the ratio of games played with the continuous feature activation device activated within a predetermined total number of games (175,000 games) (total consecutive win interval ratio), and the ratio of games played with all features activated within a predetermined total number of games (175,000 games) (total feature interval ratio) can also be displayed by performing predetermined ratio calculations.
[0109] Also, in the present embodiment, the total number of predetermined games is set to "175,000 times" and the specific total number of games is set to "6,000 times" as the population (denominator) of the predetermined ratio information displayed on the role ratio monitor. However, the total number of predetermined games and the specific total number of games are not limited to these values. For example, among the various ratios described above, the total number of predetermined games may be set to "17,500 times" and the specific total number of games may be set to "3,000 times" as the population (denominator) for calculating some or all of them. However, since various types of gaming machines are installed and operated in the game parlor and the optimal number of games for ratio calculation may vary, the number of games for calculating each of the above-described various ratios is not limited to those described above and can be appropriately changed. In this case, the game parlor side may be able to arbitrarily set the number of games that can be the population (denominator) and the number of children (numerator) for calculating some or all of the various ratios.
[0110] Also, in the present embodiment, the operation of the ART function is not included in all the roles targeted in the medium-time role ratio and the total role ratio. However, it is also possible to regard the operation of the ART function as the operation of the role and perform the ratio calculation of the medium-time role ratio and the total role ratio. Needless to say, even if it is other than the above-described, as long as it is useful information, it is possible to aggregate two values to perform ratio calculation and display the result of the ratio calculation as ratio information. Also, in the description of the role ratio monitor, the part described as "the ART function is operating" may include "the operation of the AT function" or may be excluded.
[0111] <Microprocessor> Next, referring to FIG. 8, the internal configuration of the microprocessor 91 will be described. FIG. 8 is a block diagram showing the internal configuration of the microprocessor 91.
[0112] The microprocessor 91 includes a main CPU 101 (arithmetic processing unit), a main ROM 102 (first storage unit), a main RAM 103 (second storage unit), an external bus interface 104, a clock circuit 105, a reset controller 106, an arithmetic circuit 107, a random number circuit 110, a parallel port 111, an interrupt controller 112, a timer circuit 113, a first serial communication circuit 114, and a second serial communication circuit 115. And these components that make up the microprocessor 91 are connected to each other via a signal bus 116.
[0113] Based on the clock pulses generated by the clock circuit 105, the main CPU 101 executes various control programs to perform control related to the overall gaming operation. Here, reel stop control will be described as an example of the control operation of the main CPU 101.
[0114] After detecting the reel index, the main CPU 101 counts the number of pulses output to the stepping motors of each of the reels 3L, 3C, 3L (main reels). Thereby, the main CPU 101 manages the rotation angle of each reel (mainly, how many symbols the reel has rotated). Note that the reel index is information indicating that the reel has made one rotation. This reel index is detected, for example, by a reel position detection unit (not shown) provided with an optical sensor having a light emitting part and a light receiving part, and a detection piece provided at a predetermined position of each reel and interposed between the light emitting part and the light receiving part by the rotation of each main reel.
[0115] Here, we will specifically explain how the rotation angle of each reel 3L, 3C, and 3L (main reel) is managed. The number of pulses output to the stepping motor is counted by a pulse counter provided in the main RAM 103. Each time the pulse counter counts a predetermined number of pulses required for one symbol rotation, the symbol counter provided in the main RAM 103 is incremented by 1. A symbol counter is provided for each reel. The value of the symbol counter is cleared when the reel index is detected by the reel position detection unit (not shown).
[0116] In other words, in this embodiment, the number of rotations that have occurred since the reel index was detected is managed by managing the symbol counter. Therefore, the position of each symbol on each reel is detected based on the position where the reel index is detected.
[0117] The main ROM 102 stores various control programs executed by the main CPU 101, various data tables, and data for sending various control commands to the sub-control circuit 200. The main RAM 103 has a storage area for various data, such as the internal winning combination determined by the execution of the control program. The internal configuration (memory map) of the main ROM 102 and main RAM 103 will be described in detail later with reference to Figure 11.
[0118] The external bus interface 104 is an interface circuit for electrically connecting the microprocessor 91 to an external signal bus (not shown) to which various components (e.g., each reel, etc.) located outside the microprocessor 91 are connected. The clock circuit 105 is configured to include, for example, a frequency divider (not shown), and converts the clock pulse signal for CPU operation input from the clock pulse generation circuit 92 into a clock pulse signal of a frequency used by other components (e.g., the timer circuit 113). The clock pulse signal generated by the clock circuit 105 is also output to the reset controller 106.
[0119] The reset controller 106 resets the IAT (Illegal Address Trap) and WDT (watchdog timer) based on the reset signal input from the power management circuit 93. The arithmetic circuit 107 includes a multiplication circuit and a division circuit. For example, when the "MUL (multiply)" instruction is executed in the program, the arithmetic circuit 107 performs the multiplication process based on this "MUL" instruction.
[0120] The random number circuit 110 generates random numbers within a predetermined range (for example, 0 to 65535 or 0 to 255). Although not shown in the diagram, the random number circuit 110 consists of random number register 0 for obtaining a 2-byte hard latch random number, random number register 1 for obtaining a 2-byte soft latch random number, and random number registers 2 to 7 for obtaining a 1-byte soft latch random number. The main CPU 101 then extracts one value from the random numbers within the predetermined range generated by the random number circuit 110, for example, as a random value for internal drawing. The parallel port 111 is a signal port (memory-mapped I / O) that is input and output between the microprocessor 91 and various circuits located outside the microprocessor 91 (for example, the power management circuit 93). The parallel port 111 is also connected to the random number circuit 110 and the interrupt controller 112. The start switch 79 is also connected to one of the input ports PI0 to PI4 of the parallel port 111. When the start switch 79 is turned ON (on edge), a latch signal is output from the parallel port 111 to the random number register 0 of the random number circuit 110. In the random number circuit 110, the random number register 0 is latched when the latch signal is input, and a 2-byte hard latch random number is obtained.
[0121] The interrupt controller 112 controls the timing of interrupt processing by the main CPU 101 based on a power outage detection signal input from the power management circuit 93 via the parallel port 111, or a timeout signal input from the timer circuit 113 at a period of 1.1172ms. When a power outage detection signal is input from the power management circuit 93, or when a timeout signal is input from the timer circuit 113, the interrupt controller 112 outputs an interrupt request signal to the main CPU 101 indicating an interrupt processing start command. The main CPU 101 performs various interrupt processing (see Figure 79 below) such as input port check processing, reel control processing, communication data transmission processing, 7-segment LED driving processing, and timer update processing based on the interrupt request signal input from the interrupt controller 112 in response to the timeout signal from the timer circuit 113.
[0122] The timer circuit 113 (PTC) operates using a clock pulse signal generated by the clock circuit 105 (a clock pulse signal with a frequency divided by a frequency divider (not shown) from the clock pulse signal used for main CPU operation) (counting elapsed time). The timer circuit 113 then outputs a timeout signal (trigger signal) to the interrupt controller 112 with a period of 1.1172 msec.
[0123] The first serial communication circuit 114 is a circuit that controls the serial transmission operation when sending data (various control commands) from the main control board 71 to the sub-control board 72. The second serial communication circuit 115 is a circuit that controls the serial transmission operation when sending data from the main control board 71 to the second interface board 302 for the test machine.
[0124] <Sub-control circuit> Next, with reference to Figure 9, the configuration of the sub-control circuit 200 (sub-control means) mounted on the sub-control board 72 will be described. Figure 9 is a block diagram showing an example configuration of the sub-control circuit 200 of the pachislo machine 1.
[0125] The sub-control circuit 200 is electrically connected to the main control circuit 90 and performs processing such as determining and executing the content of the performance based on commands sent from the main control circuit 90. The sub-control circuit 200 functions as a performance control unit that controls the performance operation and basically consists of a sub-CPU 201, sub-RAM 202, rendering processor 203, drawing RAM 204, and driver 205.
[0126] The sub-CPU 201 is connected to the ROM cartridge board 86. The driver 205 is connected to the LCD relay board 87. In other words, the driver 205 is connected to the projector mechanism 211 and the sub-display device 18 via the LCD relay board 87.
[0127] The sub-CPU 201 controls the output of video, sound, and light according to the control program stored in the ROM cartridge board 86, in response to commands sent from the main control circuit 90. The ROM cartridge board 86 basically consists of a program storage area and a data storage area.
[0128] The program memory area stores control programs executed by the sub-CPU 201. For example, the control programs include various programs for executing tasks such as a main board communication task to control communication with the main control circuit 90, and a performance registration task to extract random values for performance effects and determine and register the performance content (performance data). The control programs also include various programs for executing tasks such as a drawing control task to control the display of images by the display device 11 based on the determined performance content, a lamp control task to control the output of light from light sources such as the LED group 85, and an audio control task to control the output of sound from the speaker group 84.
[0129] The data storage area includes memory areas for storing various data tables, memory areas for storing performance data that constitutes each performance element, and memory areas for storing animation data related to video creation. In addition, the data storage area also includes memory areas for storing sound data related to background music and sound effects, and memory areas for storing lamp data related to the on / off patterns of lights.
[0130] The sub-RAM 202 is provided with a storage area for registering the determined performance content and performance data, as well as a storage area for various data such as sub-flags (internal winning roles) transmitted from the main control circuit 90.
[0131] The sub-CPU 201, rendering processor 203, drawing RAM (including frame buffer) 204, and driver 205 create video according to animation data specified by the performance content, and display the created video on the display device 11 (projector mechanism 211) and / or sub-display device 18. The display device 11 (projector mechanism 211) and the sub-display device 18 are each controlled individually by the sub-control board 72.
[0132] Furthermore, the sub-CPU 201 outputs sounds such as background music through the speaker group 84 according to sound data specified by the performance content. The sub-CPU 201 also controls the lighting and extinguishing of the LED group 85 according to lamp data specified by the performance content.
[0133] <Various registers possessed by the main CPU> Next, we will explain the various registers of the main CPU 101, referring to Figure 10. Figure 10 is a schematic diagram of the various registers included in the main CPU 101.
[0134] The main CPU 101 has, as main registers, an accumulator A (hereinafter referred to as the "A register"), a flag register F (flag register), a general-purpose register B (hereinafter referred to as the "B register"), a general-purpose register C (hereinafter referred to as the "C register"), a general-purpose register D (hereinafter referred to as the "D register"), a general-purpose register E (hereinafter referred to as the "E register"), a general-purpose register H (hereinafter referred to as the "H register"), and a general-purpose register L (hereinafter referred to as the "L register"). Further, the main CPU 101 has, as sub-registers, an accumulator A', a flag register F', a general-purpose register B', a general-purpose register C', a general-purpose register D', a general-purpose register E', a general-purpose register H', and a general-purpose register L' as general-purpose registers. Each register is composed of 1-byte registers.
[0135] Also, in the present embodiment, the B register and the C register are used as a pair register (hereinafter referred to as the "BC register"), and the D register and the E register are used as a pair register (hereinafter referred to as the "DE register"). Further, in the present embodiment, the H register and the L register are used as a pair register (hereinafter referred to as the "HL register").
[0136] As shown in FIG. 10, predetermined flag information indicating the result of arithmetic processing or the like is set in each bit of the flag registers F and F'. For example, in bit 6 (D6), data (zero flag) indicating whether the arithmetic result is "0" or not in the determination processing of the arithmetic result is set. Specifically, when the arithmetic result is "0", data "1" is set in bit 6, and when the arithmetic result is not "0", data "0" is set in bit 6. In the determination processing of the arithmetic result, the main CPU 101 makes a determination (YES / NO) by referring to the data "0" / "1" in bit 6.
[0137] The main CPU 101 also has an extended register Q (hereinafter referred to as the "Q register"). The Q register is composed of a 1-byte register. In this embodiment, as will be explained in the various processing flows described later, various instruction codes specific to the main CPU 101 are provided in the program that use this Q register for addressing. The use of these instruction codes improves processing efficiency and reduces the capacity of the main ROM 102. In the various instruction codes specific to the main CPU 101 that use the Q register for addressing, the Q register stores the higher-order address data (address value). The Q register is initially set to "F0H" immediately after the main CPU 101 is reset. Furthermore, in the "LDQ,n (8-bit data)" instruction that uses the Q register, the value of the Q register can be changed by setting any 1-byte data for "n" and executing the instruction.
[0138] Furthermore, the main CPU 101 has dedicated registers consisting of an interrupt page address register I and a memory refresh register R, both of which are 1-byte registers, as well as index registers IX, IY, a stack pointer SP, and a program counter PC, each consisting of 2-byte registers.
[0139] <Internal configuration (memory map) of the main ROM and main RAM> Next, the internal configuration (hereinafter referred to as "memory map") of the main ROM 102 and main RAM 103 included in the main control circuit 90 (microprocessor 91) will be explained with reference to Figures 11A to 11C. Figure 11A shows the memory map of the entire memory, Figure 11B shows the memory map of the main ROM 102, and Figure 11C shows the memory map of the main RAM 103.
[0140] In the memory map of the entire memory provided by the main control circuit 90 (microprocessor 91), as shown in Figure 11A, the memory area of the main ROM 102, the memory area of the main RAM 103, the built-in register area, and the XCS decode area are arranged at predetermined addresses in this order, with unused areas in between, starting from the beginning of the address range (0000H).
[0141] In the memory map of the main ROM 102, as shown in Figure 11B, the program area, data area, unspecified area, trademark record area, program management area, and security setting area are arranged in this order at predetermined addresses, starting from the beginning (0000H) of the main ROM 102's address range.
[0142] The program area stores control programs for various processes executed by the main CPU 101 in control processes related to the gameplay of the game performed by the player. The data area stores various data used by the main CPU 101 in control processes related to the gameplay of the game performed by the player (for example, data tables such as the internal lottery table, and data for sending various control commands to the sub-control circuit 200). In other words, the game ROM area (game storage area), which consists of the program area and the data area, stores various programs and data necessary for control processes related to the gameplay of the game that players actually perform in the arcade (processes related to gameplay).
[0143] Furthermore, the non-specified area stores control programs and data for various processes that do not directly affect the gameplay of the game performed by the player (processes that do not affect gameplay). For example, the programs and data used in the certification test (test firing test) of Pachislo 1, control programs and data used in checksum generation processing when the power is cut off and checksum checking processing when the power is restored, and anti-fraud programs and the data necessary for them are stored in the non-specified area.
[0144] Furthermore, the program management area and security setting area store various settings and management information related to the execution of the control program or security functions. For example, the program management area and security setting area store settings and management information for the start and end addresses (i.e., data range) of the control program stored in the program area, settings and management information for the number of addresses in the readable RAM area, WDT reset settings and management information, interrupt settings and management information, settings and management information for allowing / denying the reading of the control program stored in the program area, settings and management information related to the startup and update methods of the random number circuit 110, and security mode settings and management information described later. In this embodiment, other settings and management information unrelated to security functions are stored in the program management area, and settings and management information related to security functions are stored in the security setting area, but this is not limited to this, and for example, these settings and management information may be stored as a single management area.
[0145] In the memory map of the main RAM 103, as shown in Figure 11C, the game RAM area (predetermined storage area, game temporary storage area) and the non-specified RAM area (non-specified temporary storage area) are arranged at predetermined addresses in this order, starting from the beginning of the address range (F000H) of the main RAM 103.
[0146] The RAM area for gameplay includes a work area and a stack area for temporarily storing various data, such as internal winning combinations, which are determined by the execution of control programs related to the gameplay of the game performed by the player. Each of these data types is then stored in the work area at a predetermined address within the RAM area for gameplay.
[0147] Furthermore, the non-specified RAM area includes a non-specified work area, which serves as a workspace for various processes performed by the player that do not directly relate to the gameplay of the game, and a non-specified stack. In this embodiment, various processes performed by the player that do not directly relate to the gameplay of the game, such as thumb check processing, are executed using this non-specified RAM area.
[0148] As described above, in the pachislo 1 of this embodiment, various programs and data (tables) used for various processes that do not directly affect the gameplay of the game performed by the player are stored in an unspecified ROM area (unspecified storage area) located at an address different from the game ROM area within the main ROM 102. Furthermore, various processes that do not directly affect the gameplay of the game performed by the player are performed in the main RAM 103 using an unspecified RAM area located at an address different from the game RAM area.
[0149] In this configuration of the main ROM 102, programs and data that are not necessary for the actual game played by the player can be placed in the ROM area (non-specified ROM area) that was previously prohibited from being placed under conventional regulations. Therefore, in this embodiment, it is possible to avoid putting pressure on the capacity of the ROM area used for gameplay.
[0150] <Security Mode> Next, referring to Figure 12, we will explain the security mode, which is part of the security function of the main control circuit 90 (microprocessor 91). Figure 12 is a diagram illustrating the security mode.
[0151] Security mode is an operating state in which the microprocessor 91 operates, for example, when the power to pachislo machine 1 is turned on and a reset signal is input from the power management circuit 93. During this security mode, the startup of the main CPU 101 is delayed for a period of time corresponding to the settings stored in the security setting area (i.e., the execution of power-on processing (see Figure 46 below) by the main CPU 101 is delayed). By starting the main CPU 101 after going through this security mode, the security of the microprocessor 91 is ensured, and the time necessary for power-on startup control is secured, allowing the main CPU 101 to start up stably.
[0152] In this embodiment, for example, the reset controller 106 can delay the startup of the main CPU 101 by delaying the reset signal input at power-up for a predetermined period, or the interrupt controller 112 can delay the interrupt permission for the reset interrupt processing at power-up (see Figure 46 described later) for a predetermined period, thereby delaying the startup of the main CPU 101. Furthermore, each controller can cooperate to delay the startup of the main CPU 101. Also, for example, a delay circuit can be provided within the microprocessor 91 (or within the reset controller 106 or interrupt controller 112), and this delay circuit can delay the startup of the main CPU 101. In other words, the configuration for executing security functions within the microprocessor 91 (security unit) can be appropriately modified and applied according to its specifications.
[0153] As shown in Figure 12, the delay period during security mode can be set to a fixed extension time (fixed period) or a random extension time (variable period). In this embodiment, for example, by selecting and setting one of modes 1 to 8, each associated with a different fixed extension time, it is possible to set one fixed extension time from among multiple fixed extension times. Similarly, by selecting and setting one of modes 1 to 4, each associated with a different range of random extension times, it is possible to set one range of random extension times from among multiple ranges of random extension times.
[0154] For example, if "Mode 4" is selected as the fixed extension time and "Mode 4" as the random extension time, and these settings are stored in the security settings area, when the power to the pachislo machine 1 is turned on and a reset signal is input from the power management circuit 93, the microprocessor 91 first delays the startup of the main CPU 101 by approximately 4 seconds (4000 ms) as the fixed extension time, and then randomly selects an extension time from the range of 0 to 500 ms as the random extension time, and delays the startup of the main CPU 101 by the selected time.
[0155] While the ranges for fixed extension time and random extension time can be set as appropriate, in this embodiment, from the viewpoint of shortening the time until the settings can be changed when the power of the pachislo machine 1 is turned on, it is desirable to set "Mode 1" in which the random extension time is always "0" as the range for random extension time.
[0156] <Transition flow of game state> Next, with reference to Figures 13 and 14, the various game states managed by the main control circuit 90 (main CPU 101) of the pachislo 1 of this embodiment and their transition flows will be described. Figure 13 is a basic game state transition flow diagram of pachislo 1, and Figure 14 is a game state transition flow diagram that takes into account the operation of the notification (AT / ART) function (i.e., distinguishes between a normal section and an advantageous section as game sections).
[0157] [Basic game state transition flow] In this embodiment of pachislo 1, a type of bonus game is provided: Big Bonus (hereinafter referred to as "BB"). BB is a special first-class mechanism related to the Regular Bonus (hereinafter referred to as "RB"), which is a continuous mechanism activation device that activates RBs in succession.
[0158] Therefore, in this embodiment, the main control circuit 90 manages the game state based on whether or not a bonus role is won / activated (awarded). Specifically, as shown in Figure 13, the main control circuit 90 manages three types of game states, referred to as "non-bonus win state," "inter-flag state," and "bonus state," based on whether or not a bonus role (internal winning role named "F_BB1," "F_BB2," "F_BB3," and "F_BB4" described later) is won / activated (awarded).
[0159] The "non-bonus win" state is a state in which the bonus has not been won and the bonus has not been activated (awarded), while the "bonus state" is a state in which the bonus has been activated. In this embodiment, once a bonus role is determined as an internal winning role, the bonus role is carried over as an internal winning role for multiple rounds of play until the bonus is awarded. The "inter-flag state" is a state in which the bonus role is carried over as an internal winning role, that is, the bonus role has been won and the bonus has not been activated.
[0160] The presence or absence of a bonus win is managed based on data stored in the main RAM 103, specifically in the win request flag storage area (see Figure 25 below) and the carryover win storage area (see Figure 26 below). Furthermore, the presence or absence of a bonus activation (winning) is managed based on data stored in the main RAM 103, specifically in the game state flag storage area (see Figure 27 below).
[0161] Furthermore, in this embodiment, as shown in Figure 13, in game states where the bonus is not activated (non-bonus winning state and flag-interval state), there are six types of RT0 to RT5 game states (hereinafter referred to as "RT0 state" to "RT5 state," respectively), where the type of internal winning role related to replays and their winning probabilities are different from each other. Note that RT1 state and RT4 state are game states where the probability of the replay role being determined as an internal winning role is low, and RT5 state is a game state where the probability of the replay role being determined as an internal winning role is medium. Also, RT0 state, RT2 state and RT3 state are game states where the probability of the replay role being determined as an internal winning role is high. Note that in this embodiment, the RT state in the non-bonus winning state will be one of RT0 to RT4 states, and the RT state in the flag-interval state will be RT5 state.
[0162] Therefore, in this embodiment, the main control circuit 90 also manages six types of states, from RT0 to RT5, based on the type of internal winning combination related to replays and its winning probability, in addition to the game state in which the bonus is not activated (non-bonus winning state and state between flags).
[0163] The RT0 to RT5 states are managed based on data stored in the game state flag storage area (see Figure 27 below) located in the main RAM 103. Specifically, in the pachislo 1 of this embodiment, six flags indicating RT states, from the RT0 state flag to the RT5 state flag, are provided, and the RT state is managed by the on / off state of these flags being managed by the main RAM 103. The main control circuit 90 then identifies the RT state corresponding to the on RT state flag as the current RT state. Alternatively, if the RT0 state flag is not provided and all RT state flags are in the off state, the main control circuit 90 may identify the current RT state as the RT0 state.
[0164] As shown in Figure 13, when a bonus role (the internal winning roles named "F_BB1", "F_BB2", "F_BB3", and "F_BB4" described later) is determined as an internal winning role in the non-bonus winning state (RT0 to RT4 state), the main control circuit 90 transitions the game state from the non-bonus winning state to the inter-flag state (RT5 state). Also, when a bonus role is won in the inter-flag state ("Bonus established" in Figure 13), the main control circuit 90 transitions the game state from the inter-flag state to the bonus state.
[0165] Here, the bonus states are defined as BB1 game state (BB1 state), BB2 game state (BB2 state), BB3 game state (BB3 state), and BB4 game state (BB4 state). The main control circuit 90 manages the bonus state by the on / off state of the BB1 state flag, BB2 state flag, BB3 state flag, and BB4 state flag stored in the game state flag storage area (see Figure 27 below), similar to the RT state. Furthermore, as will be described later, the RB game state (RB state) is always active during the BB1 to BB4 states, and this is also managed in the same way by the on / off state of the RB state flag stored in the game state flag storage area (see Figure 27 below).
[0166] In the non-bonus state, if the name "F_BB1" (described later) is determined as the internal winning combination, and the corresponding symbol combination "C_Red Same Color BB" is displayed on an active line in the inter-flag state, the main control circuit 90 transitions the game state from the inter-flag state to the BB1 state. In the BB1 state, it is always in the RB state, and if more than the specified number of "240" medals are paid out in the BB1 state, the BB1 state ends (in Figure 13, "Bonus Ended"), and the main control circuit 90 transitions the game state from the bonus state to the RT4 state.
[0167] Furthermore, in the non-bonus winning state, if the name "F_BB2" (described later) is determined as the internal winning combination, and the corresponding symbol combination "C_Blue Same Color BB" is displayed on an active line in the flag-interval state, the main control circuit 90 transitions the game state from the flag-interval state to the BB2 state. In the BB2 state, it is always in the RB state, and if more than the specified number of "240" medals are paid out in the BB2 state, the BB2 state ends (in Figure 13, "Bonus Ended"), and the main control circuit 90 transitions the game state from the bonus state to the RT4 state.
[0168] Furthermore, in a non-bonus winning state, if the name "F_BB3" (described later) is determined as the internal winning combination, and the corresponding symbol combination "C_Red Different Color BB" is displayed on an active line in the inter-flag state, the main control circuit 90 transitions the game state from the inter-flag state to the BB3 state. In the BB3 state, it is always in the RB state, and if more than the specified number of "165" medals are paid out in the BB3 state, the BB3 state ends (in Figure 13, "Bonus Ended"), and the main control circuit 90 transitions the game state from the bonus state to the RT4 state.
[0169] Furthermore, in a non-bonus winning state, if the name "F_BB4" (described later) is determined as the internal winning combination, and the corresponding symbol combination "C_Blue Different Color BB" is displayed on an active line in the inter-flag state, the main control circuit 90 transitions the game state from the inter-flag state to the BB4 state. In the BB4 state, it is always in the RB state, and if more than the specified number of "165" medals are paid out in the BB4 state, the BB4 state ends (in Figure 13, "Bonus Ended"), and the main control circuit 90 transitions the game state from the bonus state to the RT4 state.
[0170] In the RT4 state, when the symbol combination "R_RT1 transition" described later is displayed on an active line (in Figure 13, "RT1 transition established"), the main control circuit 90 transitions the game state from the RT4 state to the RT1 state. Also, in the RT4 state, when the symbol combination "S_RT3 transition" described later is displayed on an active line (in Figure 13, "RT3 transition established"), the main control circuit 90 transitions the game state from the RT4 state to the RT3 state.
[0171] In the RT1 state, when the symbol combination "S_RT3 transition" described later is displayed on an active line (in Figure 13, "RT3 transition established"), the main control circuit 90 transitions the game state from the RT1 state to the RT3 state. Also, in the RT1 state, when the symbol combination "S_RT0 transition replay" described later is displayed on an active line (in Figure 13, "RT0 transition replay established"), the main control circuit 90 transitions the game state from the RT1 state to the RT0 state.
[0172] In the RT0 state, if the symbol combination "S_RT3 transition" described below is displayed on an active line (in Figure 13, "RT3 transition established"), the main control circuit 90 transitions the game state from the RT0 state to the RT3 state. Also, in the RT0 state, if the symbol combination "R_RT1 transition" described below is displayed on an active line, or if the symbol combination "S_RT1 transition replay" described below is displayed on an active line (in Figure 13, "RT1 transition RT1 transition replay established"), the main control circuit 90 transitions the game state from the RT0 state to the RT1 state. Also, in the RT0 state, if the symbol combination "S_RT2 transition replay" described below is displayed on an active line (in Figure 13, "RT2 transition replay established"), the main control circuit 90 transitions the game state from the RT0 state to the RT2 state. Furthermore, if the setting value is changed, or if the initialization conditions such as "RAM abnormality" described later are met (in Figure 13, "Setting changed / Initialization conditions met"), the game state will be RT0 as the initial state.
[0173] In the RT2 state, when the symbol combination "S_RT3 transition" described below is displayed on an active line (in Figure 13, "RT3 transition established"), the main control circuit 90 transitions the game state from the RT2 state to the RT3 state. Also, in the RT2 state, when the symbol combination "R_RT1 transition" described below is displayed on an active line, or when the symbol combination "S_RT1 transition replay" described below is displayed on an active line (in Figure 13, "RT1 transition RT1 transition replay established"), the main control circuit 90 transitions the game state from the RT2 state to the RT1 state.
[0174] In the RT3 state, once a predetermined period of play (in this embodiment, "8" games, i.e., during 8 rounds of play) has been completed ("8 games completed" in Figure 13), the main control circuit 90 transitions the game state from the RT3 state to the RT0 state. The duration for which the RT3 state continues can be set as appropriate. Alternatively, the duration for which the RT3 state continues may not be specifically defined. In this case, in the RT3 state, an internal winning combination in which the symbol combination "S_RT0 transition replay" described later can be displayed on the active line should be determined with a predetermined probability.
[0175] [Transition flow of game state considering the activation or deactivation of the notification (AT / ART) function] In this embodiment, the main control circuit 90 (main CPU 101) determines whether or not the function that notifies the player of a stop operation advantageous to the player (AT / ART function) is activated. Therefore, in this embodiment, not only the bonus non-winning state, the state between flags, and the bonus state mentioned above, but also the activation / deactivation state of the AT / ART function is managed as part of the game state. In this embodiment, the game section in which the AT function is activated is called the "normal advantageous section," the game section in which the ART function is activated is called the "advantageous section," and the game section in which neither the AT function nor the ART function is activated is called the "unadvantageous section" or "normal section."
[0176] Furthermore, in this embodiment, if a bonus state is entered during an advantageous period (including the "normal advantageous period" and the "advantageous period"), the bonus state is considered a series of advantageous game periods for the player, and is included in the advantageous period. This period is the time during which the status indicator remains lit (the notification period during the advantageous period), and is also the period during which the number of games played is counted for the advantageous period to be forcibly terminated (continuation is restricted) (the restriction monitoring period) (in this embodiment, "1500" games). However, as will be described later, if a bonus state is entered during a "non-advantageous period," the player may transition to a "normal advantageous period" or an "advantageous period" after the end of the bonus state. In this case, the bonus state is included in the period described above. If a bonus state is entered during a non-advantageous period, and the player does not transition to a "normal advantageous period" or an "advantageous period" after the end of the bonus state (i.e., the "non-advantageous period" continues), the bonus state is not considered a series of advantageous game periods for the player, and is therefore not included in the advantageous period, and the bonus state is not included in the period described above. However, since the bonus state is itself a game state that is advantageous to the player, regardless of whether the game is in a "normal advantageous period" or an "advantageous period" before or after it, the bonus state is always included in the advantageous period and can be included in the aforementioned period.
[0177] In the pachislo 1 of this embodiment, as shown in Figure 14, the main control circuit 90 manages the following game states: "Normal state" as the game state in the non-advantageous section (normal section), "High probability 1 state" to "High probability 4 state" and "Main pre-announcement state" as the game states in the normal advantageous section, and "Line battle preparation state", "Line battle state", "Right acquisition lottery preparation state", "Right acquisition lottery state", "Right acquisition state", "Ending preparation state", "Ending 1 state" and "Ending 2 state" as the game states in the advantageous section.
[0178] (Game state during non-advantageous period (normal period)) The normal state, which is a game state in the non-advantageous section (normal section), is a game state in which information on advantageous stopping operations for the player is not notified (non-AT / non-ART), and is therefore an unfavorable game state for the player. When it is decided to transition to the normal advantageous section in the normal state (in Figure 14, "Normal Advantageous Section Transition Lottery"), the main control circuit 90 transitions the game state to one of the game states in the normal advantageous section according to the trigger for that decision. The details of the game flow in the normal state will be explained later with reference to Figure 33.
[0179] In this embodiment, in the normal state where a bonus is not won, if a specific role other than a bonus role (see Figure 33 described later) is won, it is determined that the game will transition to one of the game states in the normal advantageous section (other than the high probability 4 state). If an internal winning role including a bonus role for which the same winning probability is set between each setting value (other than "F_BB3+F_Watermelon2" and "F_BB4+F_Watermelon2") is won, it is determined that the game will transition to the high probability 4 state in the normal advantageous section. Furthermore, after the end of the bonus state based on the said bonus role, if it is determined that the game will transition to the advantageous section, it is determined that the game will transition to the line battle state in the advantageous section. If it is not determined that the game will transition to the advantageous section, the high probability 4 state in the normal advantageous section will continue for a predetermined period (32 games).
[0180] Furthermore, in the normal state where no bonus is won, if a bonus role with different winning probabilities between each setting value is won (such as "F_BB3+F_Watermelon2" and "F_BB4+F_Watermelon2"), it is not determined that the game will transition to the normal advantageous section. After the bonus state based on that bonus role ends, the normal state of the non-advantageous section continues. Also, in the normal state between flags, regardless of which role is determined to be the internal winning role, it is not determined that the game will transition to the normal advantageous section.
[0181] Furthermore, in this embodiment, when the game transitions from a normal state in a non-advantageous section to any game state in a normal advantageous section, the aforementioned advantageous section notification period begins (i.e., the status indicator lights up), and the aforementioned regulatory monitoring period begins (i.e., the counting of the "1500" game rounds, which is the upper limit for the continuation of a series of advantageous game rounds, begins).
[0182] (Normal game state during the advantageous period) Each game state in the normal advantageous section is a game state (AT) in which information on advantageous stopping operations for the player can be notified, and is a game state that is more advantageous to the player compared to the normal state. In each game state of the normal advantageous section, if it is decided to transition to the advantageous section (including cases in the normal state where it has already been decided to transition to the advantageous section), and the normal advantageous section ends (in Figure 14, "Normal advantageous section ends, advantageous section transition win"), the main control circuit 90 transitions the game state to one of the game states in the advantageous section according to the trigger for that decision. Also, in each game state of the normal advantageous section, if it is not decided to transition to the advantageous section, and the normal advantageous section ends (in Figure 14, "Normal advantageous section ends, advantageous section transition not win"), the main control circuit 90 transitions the game state to the normal state of the non-advantageous section. Details of the game flow in each game state of the normal advantageous section will be explained later with reference to Figure 34.
[0183] In each game state of the normal advantageous section, the main control circuit 90 controls the push order small wins (described later as "F_Upper Left Bell 1", "F_Upper Left Bell 2", "F_Upper Middle Bell 1", "F_Upper Middle Bell 2", "F_Upper Right Left Bell 1", "F_Upper Right Left Bell 2", "F_Upper Right Middle Bell 1", "F_Upper Right Middle Bell 2", "F_Middle Left Bell 1", "F_Middle Left Bell 2", "F_Middle Middle Bell 1", "F_Middle Middle Bell 2", "F_Middle Right Left Bell 1", "F_Middle Right Left Bell 2", "F_Middle Right Middle Bell 1", "F_Middle Right Middle Bell 2 If any of the following internal winning combinations are determined to be the internal winning combination (F_Lower Middle Bell 1), F_Lower Middle Bell 2, F_Lower Right Left Bell 1, F_Lower Right Left Bell 2, F_Lower Right Middle Bell 1, F_Lower Right Middle Bell 2), a decision is made as to whether or not to notify the player of information on a stop operation that is advantageous to the player. If it is decided to notify the player, information on a stop operation that is advantageous to the player (i.e., information on a stop operation that will allow the player to obtain the most medals) is notified (see Figure 45 below).
[0184] Furthermore, in each game state of the normal advantageous section, the main control circuit 90 does not decide whether or not to notify the player of information on a stop operation that is advantageous to the player when one of the push-order replays (the internal winning roles of "Replay 1 during F_RT0" to "Replay 6 during F_RT0", "Replay 1 during F_RT1" to "Replay 6 during F_RT1", and "Replay 1 during F_RT2" to "Replay 3 during F_RT2") is determined to be an internal winning role, and does not notify the player of information on a stop operation that is advantageous to the player (i.e., information on a stop operation that can transition to an RT state that is advantageous to the player, or maintain that advantageous RT state) (see Figure 45 below). In this sense, the RT function does not operate (except when the push order is accidentally correct), and only the AT function is operating (AT game state).
[0185] In this embodiment, in each game state of the normal advantageous period, when the game is in RT3 state or RT5 state (i.e., for 8 games after the RT3 transition described later is displayed, or when it is in a flag state), the button press order notification for the push-order small wins is provided until the normal advantageous period ends. On the other hand, in each game state of the normal advantageous period, when the game is in an RT state other than RT3 state or RT5 state, the button press order notification for the push-order small wins is provided only once. Therefore, even in the same game state of the normal advantageous period, if the RT state is different, the number of times the button press order notification for the push-order small wins is provided will also change, and consequently, the player's benefit will also change.
[0186] Furthermore, in this embodiment, when a bonus state is reached in any game state within the normally advantageous section (more specifically, when a bonus role is won during the normally advantageous section), information on stop operations that are advantageous to the player (i.e., information on stop operations that allow the player to obtain the most medals) is not provided in that bonus state, just as when a bonus state is reached in the normal state (more specifically, when a bonus role is won during the non-advantageous section) (see Figure 45 below). Specifically, when any of the push-order small roles in the bonus state (the internal winning roles "F_JAC1_1" to "F_JAC1_6" below) is determined to be the internal winning role, the decision of whether or not to provide information on stop operations that are advantageous to the player is not made.
[0187] In this embodiment, if a specific role other than a bonus role (see Figure 34 described later) is won in the non-bonus winning state of each game state within the normal advantageous section, a transition of game state will occur between each game state within the normal advantageous section, and the duration (number of games) for which the normal advantageous section continues will also change. Furthermore, if a bonus role is won, if it has not already been decided to transition to the advantageous section, it will be decided whether or not to transition to the advantageous section. If it has already been decided to transition to the advantageous section, it will be decided to transition to the line battle state of the advantageous section. If it has not been decided to transition to the advantageous section, the high probability 4 state of the normal advantageous section will continue.
[0188] Here, in each game state of the normal advantageous section, the decision of whether or not to transition to the advantageous section is made not only when a bonus role is won based on the winning of an internal winning role that includes a bonus role with the same winning probability set for each setting value (other than "F_BB3+F_Watermelon2" and "F_BB4+F_Watermelon2"), but also when a bonus role is won based on the winning of an internal winning role that includes a bonus role with different winning probabilities set for each setting value ("F_BB3+F_Watermelon2" and "F_BB4+F_Watermelon2"). In other words, in the normal advantageous section, as a common process during the normal advantageous section, regardless of whether or not an internal winning role that includes a bonus role with a setting difference in winning probability has been determined, the decision of whether or not to transition to the advantageous section is made when a bonus role is won. In this sense as well, each game state of the normal advantageous section is a more advantageous game state than the game state of the non-advantageous section.
[0189] Furthermore, in this embodiment, each game state in the normal advantageous section is in the advantageous section notification period described above (i.e., the status indicator is lit) and also in the regulatory monitoring period described above (i.e., the counting of the 1500 game rounds, which is the upper limit for the continuation of a series of advantageous game rounds). However, if the normal advantageous section ends without transitioning to an advantageous section, the advantageous section notification period described above ends (i.e., the status indicator stops lighting up and turns off), and the regulatory monitoring period described above ends (i.e., the counting of the 1500 game rounds, which is the upper limit for the continuation of a series of advantageous game rounds, ends, and the counting result is initialized (cleared)).
[0190] (Game state during the advantageous period) Each game state in the advantageous section is a game state (ART) in which information on advantageous stopping operations for the player can be notified, and is a game state that is more advantageous to the player compared to the normal state and each game state in the normal advantageous section. In each game state of the advantageous section, the main control circuit 90 basically notifies the player of information on advantageous stopping operations (i.e., information on stopping operations that allow the player to obtain the most medals, transition to an advantageous RT state for the player, or maintain that advantageous RT state) when either of the above-mentioned push-order small wins or push-order replays is determined as an internal winning combination (see Figure 45 below). In this sense, it is a state in which the ART function is activated (ART game state). If the advantageous section ends without extension (continuation) in each game state of the advantageous section (including the case in which the advantageous section is forcibly terminated as described below) (in Figure 14, "Advantageous Section End"), the main control circuit 90 transitions the game state to the normal state of the non-advantageous section.
[0191] Here, in each game state of the advantageous section, the push order notification for the push-order small wins and push-order replays described above is performed, and as a result, the basic RT state corresponds to (is maintained as) the RT2 state. Furthermore, with the exception of the RT4 state after the end of the bonus state, the RT3 state based on the display of the RT3 transition described later, and the RT0 state after the end of the RT3 state, when transitioning from each game state of the normal advantageous section to each game state of the advantageous section, in most cases the RT state in each game state of the normal advantageous section corresponds to the RT1 state. Therefore, the Line Battle preparation state, the Rights Acquisition Lottery preparation state, and the Ending preparation state, which are game states of the advantageous section, are determined to transition to the Line Battle state, the Rights Acquisition Lottery state, and the Ending 1 state or Ending 2 state, respectively, and are positioned as preparation states for raising the RT state to the RT2 state when the RT state is not the RT2 state.
[0192] The main control circuit 90 basically transitions the game state to the line battle state, the rights acquisition lottery state, and the ending 1 state or ending 2 state, respectively, when the RT state transitions to the RT2 state during the line battle preparation state, the rights acquisition lottery state, and the ending preparation state. Details of the game flow in each game state of the advantageous section will be explained later with reference to Figures 35 to 44.
[0193] In this embodiment, when a bonus state is reached in each game state of the advantageous section (more specifically, when a bonus role is won during the advantageous section), unlike the non-advantageous section and the normal advantageous section, information on the stop operation that is advantageous to the player (i.e., information on the stop operation that allows the player to obtain the most medals) is notified in that bonus state (see Figure 45 below). Specifically, when any of the push-order small roles in the bonus state (the internal winning roles of "F_JAC1_1" to "F_JAC1_6" below) is determined as the internal winning role, information on the stop operation that is advantageous to the player is always notified. Therefore, when a bonus state is reached in the advantageous section, the player receives more benefits than when a bonus state is reached in the non-advantageous section and the normal advantageous section. In this sense as well, each game state in the advantageous section is an advantageous game state than each game state in the non-advantageous section and the normal advantageous section.
[0194] Furthermore, in this embodiment, each game state in the advantageous section is in the advantageous section notification period described above (i.e., the status indicator is lit) and also in the regulatory monitoring period described above (i.e., the counting of the 1500 game plays, which is the upper limit for the continuation of a series of advantageous game sections). If the advantageous section ends without the number of games played during the advantageous section (including the bonus state) reaching the upper limit of 1500, the advantageous section notification period described above ends (i.e., the status indicator stops lighting up and turns off), and the regulatory monitoring period described above ends (i.e., the counting of the 1500 game plays, which is the upper limit for the continuation of a series of advantageous game sections, ends, and the counting result is initialized (cleared)). Furthermore, if the number of games played during the advantageous period (including during the bonus state) reaches the upper limit of "1500" games, the advantageous period will be forcibly terminated (if in the bonus state, only the bonus state will continue). In this case as well, the aforementioned notification period during the advantageous period will end (i.e., the status indicator will stop lighting up and turn off), and the aforementioned regulatory monitoring period will end (i.e., the counting of the "1500" games played, which is the upper limit for the continuation of a series of advantageous game periods, will end, and the counting result will be initialized (cleared)).
[0195] In this embodiment, if the advantageous period (including the bonus state) is forcibly terminated because the number of games played during the advantageous period (including the bonus state) reaches the upper limit of "1500" games, for example, it is decided (the right to continue) each game state during the advantageous period, or even if there are remaining game plays in each game state during the advantageous period, they are all initialized (cleared) and the system transitions to the normal state of the non-advantageous period. Also, if the advantageous period is forcibly terminated while in the bonus state of the advantageous period, the notification of the order of pushes for the small wins described above in the bonus state is also immediately terminated. However, in this case, exceptionally, the notification of the order of pushes for the small wins described above may be continued until the bonus state ends. Furthermore, the number of games corresponding to the regulatory monitoring period is not limited to "1500" games, and its value can be changed as appropriate.
[0196] Furthermore, in this embodiment, the duration of each game state corresponding to the normal advantageous period and the advantageous period described above, or the duration of each game state being extended (duration), is basically managed by the number of games played. However, the method for managing the duration of each game state is not limited to this. For example, the duration of one or more game states among the normal advantageous period and the advantageous period described above may be managed by the number of medals dispensed during that period, or by the difference in the number of medals dispensed minus the number of medals inserted (net increase), or by the number of times notifications affecting medal payouts (i.e., notifications when the aforementioned push-order small wins are achieved) are made (number of notifications).
[0197] <Configuration of data tables stored in the main ROM> Next, with reference to Figures 15 to 22, the configuration of the various data tables stored in the main ROM 102 will be explained. Note that the various data tables used in the various draws performed in each game state related to the gameplay described in Figure 14 will be described separately along with the explanation of each gameplay state.
[0198] [Pattern Placement Table] First, let's explain the symbol placement table with reference to Figure 15. The symbol placement table defines the correspondence between the position of each symbol in the rotation direction of the left reel 3L, the middle reel 3C, and the right reel 3R, and the data that identifies the type of symbol placed at each position (hereinafter referred to as the symbol code (see the symbol code table in Figure 15)).
[0199] In the symbol placement table, when a reel index is detected, the position of the symbol located in the middle area of each reel within the frame of the reel display window 4 is defined as "0". Then, for each reel, starting from symbol position "0", the numbers "0" to "19", corresponding to the values of the symbol counter, are assigned to each symbol in the order of moving in the direction of reel rotation (from symbol position "19" to symbol position "0" in Figure 15).
[0200] In other words, by referring to the symbol counter value ("0" to "19") and the symbol arrangement table, the type of symbol displayed in the upper, middle, and lower areas of each reel within the frame of the reel display window 4 can be identified. In this embodiment, nine types of symbols are used: "Red 7", "Blue 7", "BAR", "Cherry 1", "Cherry 2", "Bell", "Watermelon", "Replay", and "Blank".
[0201] Furthermore, in this embodiment, as shown in the symbol code table, the symbol "Red 7" (symbol code 1) is assigned the data "00000001", the symbol "Blue 7" (symbol code 2) is assigned the data "00000010", the symbol "BAR" (symbol code 3) is assigned the data "00000011", the symbol "Cherry 1" (symbol code 4) is assigned the data "00000100", and the symbol "Cherry 2" (symbol code 5) is assigned the data "00000101".
[0202] The "Bell" symbol (symbol code 6) is assigned the data "00000110". The "Watermelon" symbol (symbol code 7) is assigned the data "00000111", the "Replay" symbol (symbol code 8) is assigned the data "00001000", and the "Blank" symbol (symbol code 9) is assigned the data "00001001".
[0203] [Internal Lottery Table] Next, with reference to Figures 16 to 18, we will explain the internal lottery tables that are referenced when determining the internal winning combination. Figures 16 and 17 are the internal lottery tables referenced in RT0 state to RT5 state, respectively. Figure 18 is the internal lottery table referenced in the bonus state.
[0204] An internal lottery table is provided for each game state (see Figure 13) and defines the correspondence between various internal winning combinations and the lottery value at which each internal winning combination is determined. The lottery value is defined for each setting value (settings 1 to 6) used to adjust the expected value of internal winning combinations such as bonus combinations and minor combinations that have been set in advance. This setting can be changed, for example, using the reset switch 76 and the setting key-type switch 54 (see Figure 7).
[0205] In the internal lottery process of this embodiment, first, random numbers extracted from a predetermined range of numbers (for example, 0 to 65535) by the random number register 0 of the random number circuit 110 are sequentially added to the lottery value defined for each internal winning combination. Next, it is determined whether the lottery result (lottery value + random number) exceeds 65535 (whether the lottery result has overflowed). If the lottery result exceeds 65535 for a predetermined internal winning combination, it is determined that the internal winning combination has been won. In this embodiment, an example of performing a draw by adding a draw value to an extracted random number has been described. However, the present invention is not limited to this, and the draw may also be performed by subtracting a draw value from a random number and determining whether the subtraction result (draw result) is less than "0" (whether the draw result underflowed).
[0206] Therefore, in the internal lottery process of this embodiment, the larger the numerical value defined as the lottery value for an internal winning combination, the higher the probability of it being determined. The probability of winning each internal winning combination can be expressed as "the lottery value defined for each winning number / the total number of random values that can be extracted (random denominator: 65536)".
[0207] In the internal lottery tables referenced in each of the RT0 to RT5 states, as shown in Figure 16, the type of replay symbol determined as an internal winning symbol and the probability of winning basically change depending on the type of RT state. For example, the replay symbols related to the names "F_RT0 Replay 1 (No. 40)" to "F_RT0 Replay 6 (No. 45)" are not determined as internal winning symbols in states other than RT0, but are determined as internal winning symbols in the RT0 state.
[0208] In Figures 16 and 17, the internal winning combinations indicated by "No. 1" to "No. 38" are internal winning combinations in which a bonus combination and a replay combination or minor combination are drawn simultaneously. For example, "F_BB1 + F_Confirmed Replay (No. 1)" is an internal winning combination in which the bonus combination "F_BB1" and the replay combination "F_Confirmed Replay" are drawn simultaneously, and the derivation of the symbol combination "BB01" corresponding to the bonus combination "F_BB1" (see Figures 19 to 22 below) and the symbol combination "REP01" to "REP09" corresponding to the replay combination "F_Confirmed Replay" (see Figures 19 to 22 below) is permitted (a win is permitted).
[0209] Furthermore, in Figures 16 and 17, the internal winning combinations indicated by "No. 39" to "No. 60" are internal winning combinations in which the replay combination is drawn. For example, "F_Maintain Replay (No. 40)" is an internal winning combination in which the replay combination "F_Maintain Replay" is drawn, and the derivation of the symbol combination "REP02" (see Figures 19 to 22 below) corresponding to the replay combination "F_Maintain Replay" is permitted (a prize is allowed).
[0210] Furthermore, in Figures 16 and 17, the internal winning combinations indicated by "No. 61" to "No. 98" are internal winning combinations in which minor roles are won. For example, "F_Chance Eye A1 (No. 61)" is an internal winning combination in which the minor role "F_Chance Eye A1" is won, and the derivation of the symbol combinations "NML14", "NML22", "NML26", and "NML30" (see Figures 19 to 22 described later) corresponding to the minor role "F_Chance Eye A1" is permitted (a win is allowed).
[0211] Although not shown in the diagram, if "F_Chance Symbol A1 (No. 61)" to "F_Chance Symbol B4 (No. 68)" are determined as the internal winning combination, the derivation of "NZR01" (see Figures 19 to 22 below) is also permitted (the stop display is permitted). Here, "HZR01" is not a combination of symbols related to winning, but rather a combination of symbols that does not result in a win. However, it is a combination of symbols defined as a combination of symbols that transitions the game state from another RT state to the RT3 state (RT3 transition), and its derivation is generally not permitted except when one of the internal winning combinations indicated by "No. 61" to "No. 68" is determined. Therefore, it can be said that "NZR01" is a combination of symbols that corresponds to the internal winning combination indicated by "No. 61" to "No. 68".
[0212] Similarly, if "F_Upper Left Bell 1 (No. 77)" to "F_Lower Right Middle Bell 2 (No. 98)" are determined as the internal winning combination, the derivation of "NZR02" (see Figures 19 to 22 below) is also permitted (the stop display is permitted). Here, "HZR02" is not a combination of symbols related to winning, but rather a combination of symbols that does not result in a win. However, it is a combination of symbols defined as a combination of symbols that transitions the game state from another RT state to the RT1 state (RT1 transition), and its derivation is generally not permitted except when one of the internal winning combinations indicated by "No. 77" to "No. 98" is determined. Therefore, it can also be said that "NZR02" is a combination of symbols that corresponds to the internal winning combinations indicated by "No. 77" to "No. 98".
[0213] In this embodiment, during the inter-flag state (RT5 state), that is, the state in which a bonus role has already been determined (carried over) as an internal winning role, no further bonus roles are determined. Therefore, in the internal lottery table shown in Figures 16 and 17, the lottery values for the internal winning roles indicated by "No. 1" to "No. 38" in the inter-flag state (RT5 state) are set to "0". However, in order to ensure that the probability of winning a minor role does not change between the inter-flag state (RT5 state) and the non-bonus winning state (RT0 to RT4 state), the lottery values related to minor roles that were assigned to the internal winning roles indicated by "No. 2" to "No. 10" and "No. 12" to "No. 38" are added to the lottery values for the internal winning roles indicated by "No. 61" to "No. 68", "No. 72", and "No. 73" in the inter-flag state (RT5 state). In other words, the internal winning combinations indicated by "No. 61" to "No. 68", "No. 72", and "No. 73" do not have a higher probability of winning in the inter-flag state (RT5 state), but rather have the same probability in all game states other than the bonus state.
[0214] Furthermore, in Figures 16 and 17, "No. 0" indicates a "miss," meaning that none of the predetermined combinations of symbols (see Figures 19 to 22 below) are allowed to be derived. The higher the allocation (draw value) for this "miss," the more disadvantageous it is for the player. Note that in RT0 and RT2 states, there are no cases where a "miss" is determined. Also, in RT5 state, the probability of a "miss" being determined is expressed as "22289 / 65536," but in reality, since one of the bonus roles has already been determined (carried over) as an internal winning role, there are no cases where a "miss" is determined in that sense.
[0215] Note that Figures 16 and 17 illustrate the internal draw table as an example when the setting value is "1" (setting 1). However, for internal winning combinations other than those shown as "No. 21", "No. 30", "No. 39", and "No. 74", a common draw value is set between each setting value. That is, the winning probability is the same. On the other hand, for internal winning combinations shown as "No. 21", "No. 30", "No. 39", and "No. 74", different draw values are set between each setting value (or between a predetermined setting value and a specific setting value). That is, the winning probabilities are different (see (*1), (*2), and (*3) in Figures 16 and 17).
[0216] Specifically, for example, the internal winning combinations shown in "No. 21" and "No. 30" are assigned a draw value of "22" when the setting value is "1", while they are assigned a draw value of "77" when the setting value is "6" (that is, as the setting value increases, the draw value for the internal winning combinations shown in "No. 21" and "No. 30" increases by "11" each time). Although not shown in the diagram, in the inter-flag state (RT5 state), as the draw values set for the internal winning combinations shown in "No. 21" and "No. 30" increase, the draw value set for the internal winning combination shown in "No. 72" also increases.
[0217] Furthermore, for example, the internal winning combination shown in "No. 74" is set so that the draw value is relatively higher when the setting value is "2", "4", and "6" than when the setting value is "1", "3", and "5", and the draw value is set to increase as the setting value increases.
[0218] Furthermore, for example, the internal winning combination shown in "No. 39" is set so that the draw value is relatively lower when the setting value is "2", "4", and "6" than when the setting value is "1", "3", and "5", and the draw value decreases as the setting value increases. This is to adjust for the increase in the draw value of the internal winning combinations shown in "No. 21", "No. 30", and "No. 74". Therefore, for example, in the RT0 state and RT2 state, the probability of determining a "miss" does not change and remains at "0". These are just examples of how the winning probability of a specific internal winning combination differs between setting values.
[0219] In Figure 18, the internal winning combinations indicated by "No. 1" to "No. 7" are internal winning combinations in which minor roles are drawn. When a winning combination is drawn, the derivation of the corresponding symbol combination shown in Figure 18 is permitted (a prize is awarded). In this embodiment, the replay role is not determined as an internal winning combination in the RB state (i.e., the BB1 to BB4 state). However, one or more of the replay roles shown in Figures 16 and 17 may be determined as internal winning combinations.
[0220] [Pattern combination table] Next, with reference to Figures 19 to 22, a pattern combination table that defines the pattern combinations related to winning prizes in this embodiment will be described. In this embodiment, a pattern combination table is provided as data that predefines multiple pattern combinations, but the data can also be defined by other methods as long as the pattern combinations displayed on the main control circuit 90 side are identifiable. For example, a combination of pattern codes may be defined, thereby making the displayed pattern combinations identifiable.
[0221] As shown in Figures 19 to 22, the symbol combination table pre-defines combinations of multiple symbols, and data indicating the type of these symbol combinations is defined as a display role (winning activation flag). The symbol combination table is composed of 9 bytes of data corresponding to the win request flag storage area, the winning activation flag storage area (see Figure 25 below), and the symbol code storage area (see Figure 30 below), and each bit in each storage area defines data indicating a different display role (winning activation flag).
[0222] In Figures 19 to 22, there are instances where a " / " is added within the defined symbol combinations. This indicates that any of the listed symbols can constitute that symbol combination. For example, the combination "HZR01" indicates that the following are corresponding symbol combinations: the left reel symbol is "Cherry 1", the middle reel symbol is "Cherry 1", and the right reel symbol is "Cherry 1" (i.e., "Cherry 1-Cherry 1-Cherry 1"), and the left reel symbol is "Cherry 2", the middle reel symbol is "Cherry 1", and the right reel symbol is "Cherry 1" (i.e., "Cherry 2-Cherry 1-Cherry 1").
[0223] The display symbol (winning activation flag) "HZR01" is a losing symbol combination, but when this symbol combination is displayed on an active line, it is designated as a symbol combination that transitions the RT state from another RT state to the RT3 state ("RT3 transition").
[0224] The display symbol (winning activation flag) "HZR02" is a losing symbol combination, but when this symbol combination is displayed on an active line, it is designated as a symbol combination ("RT1 transition") that transitions the RT state from another RT state to the RT1 state.
[0225] The display symbols (winning activation flags) "BB01," "BB02," "BB03," and "BB04" are combinations of symbols related to bonus symbols, and when each combination of symbols is displayed on an active display line, the corresponding bonus state is activated.
[0226] The display symbols (winning activation flags) "REP01" to "REP06" are combinations of symbols related to the replay symbol, and when any of these combinations of symbols are displayed on an active line, the game is replayed. The symbol combination for "REP01" can be called a "parallel replay" or "straight replay," the symbol combination for "REP02" can be called a "normal replay," the symbol combination for "REP03" can be called a "hit replay," the symbol combination for "REP04" can be called a "special replay," the symbol combination for "REP05" can be called a "fake replay," and the symbol combination for "REP06" can be called a "BAR alignment replay."
[0227] The display symbol (winning activation flag) "REP07" is a combination of symbols related to the replay symbol. When this combination of symbols is displayed on an active line, it activates a replay and transitions the RT state from another RT state (for example, RT1 state) to the RT0 state. This combination of symbols is defined as an "RT0 transition replay".
[0228] The display symbol (winning activation flag) "REP08" is a combination of symbols related to the replay symbol. When this combination of symbols is displayed on an active line, it activates a replay and transitions the RT state from another RT state (for example, RT0 state and RT2 state) to the RT1 state. This combination of symbols is defined as an "RT1 transition replay".
[0229] The display symbol (winning activation flag) "REP09" is a combination of symbols related to the replay symbol. When this combination of symbols is displayed on an active line, it activates a replay and transitions the RT state from another RT state (for example, RT0 state) to the RT2 state. This combination of symbols is defined as an "RT2 transition replay".
[0230] The display symbol (winning activation flag) "NML01" is a combination of symbols related to minor wins, and when this combination of symbols is displayed on an active payline, 8 medals are paid out. The combination of symbols for "NML01" can also be referred to as the combination of "bell" symbols.
[0231] The display symbols (winning activation flags) "NML02" to "NML13" are combinations of symbols related to minor wins, and when any of these symbol combinations appear on an active payline, one medal is dispensed. Note that the symbol combinations "NML02" to "NML13" can be collectively referred to as the "batting order symbol combinations".
[0232] The display symbols (winning activation flags) "NML14" to "NML30" are combinations of symbols related to minor wins, and when any of these symbol combinations appear on an active payline, one medal is paid out. Note that the symbol combinations "NML14" to "NML30" can be collectively referred to as the "chance win" symbol combinations.
[0233] The display symbols (winning activation flags) "NML31" to "NML33" are combinations of symbols related to minor wins, and when any of these combinations of symbols appear on an active payline, 5 medals are paid out. The combinations of symbols "NML31" to "NML33" can be collectively referred to as the "special win" symbol combinations.
[0234] The display symbol (winning activation flag) "NML34" is a combination of symbols related to minor wins, and when this combination of symbols appears on an active payline, 8 medals are dispensed. The symbol combination of "NML34" can also be referred to as the "Crossdown Bell" symbol combination.
[0235] The display symbol (winning activation flag) "NML35" is a combination of symbols related to minor wins, and when this combination of symbols appears on an active payline, 5 medals are dispensed. The combination of symbols for "NML35" can also be referred to as the "watermelon" symbol combination.
[0236] The display symbols (winning activation flags) "NML36" and "NML37" are combinations of symbols related to minor wins, and when any of these combinations of symbols appear on an active payline, 8 medals are paid out. The combinations of symbols "NML36" and "NML37" can be collectively referred to as the "JACA" combination.
[0237] The display symbols (winning activation flags) "NML38" to "NML40" are combinations of symbols related to minor wins, and when any of these combinations of symbols appear on an active payline, two medals are paid out. Note that the combinations of symbols "NML38" to "NML40" can be collectively referred to as the "JACB" symbol combination.
[0238] In this embodiment, an example is described in which the data indicating a single winning combination (prize activation flag) includes combinations of multiple symbols. However, it is also possible to configure the data so that only combinations of symbols are assigned to the data indicating a single winning combination (prize activation flag).
[0239] [Correspondence between internal winning combinations, stopping operation sequence (batting order), and displayed combinations, etc.] Next, with reference to Figures 23 and 24, the correspondence between the internal winning combination, the stopping operation sequence (batting order), and the displayed combination will be explained.
[0240] In the pachislo machine 1 of this embodiment, there are different combinations of symbols displayed depending on the player's stopping operation sequence (press order), so-called "press order roles" (for example, the "press order minor role" and "press order replay" mentioned above). Since there are stop buttons 17L, 17C, and 17R corresponding to reels 3L, 3C, and 3R, there are up to 6 possible stopping operation sequences (press orders).
[0241] In Figures 23 and 24, the stopping order (pressing sequence) being "left, middle, right" is shown as "Batting Order 1," the stopping order (pressing sequence) being "left, right, middle" is shown as "Batting Order 2," the stopping order (pressing sequence) being "middle, left, right" is shown as "Batting Order 3," the stopping order (pressing sequence) being "middle, right, left" is shown as "Batting Order 4," the stopping order (pressing sequence) being "right, left, middle" is shown as "Batting Order 5," and the stopping order (pressing sequence) being "right, middle, left" is shown as "Batting Order 6."
[0242] As shown in Figures 23 and 24, when "F_Confirmed Replay" is determined as an internal winning combination rather than a button-press combination, the winning "Special Replay" is established regardless of the order and timing of the stop operation. Alternatively, depending on the timing of the stop operation, one of the other winning replay combinations may be established.
[0243] Here, "regardless of the timing of the stop operation" means that, assuming there are three active lines—the "center line," the "top line," and the "bottom line"—and a maximum number of sliding frames is "4," the corresponding symbols are positioned so that they can be displayed on any of the active lines within the range of the maximum number of sliding frames (for example, positioned within a range of 5 symbols). For example, on the left reel 3L, there are places where the "Cherry 1" symbol will not be displayed within the range of the maximum number of sliding frames (for example, when the stop operation is performed when symbol positions "10" to "12" are in the middle), but if the stop operation is performed at that location, the "Cherry 2" symbol is positioned at symbol position "13" so that the "Cherry 2" symbol can be displayed. Therefore, when an internal winning combination is determined, if, for example, the symbols "Cherry 1" and "Cherry 2" are allowed to stop and display together as symbols that constitute the corresponding combination, and if, overall, the corresponding symbols can be stopped and displayed on any of the active lines within the range of the maximum number of sliding pieces, then the combination of symbols is considered to be established "regardless of the timing of the stop operation." The same applies to other display symbols (winning activation flags), etc. However, in the case of push-order symbols, since the combination of symbols that are preferentially controlled to stop based on the order of the stop operation changes, even if the symbols are arranged as described above, depending on the type of stop operation order, those symbols may not be stopped and displayed on the active line.
[0244] When "F_Maintain Replay" is determined as an internal winning combination rather than a button-press combination, one of the winning "Normal Replays" will occur regardless of the order and timing of the stop operation.
[0245] "F_RT0 Replay 1" is a button-press sequence winning combination. When it is determined to be an internal winning combination in the RT0 state, if the stop operation order is "Bat Order 1", regardless of the timing of the stop operation, an "RT2 Transition Replay" is established, and the RT state transitions to the RT2 state. On the other hand, if the stop operation order is anything other than "Bat Order 1", regardless of the timing of the stop operation, an "RT1 Transition Replay" is established, and the RT state transitions to the RT1 state.
[0246] "F_RT0 Replay 2" is a button-press sequence winning combination. When it is determined to be an internal winning combination in the RT0 state, if the stop operation sequence is "Bat Order 2", regardless of the timing of the stop operation, an "RT2 Transition Replay" is established, and the RT state transitions to the RT2 state. On the other hand, if the stop operation sequence is anything other than "Bat Order 2", regardless of the timing of the stop operation, an "RT1 Transition Replay" is established, and the RT state transitions to the RT1 state.
[0247] "F_RT0 Replay 3" is a button-press sequence winning combination. When it is determined to be an internal winning combination in the RT0 state, if the stop operation sequence is "Bat Order 3", regardless of the timing of the stop operation, an "RT2 Transition Replay" is established, and the RT state transitions to the RT2 state. On the other hand, if the stop operation sequence is anything other than "Bat Order 3", regardless of the timing of the stop operation, an "RT1 Transition Replay" is established, and the RT state transitions to the RT1 state.
[0248] "F_RT0 Replay 4" is a button-press sequence winning combination. When it is determined to be an internal winning combination in the RT0 state, if the stop operation sequence is "Bat Order 4", regardless of the timing of the stop operation, an "RT2 Transition Replay" is established, and the RT state transitions to the RT2 state. On the other hand, if the stop operation sequence is anything other than "Bat Order 4", regardless of the timing of the stop operation, an "RT1 Transition Replay" is established, and the RT state transitions to the RT1 state.
[0249] "F_RT0 Replay 5" is a button-press sequence combination. When it is determined to be an internal winning combination in the RT0 state, if the stop operation sequence is "Bat Order 5", regardless of the timing of the stop operation, an "RT2 Transition Replay" is established, and the RT state transitions to the RT2 state. On the other hand, if the stop operation sequence is anything other than "Bat Order 5", regardless of the timing of the stop operation, an "RT1 Transition Replay" is established, and the RT state transitions to the RT1 state.
[0250] "F_RT0 Replay 6" is a button-press sequence winning combination. When it is determined to be an internal winning combination in the RT0 state, if the stop operation sequence is "Swing Sequence 6", regardless of the timing of the stop operation, an "RT2 Transition Replay" is established, and the RT state transitions to the RT2 state. On the other hand, if the stop operation sequence is anything other than "Swing Sequence 6", regardless of the timing of the stop operation, an "RT1 Transition Replay" is established, and the RT state transitions to the RT1 state.
[0251] "F_RT1 Replay 1" is a button-press sequence symbol. When it is determined to be an internal winning symbol in the RT1 state, if the stop operation order is "Bat Order 1", regardless of the timing of the stop operation, "RT0 Transition Replay" is established, and the RT state transitions to the RT0 state. On the other hand, if the stop operation order is anything other than "Bat Order 1", regardless of the timing of the stop operation, one of the replay symbols other than the winning "RT0 Transition Replay" is established, and the RT state does not transition to the RT0 state, but the RT1 state is maintained (Maintenance Replay). Note that when the stop operation order is "Bat Order 5" or "Bat Order 6", the stop control is performed so that "Fake Replay" takes priority over other "Maintenance Replays". In other words, if the timing of the stop operation is appropriate, "Fake Replay" is established, and if the timing of the stop operation is not appropriate, other "Maintenance Replays" are established. The same applies to "F_RT1 Replay 2" and "F_RT1 Replay 3".
[0252] "F_RT1 Replay 2" is a button-press sequence winning combination. When it is determined to be an internal winning combination in RT1 state, if the stop operation order is "Bat Order 2", regardless of the timing of the stop operation, "RT0 Transition Replay" is established, and the RT state transitions to RT0 state. On the other hand, if the stop operation order is anything other than "Bat Order 2", regardless of the timing of the stop operation, one of the winning replay combinations other than "RT0 Transition Replay" is established, and the RT state does not transition to RT0 state, and the RT1 state is maintained (Maintenance Replay).
[0253] "F_RT1 Replay 3" is a button-press sequence winning combination. When it is determined to be an internal winning combination in RT1 state, if the stop operation order is "Bat Order 3", regardless of the timing of the stop operation, "RT0 Transition Replay" is established, and the RT state transitions to RT0 state. On the other hand, if the stop operation order is anything other than "Bat Order 3", regardless of the timing of the stop operation, one of the winning replay combinations other than "RT0 Transition Replay" is established, and the RT state does not transition to RT0 state, and the RT1 state is maintained (Maintenance Replay).
[0254] "F_RT1 Replay 4" is a button-press sequence winning combination. When it is determined to be an internal winning combination in RT1 state, if the stop operation order is "Bat Order 4", regardless of the timing of the stop operation, "RT0 Transition Replay" is established, and the RT state transitions to RT0 state. On the other hand, if the stop operation order is anything other than "Bat Order 4", regardless of the timing of the stop operation, one of the winning replay combinations other than "RT0 Transition Replay" is established, and the RT state does not transition to RT0 state, and the RT1 state is maintained (Maintenance Replay).
[0255] "F_RT1 Replay 5" is a button-press sequence winning combination. When it is determined to be an internal winning combination in RT1 state, if the stop operation order is "Bat Order 5", regardless of the timing of the stop operation, "RT0 Transition Replay" is established, and the RT state transitions to RT0 state. On the other hand, if the stop operation order is anything other than "Bat Order 5", regardless of the timing of the stop operation, one of the winning replay combinations other than "RT0 Transition Replay" is established, and the RT state does not transition to RT0 state, but the RT1 state is maintained (Maintenance Replay).
[0256] "F_RT1 Replay 6" is a button-press sequence winning combination. When it is determined to be an internal winning combination in RT1 state, if the stop operation order is "Bat Order 6", regardless of the timing of the stop operation, "RT0 Transition Replay" is established, and the RT state transitions to RT0 state. On the other hand, if the stop operation order is anything other than "Bat Order 6", regardless of the timing of the stop operation, one of the winning replay combinations other than "RT0 Transition Replay" is established, and the RT state does not transition to RT0 state, and the RT1 state is maintained (Maintenance Replay).
[0257] In this embodiment, when the "RT0 transition reply" is established, the "RT1 transition reply" may also be established at the same time. In this case, the main control circuit 90 prioritizes the establishment of the "RT0 transition reply" over the establishment of the "RT1 transition reply". That is, if both the "RT0 transition reply" and the "RT1 transition reply" are established at the same time, the main control circuit 90 determines that the "RT0 transition reply" has been established and transitions the RT state to the RT0 state, and does not determine that the "RT1 transition reply" has been established.
[0258] "F_RT2 Replay 1" is a button-press sequence winning combination. When it is determined to be an internal winning combination in RT2 state, if the stopping order is "Butt Order 1" and "Butt Order 2", regardless of the timing of the stopping operation, a replay combination other than the winning "RT1 Transition Replay" (for example, "Normal Replay") is established, the RT state does not transition to RT1 state, and the RT2 state is maintained (Maintenance Replay). On the other hand, if the stopping order is anything other than "Butt Order 1" and "Butt Order 2", regardless of the timing of the stopping operation, "RT1 Transition Replay" is established, and the RT state transitions to RT1 state.
[0259] "F_RT2 Replay 2" is a button-press sequence winning combination. When it is determined to be an internal winning combination in RT2 state, if the stop operation order is "Bat Order 3" or "Bat Order 4", regardless of the timing of the stop operation, a replay combination other than the winning "RT1 Transition Replay" (for example, "Normal Replay") is established, the RT state does not transition to RT1 state, and the RT2 state is maintained (Maintenance Replay). On the other hand, if the stop operation order is anything other than "Bat Order 3" or "Bat Order 4", regardless of the timing of the stop operation, "RT1 Transition Replay" is established, and the RT state transitions to RT1 state.
[0260] "F_RT2 Replay 3" is a button-press sequence winning combination. When it is determined to be an internal winning combination in RT2 state, if the stop operation order is "Bat 5" or "Bat 6", regardless of the timing of the stop operation, a replay combination other than the winning "RT1 Transition Replay" (for example, "Normal Replay") is established, the RT state does not transition to RT1 state, and the RT2 state is maintained (Maintenance Replay). On the other hand, if the stop operation order is anything other than "Bat 5" or "Bat 6", regardless of the timing of the stop operation, the "RT1 Transition Replay" is established, and the RT state transitions to RT1 state.
[0261] When "F_Upper Replay" is determined as an internal winning combination rather than a button-press combination, a "Parallel Replay" is formed on the top line regardless of the order and timing of the stopping operations (i.e., the "Replay" symbol is displayed in a straight line on the upper part of each reel, resulting in an "Upper Replay").
[0262] When "F_Middle Replay 1" is determined as an internal winning combination rather than a button-press combination, a "Parallel Replay" is formed on the center line regardless of the order and timing of the stopping operations (that is, a "Middle Replay" is formed where the "Replay" symbol is displayed in a straight line in the middle of each reel).
[0263] "F_Middle Replay 2" is a button-press sequence winning combination. When it is determined to be an internal winning combination, if the stopping order is "Butt Order 1" to "Butt Order 4", a "Middle Replay" is established regardless of the timing of the stopping operation. If the stopping order is other than "Butt Order 1" to "Butt Order 4", and the stopping timing is appropriate, a "Fake Replay" is established. If the stopping timing is not appropriate, a "Middle Replay" is established. Note that no change in the game state occurs regardless of which replay combination is established. Therefore, although "F_Middle Replay 2" is a button-press sequence winning combination, it is an internal winning combination in which the player's benefit does not change depending on the stopping order.
[0264] "F_Middle Replay 3" is a button-press sequence winning combination. When it is determined to be an internal winning combination, if the stopping order is "Butt 1" and "Butt 2", a "Middle Replay" is established regardless of the timing of the stopping operation. If the stopping order is anything other than "Butt 1" and "Butt 2", and the stopping timing is appropriate, a "BAR Aligned Replay" is established. If the stopping timing is not appropriate, a "Middle Replay" is established. Note that no change in the game state occurs regardless of which replay combination is established. Therefore, although "F_Middle Replay 3" is a button-press sequence winning combination, it is an internal winning combination in which the player's benefit does not change depending on the stopping order.
[0265] When "F_Lower Replay" is determined as an internal winning combination rather than a button-press combination, a "Parallel Replay" is formed on the bottom line regardless of the order and timing of the stopping operations (i.e., the "Replay" symbol is displayed in a straight line on the bottom of each reel, resulting in a "Lower Replay").
[0266] "F_Hit Replay" is determined not as a button-press sequence but as an internal winning combination, and regardless of the stopping order and timing of the stopping operations, "Hit Replay" is established on the center line (that is, the "Replay" symbol is displayed in a straight line in the middle of the left reel 3L and the middle reel 3C, but not in the middle of the right reel 3R).
[0267] "F_JAC1_1" is a button-press combination, and when it is determined to be an internal winning combination in RB state, if the stop operation order is "Bat 1", regardless of the timing of the stop operation, either "Bell" or the winning "JACA" will be established, and 15 medals will be paid out. On the other hand, if the stop operation order is anything other than "Bat 1", regardless of the timing of the stop operation, all of the winning "JACB" will be established (i.e., "S_JACB1", "C_JACB2", and "S_JACB3" will each be displayed on the active line at the same time), and 6 medals will be paid out.
[0268] Note that "Bell" and "JACA" are combinations of symbols that each dispense 8 medals. Therefore, if they occur simultaneously as described above, "8 + 8 = 16 medals" would normally be dispensed. However, in this embodiment, the maximum number of medals that can be dispensed in a single game is set to "15," and even if more than 15 medals are awarded, 15 medals will be dispensed. This is also the case for "F_JAC1_2" to "F_JAC1_6."
[0269] "F_JAC1_2" is a button-press combination, and when it is determined to be an internal winning combination in RB state, if the stop operation order is "Bat 2", regardless of the timing of the stop operation, either "Bell" or the winning "JACA" will be established, and 15 medals will be paid out. On the other hand, if the stop operation order is anything other than "Bat 2", regardless of the timing of the stop operation, all of the winning "JACB" will be established (i.e., "S_JACB1", "C_JACB2", and "S_JACB3" will each be displayed on the active line at the same time), and 6 medals will be paid out.
[0270] "F_JAC1_3" is a button-press combination, and when it is determined to be an internal winning combination in RB state, if the stop operation order is "Bat 3", regardless of the timing of the stop operation, either "Bell" or the winning "JACA" will be established, and 15 medals will be paid out. On the other hand, if the stop operation order is anything other than "Bat 3", regardless of the timing of the stop operation, all of the winning "JACB" will be established (i.e., "S_JACB1", "C_JACB2", and "S_JACB3" will each be displayed on the active line at the same time), and 6 medals will be paid out.
[0271] "F_JAC1_4" is a button-press combination, and when it is determined to be an internal winning combination in RB state, if the stopping operation order is "button 4", regardless of the timing of the stopping operation, either "bell" or the winning "JACA" will be established, and 15 medals will be paid out. On the other hand, if the stopping operation order is anything other than "button 4", regardless of the timing of the stopping operation, all of the winning "JACB" will be established (i.e., "S_JACB1", "C_JACB2", and "S_JACB3" will each be displayed on the active line at the same time), and 6 medals will be paid out.
[0272] "F_JAC1_5" is a button-press combination, and when it is determined to be an internal winning combination in RB state, if the stopping operation order is "button 5", regardless of the timing of the stopping operation, either "bell" or the winning "JACA" will be established, and 15 medals will be paid out. On the other hand, if the stopping operation order is anything other than "button 5", regardless of the timing of the stopping operation, all of the winning "JACB" will be established (i.e., "S_JACB1", "C_JACB2", and "S_JACB3" will each be displayed on the active line at the same time), and 6 medals will be paid out.
[0273] "F_JAC1_6" is a button-press combination, and when it is determined as an internal winning combination in RB state, if the stop operation order is "Stop 6", regardless of the timing of the stop operation, either "Bell" or the winning "JACA" will be established, and 15 medals will be paid out. On the other hand, if the stop operation order is anything other than "Stop 6", regardless of the timing of the stop operation, all of the winning "JACB" will be established (i.e., "S_JACB1", "C_JACB2", and "S_JACB3" will each be displayed on the active line at the same time), and 6 medals will be paid out.
[0274] In this embodiment, in the RB state, if the button press sequence is correct (if the stopping operation is performed in a procedure advantageous to the player), 15 medals are paid out when "Bell" and "JACA" are entered simultaneously. However, this is not limited to this, and for example, the number of medals paid out for "JACA" may be set to "15", and if the button press sequence is correct, 15 medals may be paid out when any of the winning "JACA" combinations are established.
[0275] Furthermore, in this embodiment, if the button press sequence is not correct during the RB state (if the stopping operation is not performed in a procedure favorable to the player), six medals (two medals x three lines) are paid out when multiple "JACB" symbols are triggered simultaneously. However, this is not limited to this, and for example, the number of medals paid out for "JACB" could be set to "6," and if the button press sequence is not correct, six medals would be paid out when any of the winning "JACB" symbols are triggered.
[0276] "F_JAC2" is not a button-press sequence combination, but when it is determined as an internal winning combination in RB state, regardless of the order or timing of the stop operation, either "Bell" or the winning "JACA" will occur, and 15 medals will be paid out. Similarly, for example, the number of medals paid out for "JACA" may be set to "15", and 15 medals will be paid out when any of the winning "JACA" combinations occur.
[0277] When "F_Chance Symbol A1" to "F_Chance Symbol A4" and "F_Chance Symbol B1" to "F_Chance Symbol B4" are determined to be internal winning symbols rather than sequential symbols, if the stopping operation is performed at the appropriate time, the "chance symbol" will be missed and the "RT3 transition symbol" will be displayed on the active line. In this case, no medals will be paid out, but there is a possibility that the RT state will transition to the RT3 state, so it is likely to be advantageous for the player to perform a stopping operation that causes the "chance symbol" to be missed and the "RT3 transition symbol" to be displayed. Here, in that sense, it is explained that causing the "chance symbol" to be missed is the "appropriate" timing for the stopping operation. On the other hand, if the stopping operation is not performed at the appropriate time, one of the winning "chance symbols" will be established and one medal will be paid out, but the RT state will not transition to the RT3 state.
[0278] Here, when one of "F_Chance Symbol A1" to "F_Chance Symbol A4" or "F_Chance Symbol B1" to "F_Chance Symbol B4" is determined as an internal winning combination, whether the timing of the stop operation is appropriate is determined, for example, based on the timing of the stop operation during the third stop operation. Specifically, 3 / 4 of the timings of all stop operations during the third stop operation are determined to be appropriate, and if the stop operation is performed at one of these timings, "RT3 transition" is established. If the stop operation is performed at one of the remaining 1 / 4 timings, the timing of the stop operation is deemed inappropriate, and a "chance combination" is established. In principle, these stop operation timings include at least some differences between "F_Chance Symbol A1" to "F_Chance Symbol A4" and "F_Chance Symbol B1" to "F_Chance Symbol B4". Therefore, the appropriate timing can be made to differ depending on which internal winning combination is won, making it possible to enhance the enjoyment of the game regarding stop operations.
[0279] In this embodiment, when "F_Chance Symbol A1" to "F_Chance Symbol A4" and "F_Chance Symbol B1" to "F_Chance Symbol B4" are determined as internal winning combinations, either "RT3 Transition" or "Chance Combination" is established depending on the timing of the stop operation, but this is not limited to this. For example, "RT3 Transition" may be established when the stop operation is performed in the correct order of button presses, and "Chance Combination" may be established when the stop operation is not performed in the correct order of button presses. Alternatively, "RT3 Transition" may be established regardless of the order and timing of the stop operation. In this case, "RT3 Transition" may be defined as a combination of symbols that results in a medal payout (for example, one medal is paid out).
[0280] If "F_Weak Rare Role A" and "F_Weak Rare Role B" are determined as internal winning roles rather than being push-order roles, then regardless of the order and timing of the stop operation, one of the winning "Chance Roles" will be established and one medal will be paid out. In addition, similar to "F_Chance Symbol A1" to "F_Chance Symbol A4" and "F_Chance Symbol B1" to "F_Chance Symbol B4", it is also possible to make it possible to miss out on "Chance Roles" depending on the timing of the stop operation. In this case, it is sufficient to prevent "RT3 Transition" from being displayed. In this embodiment, when a win occurs with any of "F_Chance Symbol A1" to "F_Chance Symbol A4" or "F_Chance Symbol B1" to "F_Chance Symbol B4", the timing of the stop operation is not appropriate and a "Chance Symbol" is displayed. In addition, when a win occurs with either "F_Weak Rare Symbol A" or "F_Weak Rare Symbol B", a "Chance Symbol" is displayed. Therefore, depending on the internally won symbol and the manner of the stop operation, the expectation of winning a bonus symbol and the expectation of transitioning to RT3 can be varied, thereby improving the enjoyment of the game.
[0281] If "F_Watermelon1" and "F_Watermelon2" are determined as internal winning combinations rather than as button-press combinations, a "Watermelon" combination will be formed regardless of the order and timing of the stop operations, and 5 medals will be dispensed. It is also possible to allow for the "Watermelon" combination to be missed depending on the timing of the stop operations.
[0282] When "F_Confirmed Role" is determined as an internal winning role rather than a push-order role, all of the winning "Special Roles" are established regardless of the order and timing of the stop operations (i.e., "S_Special Role 1", "C_Special Role 2", and "S_Special Role 3" are all displayed on the active line simultaneously), and 15 medals are paid out. Alternatively, the number of medals paid out for a "Special Role" could be set to "15", and 15 medals would be paid out if any of the winning "Special Roles" are established.
[0283] When "F_Special Bell" is determined as an internal winning combination rather than a button-press combination, a "Crossdown Bell" is formed regardless of the order and timing of the stopping operations, and 8 medals are paid out.
[0284] "F_Upper Reel Common Bell" is determined not as a button-press sequence win, but as an internal winning combination. In this case, regardless of the order and timing of the stop operations, the "Bell" symbol will appear on the top line (i.e., the "Bell" symbol will be displayed in a straight line on the upper part of each reel, resulting in an "Upper Reel Bell"), and 8 medals will be paid out.
[0285] "F_Middle Common Bell" is determined not as a push-order combination, but as an internal winning combination. In this case, regardless of the order and timing of the stopping operations, the "bell" symbol will appear on the center line (i.e., the "bell" symbol will be displayed in a straight line in the middle of each reel, resulting in a "Middle Bell"), and 8 medals will be paid out.
[0286] In this embodiment, when an internal winning combination is determined, regardless of the order and timing of the stopping operations, a "bell" will appear on the bottom line (i.e., the "bell" symbol will be displayed in a straight line on the bottom of each reel, resulting in a "bottom bell"), and eight medals will be dispensed. For example, an internal winning combination called "F_Bottom Common Bell" is not provided. However, it is also possible to provide this "F_Bottom Common Bell" internal winning combination and configure it to be awarded with a predetermined probability in game states other than bonus states.
[0287] "F_Upper Left Bell 1" and "F_Upper Left Bell 2" are push-order combinations. When determined as internal winning combinations, if the stop operation order is "Push Order 1" and "Push Order 2", regardless of the timing of the stop operation, a "Bell" will appear on the top line (i.e., the "Bell" symbol will be displayed in a straight line on the upper part of each reel, resulting in an "Upper Bell"), and 8 medals will be paid out. On the other hand, if the stop operation order is anything other than "Push Order 1" and "Push Order 2", and the timing of the stop operation is appropriate, one of the winning "Push Order Combinations" will appear, and 1 medal will be paid out. If the timing of the stop operation is not appropriate, an "RT1 transition" will occur (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0, RT2, or RT4, it will transition to RT1.
[0288] "F_Upper Middle Bell 1" and "F_Upper Middle Bell 2" are push-order combinations. When determined as internal winning combinations, if the stop operation order is "Swing Order 3" and "Swing Order 4", regardless of the timing of the stop operation, a "Bell" will appear on the top line (i.e., the "Bell" symbol will be displayed in a straight line on the upper part of each reel, resulting in an "Upper Bell"), and 8 medals will be paid out. On the other hand, if the stop operation order is anything other than "Swing Order 3" and "Swing Order 4", and the timing of the stop operation is appropriate, one of the winning "Swing Order Combinations" will appear, and 1 medal will be paid out. If the timing of the stop operation is not appropriate, an "RT1 transition" will occur (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0, RT2, or RT4, it will transition to RT1.
[0289] "F_Upper Right Left Bell 1" and "F_Upper Right Left Bell 2" are push-order combinations. When determined as an internal winning combination, if the stop operation order is "Swing Order 5", regardless of the timing of the stop operation, a "Bell" will appear on the top line (i.e., the "Bell" symbol will be displayed in a straight line on the upper part of each reel, resulting in an "Upper Bell"), and 8 medals will be paid out. On the other hand, if the stop operation order is anything other than "Swing Order 5", and the timing of the stop operation is appropriate, one of the winning "Swing Order Combinations" will appear, and 1 medal will be paid out. If the timing of the stop operation is not appropriate, an "RT1 transition" will occur (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0, RT2, or RT4, it will transition to RT1.
[0290] "F_Upper Right Middle Bell 1" and "F_Upper Right Middle Bell 2" are push-order combinations. When determined as an internal winning combination, if the stop operation order is "Swing Order 6", regardless of the timing of the stop operation, a "Bell" will appear on the top line (i.e., the "Bell" symbol will be displayed in a straight line on the upper part of each reel, resulting in an "Upper Bell"), and 8 medals will be paid out. On the other hand, if the stop operation order is anything other than "Swing Order 6", and the timing of the stop operation is appropriate, one of the winning "Swing Order Combinations" will appear, and 1 medal will be paid out. If the timing of the stop operation is not appropriate, an "RT1 transition" will occur (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0, RT2, or RT4, it will transition to RT1.
[0291] In this embodiment, the following button-pressing combinations are provided that result in an "upper bell" when the button-pressing order is correct: "F_upper left bell 1" and "F_upper left bell 2" for "button order 1" and "button order 2" (i.e., first stop on the left), "F_upper middle bell 1" and "F_upper middle bell 2" for "button order 3" and "button order 4" (i.e., first stop on the middle), "F_upper right left bell 1" and "F_upper right left bell 2" for "button order 5", and "F_upper right middle bell 1" and "F_upper right middle bell 2" for "button order 6". In other words, out of a maximum of 6 possible button-pressing sequences (6 choices), 4 (4 choices) are specified as correct. However, this is just one example of a correct button-pressing sequence for a button-pressing combination, and the number of correct button-pressing sequence patterns (choices) is not limited to this.
[0292] For example, the system may specify that there are 6 correct button press sequences (6 choices), or it may specify that there are 3 correct sequences (3 choices). If there are 3 correct sequences (3 choices), the internal winning combinations related to the "upper bell" should be configured such that one of the following is the correct button press sequence: left first stop ("Bat Sequence 1" and "Bat Sequence 2"), middle first stop ("Bat Sequence 3" and "Bat Sequence 4"), and right first stop ("Bat Sequence 5" and "Bat Sequence 6"). The same applies to the internal winning combinations related to the "RT0 transition replay" to the "RT2 transition replay" mentioned above, the internal winning combinations related to the "middle bell" and the internal winning combinations related to the "lower bell" shown below. In other words, the number of correct button press sequences (number of choices) in the button press sequence can be set as appropriate, and these sequences (number of choices) are not limited to those explained in Figures 23 and 24.
[0293] "F_Middle Left Bell 1" and "F_Middle Left Bell 2" are push-order combinations. When determined as internally winning combinations, if the stop operation order is "Push Order 1" and "Push Order 2", regardless of the timing of the stop operation, a "Bell" will appear on the center line (i.e., the "Bell" symbol will be displayed in a straight line in the middle of each reel, resulting in a "Middle Bell"), and 8 medals will be paid out. On the other hand, if the stop operation order is anything other than "Push Order 1" and "Push Order 2", and the timing of the stop operation is appropriate, one of the winning "Push Order Combinations" will appear, and 1 medal will be paid out. If the timing of the stop operation is not appropriate, an "RT1 transition" will occur (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0, RT2, or RT4, it will transition to RT1.
[0294] "F_Middle Bell 1" and "F_Middle Bell 2" are push-order combinations. When determined as internal winning combinations, if the stop operation order is "Swing Order 3" and "Swing Order 4", regardless of the timing of the stop operation, a "Bell" will appear on the center line (i.e., the "Bell" symbol will be displayed in a straight line in the middle of each reel, resulting in a "Middle Bell"), and 8 medals will be paid out. On the other hand, if the stop operation order is anything other than "Swing Order 3" and "Swing Order 4", and the timing of the stop operation is appropriate, one of the winning "Swing Order Combinations" will appear, and 1 medal will be paid out. If the timing of the stop operation is not appropriate, an "RT1 transition" will occur (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0, RT2, or RT4, it will transition to RT1.
[0295] "F_Middle Right Left Bell 1" and "F_Middle Right Left Bell 2" are push-order combinations. When determined as an internal winning combination, if the stop operation order is "Swing Order 5", regardless of the timing of the stop operation, a "Bell" will appear on the center line (i.e., the "Bell" symbol will be displayed in a straight line in the middle of each reel, resulting in a "Middle Bell"), and 8 medals will be paid out. On the other hand, if the stop operation order is anything other than "Swing Order 5", and the timing of the stop operation is appropriate, one of the winning "Swing Order Combinations" will appear, and 1 medal will be paid out. If the timing of the stop operation is not appropriate, "RT1 Transition" will occur (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0, RT2, or RT4, it will transition to RT1.
[0296] "F_Middle Right Bell 1" and "F_Middle Right Bell 2" are push-order combinations. When determined as an internal winning combination, if the stop operation order is "Swing Order 6", regardless of the timing of the stop operation, a "Bell" will appear on the center line (i.e., the "Bell" symbol will be displayed in a straight line in the middle of each reel, resulting in a "Middle Bell"), and 8 medals will be paid out. On the other hand, if the stop operation order is anything other than "Swing Order 6", and the timing of the stop operation is appropriate, one of the winning "Swing Order Combinations" will appear, and 1 medal will be paid out. If the timing of the stop operation is not appropriate, an "RT1 transition" will occur (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0, RT2, or RT4, it will transition to RT1.
[0297] "F_Lower Middle Bell 1" and "F_Lower Middle Bell 2" are push-order combinations. When determined as internal winning combinations, if the stop operation order is "Swing Order 3" and "Swing Order 4", regardless of the timing of the stop operation, a "Bell" will appear on the bottom line (i.e., the "Bell" symbol will be displayed in a straight line on the bottom of each reel, resulting in a "Lower Bell"), and 8 medals will be paid out. On the other hand, if the stop operation order is anything other than "Swing Order 3" and "Swing Order 4", and the timing of the stop operation is appropriate, one of the winning "Swing Order Combinations" will appear, and 1 medal will be paid out. If the timing of the stop operation is not appropriate, an "RT1 transition" will occur (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0, RT2, or RT4, it will transition to RT1.
[0298] "F_Lower Right Left Bell 1" and "F_Lower Right Left Bell 2" are push-order combinations. When determined as an internal winning combination, if the stop operation order is "Swing Order 5", regardless of the timing of the stop operation, a "Bell" will appear on the bottom line (i.e., the "Bell" symbol will be displayed in a straight line on the bottom of each reel, resulting in a "Lower Bell"), and 8 medals will be paid out. On the other hand, if the stop operation order is anything other than "Swing Order 5", and the timing of the stop operation is appropriate, one of the winning "Swing Order Combinations" will appear, and 1 medal will be paid out. If the timing of the stop operation is not appropriate, "RT1 Transition" will occur (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0, RT2, or RT4, it will transition to RT1.
[0299] "F_Lower Right Middle Bell 1" and "F_Lower Right Middle Bell 2" are push-order combinations. When determined as an internal winning combination, if the stop operation order is "Swing Order 6", regardless of the timing of the stop operation, a "Bell" will appear on the bottom line (i.e., the "Bell" symbol will be displayed in a straight line on the bottom of each reel, resulting in a "Lower Bell"), and 8 medals will be paid out. On the other hand, if the stop operation order is anything other than "Swing Order 6", and the timing of the stop operation is appropriate, one of the winning "Swing Order Combinations" will appear, and 1 medal will be paid out. If the timing of the stop operation is not appropriate, an "RT1 transition" will occur (RT1 transition), and no medals will be paid out. In this case, if the RT state is RT0, RT2, or RT4, it will transition to RT1.
[0300] In this embodiment, if any of "F_Upper Left Bell 1" to "F_Lower Right Middle Bell 2" is determined as the internal winning combination, and the stop operation is not performed in the correct order of pressing buttons, whether the timing of the stop operation is appropriate is determined, for example, based on the timing of the stop operation during the third stop operation. Specifically, half of the timings of all stop operations during the third stop operation are determined to be appropriate, and if the stop operation is performed at that timing, one of the winning "sequence combinations" is established. If the stop operation is performed at the remaining half of the timings, the timing of the stop operation is deemed inappropriate, and the "RT1 transition" is established.
[0301] Furthermore, in this embodiment, if any of "F_Upper Left Bell 1" to "F_Upper Right Middle Bell 2" is determined as the internal winning combination and the system is in a flag-interval state (RT5 state), regardless of the stop operation order and timing, a "bell" will appear on the top line (i.e., the "bell" symbols will be displayed in a straight line on the upper part of each reel, resulting in an "upper bell"), and 8 medals will be dispensed. Also, if any of "F_Middle Left Bell 1" to "F_Middle Right Middle Bell 2" is determined as the internal winning combination and the system is in a flag-interval state (RT5 state), regardless of the stop operation order and timing, a "bell" will appear on the center line (i.e., the "bell" symbols will be displayed in a straight line on the middle part of each reel, resulting in a "middle bell"), and 8 medals will be dispensed. Furthermore, if any of "F_Lower Middle Bell 1" to "F_Lower Right Middle Bell 2" is determined as the internal winning combination, and the flag state is active (RT5 state), regardless of the stopping order and timing of the stopping operation, a "bell" will appear on the bottom line (i.e., the "bell" symbols will be displayed in a straight line on the bottom of each reel, resulting in a "lower bell"), and 8 medals will be paid out.
[0302] In other words, when the game is in the flag state (RT5 state), the push-order small wins cease to be push-order wins (the push-order wins are irrelevant). However, it is not always necessary to configure it this way. Even when the game is in the flag state (RT5 state), as mentioned above, if the push order is correct, a combination of symbols that dispenses 8 medals ("upper bell", "middle bell", or "lower bell") may be displayed. If the push order is not correct, a "push-order win" that dispenses 1 medal if the timing of the stop operation is appropriate may be displayed, and if the timing of the stop operation is not appropriate, a loss may occur. In this case, even if "RT1 transition" is displayed, the game state will not transition to the RT1 state, so "RT1 transition" may not be displayed.
[0303] Furthermore, in this embodiment, when a replay or minor role and a bonus role overlap and are determined as an internal winning role (including when a bonus role is carried over), stop control is performed to prioritize the occurrence of a replay or minor role over a bonus role. However, stop control may be performed to prioritize the occurrence of a bonus role over a replay or minor role.
[0304] Here, we will briefly explain the reel stop control (method for determining the stopping symbol position) in the pachislo 1 of this embodiment. In this embodiment, after a stop operation is detected by the stop switch, the reel stop control is performed so that the rotation of the corresponding reel stops within 190 msec. Specifically, the value of the symbol counter corresponding to the corresponding reel when the stop operation is detected is added to the number of sliding symbols from "0" to "4", and the symbol position corresponding to the obtained value is determined as the symbol position where the reel rotation stops (hereinafter referred to as the "planned stop position"). The symbol position corresponding to the value of the symbol counter corresponding to the corresponding reel when the stop operation is detected is the symbol position where the stopping of the reel rotation begins (hereinafter referred to as the "stop start position").
[0305] In other words, the number of sliding frames is the amount of rotation of the reel from the time the stop operation is detected by the stop switch until the rotation of the corresponding reel stops. To put it another way, it is the number of symbols that pass through the middle area of the corresponding reel in the reel display window 4 during the period from the time the stop operation is detected by the stop switch until the rotation of the corresponding reel stops. This is determined by the value of the symbol counter that is updated after the stop operation is detected by the stop switch.
[0306] By referring to a stop table (not shown), the number of sliding frames is obtained according to the stopping start position of each reel. In this embodiment, although the number of sliding frames is obtained based on the stop table, this is provisional, and the obtained number of sliding frames does not immediately determine the planned stopping position of the reel. In this embodiment, if there is a more appropriate number of sliding frames than the number of sliding frames obtained based on the stop table (hereinafter referred to as "sliding frame number determination data"), the number of sliding frames is changed by referring to a pull-in priority table (not shown). The sliding frame number determination data is then referenced to determine the search order when comparing the priority of each symbol from the stopping start position to the symbol position four positions away, which is the maximum number of sliding frames.
[0307] In the reel stop control of this embodiment, first, the number of sliding frames is obtained based on a stop table (not shown). However, if there is a more appropriate number of sliding frames than this one based on priority, it is changed to that appropriate number. That is, in this embodiment, regardless of the number of sliding frames obtained by the stop table, a more appropriate number of sliding frames is determined based on the priority of the symbol combinations that permit stop display by the internal winning combination.
[0308] <Configuration of the storage area provided in the main RAM> Next, with reference to Figures 25 to 30, the configuration of the various storage areas provided in the main RAM 103 will be described.
[0309] [Storage area for the winning request flag and the prize activation flag] First, with reference to Figure 25, the configuration of the win request flag storage area (internal winning role storage area) and the prize activation flag storage area (display role storage area) will be explained. In this embodiment, the win request flag storage area (flag data storage area, winning flag data storage area) and the prize activation flag storage area (prize flag data storage area) have the same configuration as each other.
[0310] In this embodiment, the win request flag storage area consists of win request storage areas 1 to 9, each represented by 1 byte of data, and the prize activation flag storage area consists of prize activation storage areas 1 to 9, each represented by 1 byte of data. The data stored in each storage area of the win request flag storage area and the prize activation flag storage area is only the 1 byte of data in the "Data" column in Figure 25. However, for the sake of explanation, Figure 25 also shows the "combinations" (shown in the figure in the order of the symbols on the left reel 3L, the middle reel 3C, and the right reel 3R) that correspond to the bits of each storage area, and their contents (see Figures 19 to 22).
[0311] In each of the win request flag storage areas 1 to 9, when a "1" is stored in a predetermined bit, it indicates that the internal winning combination corresponding to that predetermined bit has been won internally. Also, in each of the prize activation storage areas 1 to 9, when a "1" is stored in a predetermined bit, it indicates that the display combination (prize activation flag) corresponding to that predetermined bit has been won. In other words, when a "1" is stored in a predetermined bit, it indicates that the various symbol combinations of the internal winning combination corresponding to that predetermined bit have been displayed on the active line.
[0312] In addition, the winning request flag storage area and the prize activation flag storage area may include cases where multiple symbol combinations are assigned to one bit (flag) in each storage area, but as mentioned above, it is also possible to assign only one symbol combination to one bit (flag) in each storage area.
[0313] [Storage area for carryover items] Next, with reference to Figure 26, the configuration of the carryover storage area will be described. In this embodiment, the carryover storage area consists of a 1-byte data storage area.
[0314] When the internal draw determines an internal winning combination "F_BB1", "F_BB2", "F_BB3", or "F_BB4", that internal winning combination (BB combination) is stored in the carryover combination storage area as a carryover combination. The carryover combination stored in the carryover combination storage area is retained without being cleared until the corresponding symbol combination is displayed on an active line. In addition, while a carryover combination is stored in the carryover combination storage area, the carryover combination is stored in the winning request storage area in addition to the internal winning combination determined by the internal draw.
[0315] [Game status flag storage area] Next, with reference to Figure 27, the configuration of the game state flag storage area will be described. The game state flag storage area consists of a 2-byte data storage area. In this embodiment, as shown in Figure 27, a unique bonus type or RT type is assigned to each bit of the game state flag storage area.
[0316] In the game state flag storage area, when a "1" is stored in a predetermined bit, it indicates that the bonus state or RT state corresponding to that predetermined bit is in operation. For example, when a "1" is stored in bit 0 of game state flag storage area 1, it indicates that the game state is BB1 state. Also, for example, when a "1" is stored in bit 0 of game state flag storage area 2, it indicates that the game state is RT3 state.
[0317] [Storage area for operation stop button] Next, with reference to Figure 28, the configuration of the operation stop button storage area will be described. The operation stop button storage area consists of a 1-byte data storage area and stores an operation stop button flag consisting of 1 byte. In the operation stop button flag, each bit is assigned the operation state of the stop button.
[0318] For example, if the left stop button 17L is the stop button that was pressed this time, i.e., the activated stop button, then "1" is stored in bit 0 of the activated stop button storage area. Also, for example, if the left stop button 17L is a stop button that has not yet been pressed, i.e., the active stop button, then "1" is stored in bit 4. The main CPU 101 identifies the stop button that was pressed this time and the stop buttons that have not yet been pressed based on the data stored in the activated stop button storage area.
[0319] [Pressing order storage area] Next, with reference to Figure 29, the configuration of the key press order storage area will be described. The key press order storage area consists of a 1-byte data storage area and stores a 1-byte key press order flag.
[0320] In the button press order flag, each bit is assigned the type of order in which the stop buttons are pressed. For example, if the order in which the stop buttons are pressed is "left, middle, right", then bit 0 in the button press order storage area will be set to "1".
[0321] [Pattern code storage area] Next, the configuration of the symbol code storage area will be described with reference to Figure 30. In this embodiment, the symbol code storage area consists of symbol code storage areas 1 to 9, each represented by 1 byte of data. The symbol code storage area has the same configuration as the win request flag storage area and the prize activation flag storage area (see Figure 25).
[0322] In the symbol code storage area, the bit corresponding to the combination of symbols that can stop on the active line is stored as "1". After all reels have stopped, symbol code storage areas 1 to 9 store the symbol codes corresponding to the display roles (winning activation flags).
[0323] [Relationship between internal winning combination, lottery number, and winning combination number] In the various game states related to the gameplay described above, the main control circuit 90 refers to various data tables in the various draws. In this embodiment, the parameters used are not only the internal winning combinations but also other parameters with different names corresponding to the internal winning combinations (hereinafter referred to as "draw numbers"). The draw numbers are information that allows the main control circuit 90 to identify groups of internal winning combinations that play similar roles (such as whether they are the target combination for the draw or their winning probability) by grouping them together and assigning them the same draw number. As a result, in this embodiment, it is not necessary to create various data tables for each internal winning combination (for example, for each of "No. 0" to "No. 98" as shown in Figures 16 and 17), and it is sufficient to create various data tables for each lottery number, thus compressing the amount of data and avoiding strain on the capacity of the game ROM area.
[0324] Furthermore, in this embodiment, for internal winning combinations, the sub-control circuit 200 also uses parameters with different names (hereinafter referred to as "winning combination numbers") to identify the internal winning combinations in the current unit game. The winning combination numbers are information that allows recognition of groups by grouping at least some of the internal winning combinations and assigning the same winning combination number to them, depending on the game state (more specifically, whether it is a non-advantageous period, a normal advantageous period, or an advantageous period). As a result, in this embodiment, it is no longer necessary to transmit unique information to the sub-control circuit 200 to identify each internal winning combination (for example, for each of "No. 0" to "No. 98" shown in Figures 16 and 17), which not only compresses the amount of data and reduces the control burden but also allows for the transmission of appropriate information according to the game state.
[0325] Here, with reference to Figures 31 and 32, the correspondence between internal winning combinations, drawn numbers, and winning combination numbers will be explained. Figures 31 and 32 show an example of the basic correspondence between internal winning combinations, drawn numbers, and winning combination numbers.
[0326] As shown in Figure 31, for internal winning combinations (including bonus combinations) where a bonus combination and a replay combination or minor combination are won simultaneously (internal winning combinations indicated by "No. 1" to "No. 38" in Figures 16 and 17), the lottery number "13" is assigned, except for "F_BB3+F_Watermelon2" and "F_BB4+F_Watermelon2", which have different winning probabilities for each setting value. In addition, the lottery number "0" is assigned to "F_BB3+F_Watermelon2" and "F_BB4+F_Watermelon2".
[0327] In this embodiment, the lottery numbers are not different between the non-advantageous section (referred to as "normal" in Figures 31 and 32; the same applies hereinafter) and the normal advantageous section and advantageous section (referred to as "advantageous" in Figures 31 and 32; the same applies hereinafter). However, if different lotteries or processes are performed in "normal" and "advantageous," then different lottery numbers can be assigned to "normal" and "advantageous." For example, in the non-advantageous section, if "F_BB3+F_Watermelon2" and "F_BB4+F_Watermelon2" are drawn, no ART lottery is performed, and it is not determined whether to transition to the normal advantageous section. However, in the normal advantageous section and advantageous section, even if "F_BB3+F_Watermelon2" and "F_BB4+F_Watermelon2" are drawn, the same lottery as for other internal winning roles, including other bonus roles, is performed. Therefore, in "normal," the lottery numbers may be assigned as described above, and in "advantageous," a common lottery number "13" may be assigned.
[0328] Furthermore, as shown in Figure 31, for internal winning combinations including bonus combinations, a winning combination number from "28" to "41" is assigned depending on the type of bonus combination and the type of replay combination or minor combination that is won at the same time. This allows the sub-control circuit 200 to execute different effects depending on the type of bonus combination won and the type of replay combination or minor combination that is won.
[0329] Furthermore, as shown in Figure 32, each of the internal winning combinations for replays or minor roles (the internal winning combinations indicated by "No. 39" to "No. 98" in Figures 16 and 17, and the internal winning combinations indicated by "No. 1" to "No. 7" in Figure 18) is assigned a lottery number from "0" to "12".
[0330] Here, for example, the same lottery number "1" is assigned to "F_RT0 Replay 1" to "F_RT0 Replay 6" and "F_RT2 Replay 1" to "F_RT2 Replay 3", which are winning combinations in RT0 and RT2 states, which are game states where the probability of a replay being determined as an internal winning combination is high. Also, for example, the same lottery number "6" is assigned to "F_Chance Eye A1" to "F_Chance Eye B4", which have the potential to transition to RT3 state in RT states other than RT5 state, and which also transition from a non-advantageous section to a normal advantageous section.
[0331] Furthermore, for example, "F_Upper Common Bell" and "F_Upper Left Bell 1" to "F_Upper Right Middle Bell 2," which may display the same "Upper Bell," are assigned the same lottery number "10," "F_Middle Common Bell" and "F_Middle Left Bell 1" to "F_Middle Right Middle Bell 2," which may display the same "Middle Bell," are assigned the same lottery number "11," and "F_Lower Middle Bell 1" to "F_Lower Right Middle Bell 2," which may display the same "Lower Bell," are assigned the same lottery number "12."
[0332] Furthermore, as shown in Figure 32, for internal winning combinations of replays or minor roles (internal winning combinations indicated by "No. 39" to "No. 98" in Figures 16 and 17, and internal winning combinations indicated by "No. 1" to "No. 7" in Figure 18), one of the winning combination numbers from "0" to "27" is assigned in either "Normal" or "Advantageous" mode.
[0333] Here, focusing on the winning combination numbers assigned to "F_Upper Left Bell 1" to "F_Lower Right Middle Bell 2", in "Normal" mode, the same winning combination number "22" is assigned to each, whereas in "Advantageous" mode, the winning combination number "23" is assigned to "F_Upper Left Bell 1" to "F_Upper Right Middle Bell 2", the winning combination number "24" is assigned to "F_Middle Left Bell 1" to "F_Middle Right Middle Bell 2", and the winning combination number "25" is assigned to "F_Lower Middle Bell 1" to "F_Lower Right Middle Bell 2".
[0334] In other words, in this embodiment, when a winning combination is achieved in the line battle state of the advantageous section (see Figure 35 described later), the number of medals paid out is the same whether the "bell" symbol is lined up in the middle of each reel (when a "middle bell" is achieved), whether the "bell" symbol is lined up in the upper of each reel (when an "upper bell" is achieved), or whether the "bell" symbol is lined up in the lower of each reel (when a "lower bell" is achieved). However, the duration of the line battle state may vary, so as described above, normally By assigning different winning numbers to "F_Upper Left Bell 1" to "F_Upper Right Middle Bell 2", "F_Middle Left Bell 1" to "F_Middle Right Middle Bell 2", and "F_Lower Middle Bell 1" to "F_Lower Right Middle Bell 2" during the advantageous period and when the advantageous period is in effect, the sub-control circuit 200 can recognize which active lines the "bell" symbols are likely to line up on before the symbols stop (before the stop operation), and in line battle mode, it can perform different effects based on the reception of these winning numbers. An example of the effects in line battle mode will be explained later using Figures 37 to 41.
[0335] Furthermore, from a similar perspective, for example, "F_Upper Replay", "F_Middle Replay 1" to "F_Middle Replay 3" and "F_Lower Replay" may be assigned the same winning combination number in the "Normal" state, and different winning combination numbers in the "Advantageous" state.
[0336] Furthermore, in this embodiment, the main control circuit 90 sets the winning number as information related to the internal winning combination in the communication parameters of the start command and transmits it from the main control circuit 90 to the sub-control circuit 200, and also sets information corresponding to the navigation data (see Figure 45 below) in the communication parameters of the start command (or any other command) and transmits it from the main control circuit 90 to the sub-control circuit 200. However, the mode in which the sub-control circuit 200 transmits information that allows recognition of the internal winning combination or navigation data is not limited to this.
[0337] For example, for "F_RT0 Replay 1" to "F_RT0 Replay 6", the same winning combination number may be assigned in the non-advantageous section and the normal advantageous section, while different winning combination numbers may be assigned in the advantageous section. Similarly, for "F_RT1 Replay 1" to "F_RT1 Replay 6", the same winning combination number may be assigned in the non-advantageous section and the normal advantageous section, while different winning combination numbers may be assigned in the advantageous section. Furthermore, for "F_RT2 Replay 1" to "F_RT2 Replay 3", the same winning combination number may be assigned in the non-advantageous section and the normal advantageous section, while different winning combination numbers may be assigned in the advantageous section. In other words, with respect to push-order replays, in each game state (advantageous section) where information on stop operations advantageous to the player can be notified, the winning combination number may be transmitted as information that allows the internal winning combination to be identified. In each game state (non-advantageous section and normal advantageous section) where information on stop operations advantageous to the player cannot be notified, the winning combination number may be transmitted as information that does not allow the internal winning combination to be identified.
[0338] The same applies to the sequence of small wins. In this case, the same winning number should be assigned in the non-advantageous section, and different winning number should be assigned in the normal advantageous section and the advantageous section, respectively. Furthermore, when assigning winning number in the normal advantageous section and the advantageous section, the winning number should be further subdivided and assigned so that, for example, it is possible to identify both which active line the "bell" symbol may appear on and the type of stop operation that is advantageous to the player.
[0339] Thus, for example, in each game state where information on advantageous stop operations for push-order small wins and push-order replays can be notified to the player, the winning combination number is transmitted as information that allows the internal winning combination to be identified. In each game state where information on advantageous stop operations for the player cannot be notified, the winning combination number is transmitted as information that does not allow the internal winning combination to be identified. This may eliminate the need to transmit information equivalent to the navigation data described later (see Figure 45 below) to the sub-control circuit 200. In this case, the process of transmitting information equivalent to the navigation data described later (see Figure 45 below) to the sub-control circuit 200 can be omitted, and the control burden can be reduced.
[0340] In Figure 32, the correspondence between internal winning combinations, draw numbers, and winning combination numbers is explained without considering whether or not bonus combinations are carried over. However, the correspondence between internal winning combinations, draw numbers, and winning combination numbers may be changed depending on whether or not bonus combinations are carried over. For example, in the inter-flag state, various draws related to gameplay are basically not performed, so in the inter-flag state, all draw numbers may be assigned to "0".
[0341] <Gameplay during non-advantageous periods (normal state)> Next, with reference to Figure 33, the flow of gameplay during the non-advantageous period (normal state) will be explained. Figure 33 shows an overview of the game states that are transitioned to when a winning combination is achieved for each of the internal winning combinations shown in the figure during the normal state.
[0342] (When a weak rare role is drawn) When in a non-advantageous period and a bonus has not been won, if a weak rare role ("F_Weak Rare Role A" or "F_Weak Rare Role B") is won, the main CPU 101 transitions the game state to High Probability 1 state (normal advantageous period) and sets the game duration of the normal advantageous period to "9" games. As a result, the game will be controlled to High Probability 1 state from the next game for at least 9 games.
[0343] (When you win the chance lottery) When the game is in a non-advantageous period and a bonus has not been won, if a chance symbol ("F_Chance Symbol A1" to "F_Chance Symbol A4" and "F_Chance Symbol B1" to "F_Chance Symbol B4") is drawn, the main CPU 101 transitions the game state to high probability 2 state (normal advantageous period) and sets the game duration of the normal advantageous period to "9" games. As a result, the game is controlled to be in high probability 2 state for at least 9 games from the next game onward.
[0344] At this point, as a result of the player's stopping action, there are two possibilities: either "RT3 transition" is displayed and the RT state transitions to RT3, or "RT3 transition" is not displayed and the RT state does not transition to RT3 (i.e., the RT state other than RT3 continues). In either case, the state transitions to High Probability 2, but it is more advantageous for the player if the RT state is RT3. This point will be explained in more detail later.
[0345] Note that while chance symbols are internal winning symbols that can be triggered in conjunction with bonus symbols, if they are triggered in conjunction with bonus symbols, the processing related to the bonus symbol (see "When a Bonus Symbol is Triggered" below) takes priority, and no control is performed to transition to the high probability 2 state.
[0346] (When you win a watermelon) When in a non-advantageous section and in a state where a bonus has not been won, if Watermelon 1 ("F_Watermelon1") is won, the main CPU 101 performs an ART lottery. Specifically, for example, with a probability of 8 / 256, it decides to transition to the Ending 1 state of the advantageous section via the pre-bonus state of the normal advantageous section (i.e., it decides to win an ART), and with a probability of 248 / 256, it decides to transition to the High Probability 3 state of the normal advantageous section, but not to transition to the advantageous section (i.e., it decides not to win an ART). In this case, it may also be possible to decide, with a predetermined probability, to transition to the Line Battle state of the advantageous section via the pre-bonus state of the normal advantageous section.
[0347] In both cases, whether an ART win or an ART non-win is determined, the main CPU 101 performs a lottery to determine the duration of the normal advantageous section (pre-announcement period) to which the player transitions based on the Watermelon 1 win. Specifically, for example, the lottery determines one of the pre-announcement periods from "9" to "16" games. In this case, for example, if a pre-announcement period of "9" games is determined, "9" games are set to the duration of the normal advantageous section, and if a pre-announcement period of "16" games is determined, "16" games are set to the duration of the normal advantageous section. In this case, the number of games should be determined with different probabilities depending on whether the transition destination is the main pre-announcement state or the high probability 3 state. For example, when transitioning to the main pre-announcement state, the lottery probability can be set so that a relatively longer pre-announcement period is more likely to be determined than when transitioning to the high probability 3 state.
[0348] Thus, if you win with Watermelon 1, and an ART win is determined, you will be controlled to the normal advantageous section's main pre-announcement state for at least the number of games determined by the pre-announcement period lottery starting from the next game, and after the main pre-announcement state ends, you will be controlled to the advantageous section's ending preparation state (see Figure 34 below). If you do not win an ART, you will be controlled to the normal advantageous section's high probability 3 state for at least the number of games determined by the pre-announcement period lottery starting from the next game.
[0349] (When a bonus role is drawn) When in a non-advantageous section and in a state where a bonus has not been won, if a bonus role ("F_BB1", "F_BB2", "F_BB3", and "F_BB4") is won, the main CPU 101 performs an ART lottery. However, if "F_BB3 + F_Watermelon 2" or "F_BB4 + F_Watermelon 2", which have different winning probabilities between each setting value, is determined as the internal winning role, an ART lottery will not be performed. In other words, if "F_BB3 + F_Watermelon 2" or "F_BB4 + F_Watermelon 2" is determined as the internal winning role, the game will not transition to any of the game states in the normal advantageous section, but will instead enter a flag-interval state in the non-advantageous section (normal state), then enter a bonus state in the non-advantageous section (normal state), and when that bonus state ends, it will return to the non-bonus-won state in the non-advantageous section (normal state).
[0350] In the ART lottery when a bonus role is won, specifically, for example, there is a 64 / 256 probability of deciding to transition to the line battle state in the advantageous section via the line battle preparation state in the advantageous section after the bonus state ends (i.e., deciding to win ART), and there is a 192 / 256 probability of deciding to transition to the high probability 4 state in the normal advantageous section, but not to transition to the advantageous section (i.e., deciding not to win ART). In this case, it may also be possible to decide, with a predetermined probability, to transition to the ending 1 state in the advantageous section via the ending preparation state in the advantageous section after the bonus state ends.
[0351] In both cases, when an ART win is determined and when an ART win is not determined, the main CPU 101 first transitions the game state to the high probability 4 state (normal advantageous section). This controls the game to remain in the high probability 4 state from the next game onward. The duration for which the high probability 4 state continues during the inter-flag state may be until the transition from the inter-flag state to the bonus state (until the carried-over bonus role is established), or it may be for 9 games after entering the high probability 4 state (i.e., the same as the high probability 1 state and high probability 2 state). Furthermore, if an ART win is determined, the inter-flag state may be transitioned to the pre-announcement state (normal advantageous section) instead of the high probability 4 state. Furthermore, since various draws as in the high probability 4 state are not actually performed during the inter-flag state, this inter-flag state may be defined as a normal advantageous section, but a state different from the high probability 1 to high probability 4 states and the main pre-announcement state (for example, "inter-flag normal advantageous state"), and when a bonus role is won, the game may transition to this inter-flag normal advantageous state (normal advantageous section).
[0352] Then, after entering a bonus state and when that bonus state ends, if an ART win has been determined, the main CPU 101 will transition to the line battle preparation state of the advantageous section, or if an ART win has not been determined, it will continue the high probability 4 state of the normal advantageous section and set the play period of the normal advantageous section to "32" games. As a result, the game will be controlled to the high probability 4 state for at least 32 games after the end of the bonus.
[0353] <Gameplay during the normal advantageous period> Next, with reference to Figure 34, the flow of gameplay during the normal advantageous period will be explained. Figure 34 shows an overview of the flow of gameplay during the normal advantageous period. In this embodiment, as described above, in the normal state of the non-advantageous period, there is a high probability 1 state which is entered based on hitting a weak rare role, a high probability 2 state which is entered based on hitting a chance eye, a high probability 3 state which is entered based on hitting a watermelon 1, a high probability 4 state which is entered based on hitting a bonus role, and a pre-announcement state in which it is determined that the player will enter the advantageous period (ART).
[0354] First, the main CPU 101 performs an ART transition-possible state lottery for each unit of play, except when the player is in a flag-interval state (RT5 state) or a bonus state, or when the player is in a non-bonus-winning state but in a pre-bonus state (i.e., when it has already been decided that the player will transition to the advantageous section). This ART transition-possible state lottery determines whether or not the player is in a state where it is decided that the player will transition to the advantageous section (ART transition-possible state) when a bonus role is won in the normal advantageous section. If it has been decided in this ART transition-possible state lottery that the player will transition to the ART transition-possible state (winner of the ART transition-possible state lottery), and a bonus role is won, it is decided that the player will transition to the advantageous section after the bonus state based on that bonus role ends. If it has not been decided that the player will transition to the ART transition-possible state (winner of the ART transition-possible state lottery), and a bonus role is won, it is decided that the player will not transition to the advantageous section after the bonus state based on that bonus role ends, and the normal advantageous section (more specifically, the high probability 4 state) will continue.
[0355] In the ART transition state lottery, specifically, for example, in High Probability 1 and High Probability 2 states, there is a 64 / 256 probability of setting the ART transition state (winning the ART transition state), and a 192 / 256 probability of not setting the ART transition state (not winning the ART transition state). Also, for example, in High Probability 3 and High Probability 4 states, there is a 128 / 256 probability of setting the ART transition state (winning the ART transition state), and a 128 / 256 probability of not setting the ART transition state (not winning the ART transition state). Note that the probability of winning the ART transition state is not limited to the above and can be set as appropriate. For example, it is possible to set the probability of winning to increase sequentially in the order of High Probability 1, High Probability 2, High Probability 3, and High Probability 4 states, or simply set the probability of winning to be different for each game state.
[0356] Furthermore, while the ART transition status lottery is conducted for each individual game, it is also possible to maintain the ART transition status until the end of the normal advantageous period once the ART transition status is set. In this case, once the ART transition status is set, there is no need to conduct the ART transition status lottery again until the end of the normal advantageous period. On the other hand, if it is conducted for each individual game, at the start of the individual game, before determining whether or not a bonus role has been won, it is sufficient to first draw whether or not the individual game should be in an ART transition status, and then determine whether or not a bonus role has been won in that individual game.
[0357] Furthermore, in the non-advantageous section, if "F_BB3+F_Watermelon2" or "F_BB4+F_Watermelon2," which have different winning probabilities between each setting value, is determined as the internal winning combination, it is not determined whether or not to transition to the advantageous section. However, in the normal advantageous section, even if "F_BB3+F_Watermelon2" or "F_BB4+F_Watermelon2" is determined as the internal winning combination, if the ART transition is possible, it is determined that the game will transition to the advantageous section after the bonus state based on that bonus combination ends.
[0358] Next, the main CPU 101 performs state transition control processing. In this state transition control processing, based on the internal winning combination, it controls the transition between each game state within the normal advantageous period, and also performs processing such as resetting the game period of the normal advantageous period according to predetermined conditions. The details of this state transition control processing are described below.
[0359] (When you win the chance lottery) When in a normal advantageous period and a bonus has not been won, if a chance symbol ("F_Chance Symbol A1" to "F_Chance Symbol A4" and "F_Chance Symbol B1" to "F_Chance Symbol B4") is hit, the main CPU 101 will set the current state to High Probability 2 and reset the normal advantageous period's play time by "9" games, provided that the current state is High Probability 1 or High Probability 2 and the RT state is not RT3. For example, if a chance symbol is hit after 5 plays in High Probability 1 state (9 games), the "9" games will be reset, effectively extending the normal advantageous period's play time by 5 games.
[0360] Furthermore, if the current state is High Probability 3 and the RT state is not RT3, the game period of the normal advantageous section will be reset to "9" games. Also, if the current state is High Probability 4 and the RT state is not RT3, and the remaining number of games in the current normal advantageous section is 8 games or less, the game period of the normal advantageous section will be reset to "9" games. In other words, the game period of the normal advantageous section will be extended as appropriate based on the occurrence of a chance event.
[0361] Furthermore, in the above, when the RT state is RT3 state, the reason why the game period of the normal advantageous section is not reset even if a chance event is won is that the RT3 state is a game state in which the probability of winning a replay role that is advantageous to the player is set, but it is basically a game state that only lasts for 8 games. Also, as will be explained later, in the RT3 state of the normal advantageous section, the order of pressing the buttons for small wins is notified without restriction, just like in the flag state (RT5 state). Therefore, the end of the normal advantageous section and the end of the RT3 state are linked in order to not diminish the player's expectation of winning a bonus role even when in the RT3 state.
[0362] However, when in the RT3 state of the normal advantageous period, the duration of the game in the normal advantageous period is set so that the end of the normal advantageous period is always one game later than the end of the RT3 state. In other words, the duration of the game in the normal advantageous period is set to be at least longer than the duration of the game in the RT3 state (8 games). In this embodiment, when the normal advantageous period starts, the status indicator lights up, and if the game transitions from the normal advantageous period to the advantageous period, the indicator remains lit, while if the game does not transition to the advantageous period during the normal advantageous period, the indicator lights up when the normal advantageous period ends.
[0363] Therefore, for example, when performing a similar anticipation-building sequence (a sequence that makes the player anticipate winning a bonus or ART) in the RT3 state of the normal advantageous section, if the normal advantageous section and the RT3 state are set to end in the same game, the status indicator may stop lighting up while the anticipation-building sequence is being performed. In this case, the player will realize that they have not won before the outcome is finally announced by the anticipation-building sequence. Therefore, in this embodiment, for example, in the RT3 state and the RT5 state of the normal advantageous section, the same anticipation-building sequence is performed for 8 games, and the final outcome is announced in the 8th game through this sequence. However, by continuing the normal advantageous section for one more game afterward, it is possible to prevent the player from recognizing the outcome depending on the lighting pattern of the status indicator, thereby maintaining the player's interest.
[0364] Furthermore, even if the RT3 state ends during the normal advantageous period, the remaining period (for example, one game) is still within the normal advantageous period. Depending on the type of internal winning combination during this period, the normal advantageous period may be extended. For example, even if the player is informed during the anticipation sequence that they have not won a bonus combination, they will continue playing in the hope of extending the normal advantageous period. In this sense, it is possible to maintain the player's interest.
[0365] Note that the expected effect performance that can be executed may be, for example, a continuous performance by the video displayed on the display device 11, or a continuous performance by other effect devices (for example, the speaker group 84 or the LED group 85). Also, it is not necessarily a continuous performance, and any performance may be used as long as it is a performance carried out to enhance the player's sense of expectation. For example, in a game at a predetermined number of times (for example, the 8th game) in the RT3 state of the normal advantageous section or the RT5 state of the normal advantageous section, the success or failure thereof may be notified. In this case, the number of games of the predetermined number of times may be arbitrarily determined within a range not exceeding 8 games, or determined by lottery.
[0366] Also, regardless of the RT state, when in the present precursor state of the normal advantageous section, the above-described expected effect performance may be carried out. In this case, the period during which the expected effect performance can be executed may be the same as that of the RT3 state or the RT5 state of the normal advantageous section, or may be executed over a longer period.
[0367] Also, when the current state is the present precursor state and the RT state transitions to the RT3 state (that is, when "RT3 transition" is displayed), "8" games are reset during the game period of the normal advantageous section. In this case, since the advantageous section is entered when the normal advantageous section ends, by completely linking the end of the RT3 state and the end of the normal advantageous section, the transition to a more advantageous advantageous section for the player is prioritized (without leaving the normal advantageous section). Also, in this case, if the above-described expected effect performance has already been carried out, the expected effect performance may be carried out until its end as it is, or a new expected effect performance may be carried out over 8 games again. Also, the expected effect performance may be extended based on the transition of the RT state to the RT3 state.
[0368] (When winning a watermelon lottery) Normally, during a favorable period and when a bonus has not been won, if a Watermelon 1 ("F_Watermelon1") is drawn, the main CPU 101 will perform an ART lottery in the same way as in a non-favorable period, unless it is in a pre-bonus state (i.e., if an ART win has not yet been determined).
[0369] Furthermore, if the current state is one of the high probability 1 to high probability 3 states, the RT state is RT3, and ART has not been won, the main CPU 101 sets the state to high probability 3, but does not reset the game period of the normal advantageous section. Also, if the current state is one of the high probability 1 to high probability 4 states, the RT state is RT3, and ART has been won, the main pre-announcement state is set, and the number of remaining games in the RT3 state is reset to the game period of the normal advantageous section.
[0370] Furthermore, if the current state is High Probability 1 or High Probability 2, the RT state is not RT3, and ART has not been won, High Probability 3 state is set, and the aforementioned pre-announcement period lottery is performed again to determine the reset game period of the normal advantageous section. Also, if the current state is one of High Probability 1 to High Probability 4 states, the RT state is not RT3, and ART has been won, the main pre-announcement state is set, and if it was High Probability 1, High Probability 2, or High Probability 4 state, the aforementioned pre-announcement period lottery is performed again to determine the reset game period of the normal advantageous section. Note that if it was High Probability 3 state, the game period of the normal advantageous section will not be reset.
[0371] (When a bonus role is drawn) If the game is in a normal advantageous section and no bonus has been won, and a bonus role ("F_BB1", "F_BB2", "F_BB3", or "F_BB4") is won, the main CPU 101 will set the high probability 4 state if the current normal advantageous section is not in a state where ART can be transitioned, and reset the game duration of the normal advantageous section in the high probability 4 state after the bonus state ends to "32" games. If the current normal advantageous section is in a state where ART can be transitioned, the main pre-announcement state will be set, and reset the game duration of the normal advantageous section in the main pre-announcement state after the bonus state ends to "0" games (i.e., immediately after the bonus state ends, the game will transition to the line battle preparation state of the advantageous section).
[0372] Normally, during a favorable period, when a bonus has not been won and the player is in a state between flags, if a player wins a specific button combination, the main CPU 101 will notify the player of the button combination. Specifically, it displays a numerical value corresponding to the navigation data on the instruction monitor and sends a command containing information equivalent to the navigation data to enable the sub-control circuit 200 to notify the player of the button combination.
[0373] In this embodiment, if the RT state is RT3 or RT5, a button press order notification is given each time a button press order combination is won until the normal advantageous period ends. However, if the RT state is anything other than RT3 or RT5, a button press order notification for a button press order combination is given only once during the normal advantageous period. Note that the maximum number of button press order notifications when the RT state is anything other than RT3 or RT5 is not limited to one, but can be set as appropriate. For example, it may be set to "two times" or "three times".
[0374] Furthermore, in this embodiment, when the RT state is RT3 state, a button press order notification is given each time a button press order is won until the normal advantageous period ends. However, for example, after 8 games have been played while the RT state is RT3 state, the RT3 state may end, but the normal advantageous period may continue. In this case, once the RT3 state is entered, the button press order notification for button press order wins may continue even after the RT3 state ends, until the normal advantageous period ends. Alternatively, the button press order notification for button press order wins may end in conjunction with the end of the RT3 state, and only the normal advantageous period may continue. In other words, it is also possible to have the button press order notification given only during the period when the RT state is RT3 state.
[0375] Furthermore, for example, if the RT state is not RT3 state, it may transition to a normal advantageous period, and the RT state may become RT3 state during the normal advantageous period. In this case, if a button press order notification has already been given once, the maximum number of times that notification is given may be made valid in subsequent RT3 states and no further button press order notifications may be given, or the maximum number of times that notification is made invalid in subsequent RT3 states and button press order notifications may be given. Also, in this case, if no button press order notifications have been given, the maximum number of times that notification is given may be made valid in subsequent RT3 states and only one further notification may be given, or the maximum number of times that notification is made invalid in subsequent RT3 states and button press order notifications may be given. The same applies if the RT state is not RT5 state, it may transition to a normal advantageous period, and the RT state becomes RT5 state during the normal advantageous period.
[0376] When the upper limit of the push order notification is 1 when the RT state is other than the RT3 state and the RT5 state, if the push order notification is performed two or more times in the normal advantageous section, it is determined that the RT state is the RT3 state or the RT5 state. In this embodiment, since the chance symbol can also be drawn overlapping with the bonus combination, for example, in the non-advantageous section, if the player draws the chance symbol and transitions to the normal advantageous section without displaying the RT3 transition symbol, when the first push order notification is performed, it is difficult to recognize whether the player has drawn the bonus combination (that is, whether it is the RT5 state which is the state between flags). When the second push order notification is performed, it is determined that the state is not the RT3 state, and as a result, it becomes possible to recognize that the player has drawn the bonus combination.
[0377] On the other hand, for example, when the RT3 transition symbol is displayed and the player transitions to the normal advantageous section, it is difficult to recognize whether the player has drawn the bonus combination (that is, whether it is the RT5 state which is the state between flags) based on the number of push order notifications. For example, it becomes possible to recognize that the player has drawn the bonus combination based on the final presentation content of the above-described expectation presentation.
[0378] That is, in the RT3 state, the winning probability of the replay combination is high, and for example, it is a gaming state in which there is no change in the RT state even when the RT1 transition symbol or the RT1 transition replay is displayed, and in the normal advantageous section, the push order notification of the small push order combination is performed without limit on the number of times. Therefore, compared to playing the game in the normal advantageous section in other RT states, the game in the normal advantageous section can be advanced more advantageously. On the other hand, in the normal advantageous section, it is a gaming state in which it is difficult to recognize whether the player has drawn the bonus combination.
[0379] In this embodiment, if a bonus role is won during the advantageous period and a bonus state based on that bonus role is activated, information on advantageous stopping operations (button press order) is notified to the player during that bonus state. On the other hand, if a bonus role is won during the non-advantageous period or the normal advantageous period and a bonus state based on that bonus role is activated, information on advantageous stopping operations (button press order) is not notified to the player during that bonus state. This is also the case when a bonus role is won while in the normal advantageous period and the player is in a state where transition to ART is possible. In this case, although the player transitions to the advantageous period after the bonus state ends, information on advantageous stopping operations (button press order) is not notified to the player during that bonus state. The specific details of the button press order notification will be explained later using Figure 45.
[0380] Furthermore, in this embodiment, as explained in Figure 24, when a push-order small win is achieved during the inter-flag state, unlike the non-bonus win state, regardless of the stop operation order, "upper bell," "middle bell," or "lower bell" is achieved, and 8 medals are paid out. However, even under this premise, during the inter-flag state of the normal advantageous section (RT5 state), the same push-order notification as the non-bonus win state is given until the normal advantageous section ends. In other words, in the RT5 state of the normal advantageous section, when a push-order win occurs, the same push-order notification as the RT3 state of the normal advantageous section is given, regardless of whether the benefit granted by the push order actually changes or not. This is done from the perspective of making it difficult to recognize whether or not a bonus win has been achieved, and to prolong the sense of anticipation.
[0381] As mentioned above, if a push-order winning combination is hit during the inter-flag state, the number of medals paid out can be varied according to the stop operation order, similar to the non-bonus state. In this case, the benefits granted by the push-order notification during the inter-flag state (RT5 state) of the normal advantageous section are likely to increase, thus not only increasing the expectation of whether or not a bonus combination has been hit, but also increasing the expectation regarding the benefits granted.
[0382] Furthermore, when the game is in a normal advantageous period and no bonus has been won, the main CPU 101 updates the game duration of the normal advantageous period with each unit of gameplay. Specifically, it subtracts "1" from the number of games played in the normal advantageous period, and then determines whether the game duration of the normal advantageous period has been completed (i.e., whether the subtraction result is "0"). Alternatively, when updating the game duration of the normal advantageous period, it may be possible to add "1" to the number of games played with each unit of gameplay, and then determine whether the game duration of the normal advantageous period has been completed by checking whether the added result has reached the number of games played in the normal advantageous period.
[0383] If the game period for the normal advantageous period has not been completed (indicated as "Period not completed" in Figure 34) as a result of the renewal of the game period for the normal advantageous period, the normal advantageous period will continue, and gameplay in the normal advantageous period without a bonus win will be repeated.
[0384] Furthermore, if the game period for the normal advantageous period is exhausted as a result of the renewal of the game period for the normal advantageous period, and it has not been decided to transition to the advantageous period (in Figure 34, "Period Expired, ART Not Won"), the normal advantageous period will be terminated, and the player will transition to the non-advantageous period, which is a state of not winning a bonus.
[0385] Furthermore, even if the game period for the normal advantageous period is exhausted as a result of the renewal of the normal advantageous period, if no push-order notification for push-order small wins is given even once during the normal advantageous period (i.e., no push-order small wins are hit), the normal advantageous period may be continued until a push-order notification for push-order small wins is given at least once. In this way, not only can the player be guaranteed to obtain a minimum profit during the normal advantageous period, but if, for example, the player can enter an ART transition state and hit a bonus win between the end of the period and the push-order notification for push-order small wins, it will be possible to transition to the advantageous period after the bonus state ends, thereby making the gameplay more diverse and enhancing the enjoyment of the game.
[0386] Furthermore, if the game period for the normal advantageous period is exhausted as a result of updating the game period for the normal advantageous period, and it is decided to transition to the line battle state of the advantageous period (in Figure 34, "Period Expired, Line Battle Win"), the normal advantageous period is terminated, and the game transitions to the line battle preparation state (non-bonus win state) of the advantageous period. Note that the advantageous period basically corresponds to the RT2 state, so in this embodiment, before transitioning to the line battle state of the advantageous period, the game transitions to the line battle preparation state as a preparation period until transitioning to the RT2 state. However, if the game happens to be in the RT2 state when the normal advantageous period ends, the game may transition directly to the line battle state without going through the line battle preparation state. Also, since both the RT0 state and the RT2 state are game states with the highest probability of winning a replay (see Figures 16 and 17), if the game happens to be in the RT0 state when the normal advantageous period ends (or if the game transitions to the RT0 state based on the end of the RT3 state), the game may transition directly to the line battle state without going through the line battle preparation state.
[0387] Furthermore, if the game period for the normal advantageous period is exhausted as a result of updating the game period for the normal advantageous period, and it is determined that the game will transition to the Ending 1 state of the advantageous period (in Figure 34, "Period Expired, Ending 1 Win"), the normal advantageous period is terminated, and the game transitions to the Ending Preparation state of the advantageous period (non-bonus win state). Note that when the normal advantageous period ends, since the advantageous period basically corresponds to the RT2 state, in this embodiment, the game transitions to the Ending Preparation state as a preparation period until transitioning to the RT2 state before transitioning to the Ending 1 state of the advantageous period. However, if the game happens to be in the RT2 state when the normal advantageous period ends, the game may be made to transition directly to the Ending 1 state without going through the Ending Preparation state. Furthermore, since both the RT0 state and the RT2 state are game states in which the probability of winning a replay is highest (see Figures 16 and 17), if the RT0 state is achieved by chance when the normal advantageous period ends (or if the player transitions to the RT0 state based on the end of the RT3 state), the player may be directed directly to the Ending 1 state without going through the Ending Preparation state.
[0388] <Summary of gameplay during non-advantageous and normal advantageous periods> The following briefly summarizes the key aspects of gameplay during non-advantageous periods and normal advantageous periods (including some aspects of gameplay during advantageous periods).
[0389] (1) A "chance symbol" can be determined as an internal winning symbol at the same time as a bonus symbol. (2) If a "chance symbol" is drawn, and a bonus symbol is also determined to be an internal winning symbol at the same time, the RT state will be RT5 state. In this case, if it is a non-advantageous section, it will transition to a normal advantageous section (for example, "high probability 4 state" or "normal advantageous state between flags"). (3) If a "chance symbol" is drawn, and a bonus symbol has not been determined as an internal winning symbol at the same time, and the "RT3 transition symbol" is displayed based on the stopping operation being performed in a specific manner, the RT state will become the RT3 state. In this case, regardless of whether the "RT3 transition symbol" is displayed or not, if it is a non-advantageous section, it will transition to a normal advantageous section (for example, "high probability 2 state"). (4) The normal advantageous period (for example, "high probability 2 state") entered after hitting a "chance symbol" can continue for a longer period (for example, 9 games) than the period during which the RT3 state continues (for example, 8 games).
[0390] (5) If a bonus role is won in a non-advantageous section and the bonus state based on that bonus role ends, and if an ART win has been determined, the player will be moved to an advantageous section (for example, "Line Battle Preparation State"). (6) If a bonus role is won in a non-advantageous section and the bonus state based on that bonus role ends, if an ART win has not been determined (if an ART win has not been determined), the game will transition to a normal advantageous section (for example, "high probability 4 state") for a specific period (for example, 32 games). (7) If a bonus role is won in a non-advantageous section, and that bonus role has the same winning probability across multiple setting values, a decision is made as to whether or not to transition to the advantageous section (ART). However, if the bonus role has different winning probabilities across multiple setting values, a decision is not made as to whether or not to transition to the advantageous section (ART). (8) When a bonus role is drawn during the normal advantageous period, whether or not the player will transition to the advantageous period (ART) is determined, regardless of whether the bonus role has the same probability of being drawn across multiple setting values or whether the bonus role has different probabilities of being drawn across multiple setting values.
[0391] (9) During the normal advantageous period, if the RT state is RT3 state, the order of pressing buttons for small wins will be announced until the normal advantageous period ends. (10) During the normal advantageous period, if the RT state is RT5 state, the order of pressing buttons for small wins will be announced until the normal advan...
Claims
[Claim 1] A gaming machine that can assign game value according to the progress of the game, A difference recognition means capable of recognizing the difference between the game value used in the game and the game value assigned, A stop mechanism that, when the difference recognized by the difference recognition means satisfies predetermined conditions, puts the game into a stop state where it is impossible to play, It comprises a display means capable of displaying an image, The aforementioned display means is A menu screen can be displayed, and this menu screen can display multiple items, and the screen corresponding to the item selected by the player can be displayed. The types of items displayed on the menu screen that can be displayed in the stopped state and the menu screen that can be displayed in the playable non-stop state are the same, however, when the menu screen is displayed in the stopped state, an image indicating that the stop state is in effect can also be displayed. A sound outputting means capable of outputting sound, It further includes a volume adjustment means that can adjust the volume setting according to the player's operation, The volume adjustment means can adjust the volume setting according to the player's operation, even when the machine is stopped. A gaming machine characterized by the following features.