Gaming machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-08-10
- Publication Date
- 2026-08-13
AI Technical Summary
【0006】 本発明によれば、遊技機としての性能を向上させることができる。
Smart Images

Figure 0007904468000001 
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Figure 0007904468000003
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, as one type of gaming machine, a slot machine is known (for example, see Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Predetermined error ( Recoverable error ) If the power is cut off while the above conditions are occurring, and the power is subsequently turned on and the system does not enter the settings change mode, a test pattern will be displayed, and then information regarding the predetermined game history will be made available (in step S2721 in Figure 178). Specific error ( Unrecoverable error ) If the power is cut off while this condition is occurring, and then the power is turned back on and the system does not enter the configuration change mode, the test pattern will not be displayed (step S2801 in Figure 178). It is characterized by the following: [Effects of the Invention]
[0006] According to the present invention, the performance of a gaming machine can be improved. [Brief explanation of the drawing]
[0007] [Figure 1] This is a block diagram illustrating the control of a slot machine, which is an example of a gaming machine in the first embodiment. [Figure 2] This figure shows the pattern arrangement on the reel in the first embodiment. [Figure 3] In the first embodiment, (A) is a diagram showing the positional relationship between the display window and each reel and the active lines, and (B) is a diagram showing the designations of the pattern positions. [Figure 4] This figure shows the combination of symbols and the number of payouts, etc. (1) in the first embodiment. [Figure 5] This figure shows the combination of symbols and the number of payouts, etc. (2) in the first embodiment. [Figure 6] This figure shows the combination of symbols and the number of payouts, etc. (3) in the first embodiment. [Figure 7] This figure shows the combination of symbols and the number of payouts, etc. (4) in the first embodiment. [Figure 8] This figure shows the combination of symbols and the number of payouts, etc. (5) in the first embodiment. [Figure 9]It is a diagram showing the symbol combination of roles and the payout number etc. (6) in the first embodiment. [Figure 10] It is a diagram showing the symbol combination of roles and the payout number etc. (7) in the first embodiment. [Figure 11] It is a diagram showing the symbol combination of roles and the payout number etc. (8) in the first embodiment. [Figure 12] It is a diagram showing the RT transition in the first embodiment. [Figure 13] It is a diagram showing the non-RT setting table (1) in the first embodiment. [Figure 14] It is a diagram showing the non-RT setting table (2) in the first embodiment. [Figure 15] It is a diagram showing the RT1 setting table (1) in the first embodiment. [Figure 16] It is a diagram showing the RT1 setting table (2) in the first embodiment. [Figure 17] It is a diagram showing the setting table (1) during RB operation in the first embodiment. [Figure 18] It is a diagram showing the setting table (2) during RB operation in the first embodiment. <000009° [Figure 19] It is a diagram showing the accessory condition device, and the small winning combination and replay condition device (1) in the first embodiment. [Figure 20] It is a diagram showing the small winning combination and replay condition device (2) in the first embodiment. [Figure 21] It is a diagram showing the small winning combination and replay condition device (3) in the first embodiment. [Figure 22] It is a diagram showing the small winning combination and replay condition device (4) in the first embodiment. [[ID=4o]] [Figure 23] It is a diagram showing the small winning combination and replay condition device (5) in the first embodiment. [Figure 24] It is a diagram showing the small winning combination and replay condition device (6) in the first embodiment. [Figure 25] It is a diagram showing the small winning combination and replay condition device (7) in the first embodiment. [Figure 26]This figure shows the minor role and replay condition device (8) in the first embodiment. [Figure 27] This figure shows the performance group numbers in the first embodiment. [Figure 28] This diagram illustrates the expected values for irregular button presses and standard button presses when the performance group number is "8" in the first embodiment. [Figure 29] In the first embodiment, (a) is a flowchart showing the normal section lever processing, and (b) is a diagram showing the initial normal mode lottery. [Figure 30] In the first embodiment, (a) is a diagram showing the types of normal modes, and (b) is a diagram showing the number of normal mode draws in the first game of the advantageous section. [Figure 31] In the first embodiment, (a) is a diagram showing the types of normal modes, and (b) is a diagram showing the transition probabilities for each normal mode. [Figure 32] This flowchart shows the simulated gameplay animation for the "Red 7" combination in the first embodiment. [Figure 33] This is a flowchart showing the continuous performance during the advantageous period according to the first embodiment. [Figure 34] This figure shows the changes in the difference counter and the stop counter in the first embodiment. [Figure 35] This figure shows the relationship between the difference counter, the stop counter, and the power cut-off in the first embodiment. [Figure 36] This is a flowchart showing the flow from power-on to main processing in the first embodiment. [Figure 37] Figure 36 is a flowchart showing the error handling in step S513. [Figure 38] This is a flowchart showing the complete function calculation process in step S525 of Figure 36. [Figure 39] This figure shows an image that previews the operation of the complete function in the first embodiment. [Figure 40] This diagram shows the interval that foreshadows the activation of the complete function in the first embodiment. [Figure 41] This figure shows an example of displaying the complete function operation as an image across the entire screen in the first embodiment. [Figure 42] This figure shows an image of the complete function in operation in the first embodiment. [Figure 43] This figure shows the case in the first embodiment where the stop counter reaches "19000" during the special game state. [Figure 44] This diagram shows the relationship between the complete function and power outage in the first embodiment. [Figure 45] This diagram shows the relationship between the complete function and power outage in the first embodiment. [Figure 46] This diagram shows the relationship between the complete function and power outage in the first embodiment. [Figure 47] This diagram shows the relationship between the complete function and power outage in the first embodiment. [Figure 48] This diagram shows the relationship between the complete function and power outage in the first embodiment. [Figure 49] This diagram shows the relationship between the complete function and power outage in the first embodiment. [Figure 50] This figure shows an example in the first embodiment where a hopper empty error occurs during automatic settlement in a game where the complete function is activated after a payout. [Figure 51] This figure shows an example in the first embodiment where a hopper empty error occurs during automatic settlement in a game where the complete function is activated after a payout. [Figure 52] This is a flowchart showing the sub-side power restoration process in the first embodiment. [Figure 53] This diagram illustrates the configuration of the main CPU, ROM, and RWM in the second embodiment. [Figure 54] This figure shows the address, label name, number of bytes, and name of the data stored in the RWM usage area in the second embodiment. [Figure 55]This figure shows the address, label name, number of bytes, and name of the data stored outside the RWM usage area in the second embodiment. [Figure 56] This figure, following Figure 34, shows the address, label name, number of bytes, and name of data stored outside the RWM usage area in the second embodiment. [Figure 57] (A) is a diagram showing various LEDs on the display board in the second embodiment, and (B) is a diagram showing the management information display LED in the second embodiment. [Figure 58] This figure shows the relationship between digits 1 to 9 and segments A to G and P in the second embodiment. [Figure 59] This figure shows the signals output from output ports 2 to 7 in the second embodiment. [Figure 60] This figure shows the relationship between digits and segments in the second embodiment. [Figure 61] (A) is a diagram showing the relationship between the LED display counter 1 (_CT_LED_DSP1) and the signal output from output port 3 in the second embodiment, (B) is a diagram showing the relationship between the LED display counter 2 (_SC_LED_DSP2) and the signal output from output port 6 in the second embodiment, and (C) is a diagram showing the LED display request flag (_FL_LED_DSP) in the second embodiment. [Figure 62] This is a flowchart of the program start process (M_PRG_START) in the second embodiment. [Figure 63] This is a flowchart showing the power restoration process (M_POWER_ON) in the second embodiment. [Figure 64] This is a flowchart showing the unrecoverable error handling (C_ERROR_STOP) in the second embodiment. [Figure 65] This is a flowchart showing the initialization process (M_INI_SET) in the second embodiment. [Figure 66] This is a flowchart showing the setting change confirmation process (M_RANK_CTL) in the second embodiment. [Figure 67] This is a flowchart showing the main process (M_MAIN) in the second embodiment. [Figure 68] This is a flowchart showing the interrupt handling (I_INTR) in the second embodiment. [Figure 69] This is a flowchart showing the power outage process (I_POWER_DOWN) in the second embodiment. [Figure 70] This is a flowchart showing the RWM checksumset processing (S_SUM_SET) in the second embodiment. [Figure 71] This is a flowchart showing the LED display control (I_LED_OUT) in the second embodiment. [Figure 72] This is a flowchart showing the unrecoverable error handling 2 (S_ERROR_STOP) in the second embodiment. [Figure 73] This is a flowchart showing the ratio display preparation process (S_DSP_READY) in the second embodiment. [Figure 74] This is a flowchart showing the flashing request flag generation process (S_LED_FLASH) in the second embodiment. [Figure 75] This figure shows the flashing / not applicable item determination value table (TBL_SEG_FLASH) in the second embodiment. [Figure 76] This is a flowchart showing the ratio display timer update process (S_RATE_TIME) in the second embodiment. [Figure 77] This is a flowchart showing the ratio display process (S_LED_OUT) in the second embodiment. [Figure 78] This is a flowchart showing the blink bit check count table (TBL_FLASH_CHK) in the second embodiment. [Figure 79] This is a flowchart showing the irreversible error handling 2 (S_ERROR_STOP) in a modified example of the second embodiment. [Figure 80] This figure shows the signals output from output ports 2 to 5 in a modified example of the second embodiment. [Figure 81] This figure shows the relationship between the LED display counter 1 (_CT_LED_DSP1) and the signals output from output ports 3 and 6 in a modified example of the second embodiment. [Figure 82] This figure shows a one-chip microprocessor in the third embodiment. [Figure 83] In the third embodiment, Figure 82 shows a more detailed view of the memory map within the built-in ROM. [Figure 84] In the third embodiment, Figure 82 shows a more detailed view of the memory map within the built-in RWM. [Figure 85] In the third embodiment, the diagram illustrates the interrupt initialization address, where (A) is a diagram showing the data details of the interrupt initialization address, and (B) is a diagram showing the relationship between the interrupt priority and the interrupt priority setting value. [Figure 86] In the third embodiment, the diagram illustrates the vector address value and the data value stored in the vector address, where (A) shows the vector address value, (B) shows the relationship between the interrupt factor and the automatically assigned value, and (C) shows an example of the data value of the vector address. [Figure 87] This figure shows the process from when the power is turned on until the system transitions to user mode, according to the third embodiment. [Figure 88] This figure shows an example program in the third embodiment, which starts from "0000H" in the program area of the built-in ROM's usage area. [Figure 89] This figure shows an example in the third embodiment where the vector address is "00F4H". [Figure 90] In the third embodiment, the flowchart shows examples of processes called by the RST instruction, where (A), (B), and (C) represent Example 1, Example 2, and Example 3, respectively. [Figure 91] This figure shows the program code area setting address and its data value in the third embodiment. [Figure 92]In the fourth embodiment, (a) is a diagram showing the types of roles, the probability of winning, the number of payouts for each order in which the stop switch is pressed, etc., and (b) is a diagram showing the payout performance of biased roles. [Figure 93] This figure shows the sequence of events (Example 1) when the stop switch is operated in the recommended order during the advantageous period and while not in AT mode, according to the fourth embodiment. [Figure 94] In the fourth embodiment, this figure shows the sequence of events (Example 1) when the stop switch is operated in a non-recommended order during a favorable period and outside of AT. [Figure 95] In the fourth embodiment, this figure shows the sequence of events (Example 2) when the stop switch is operated in the recommended order during a favorable period and when not in AT mode. [Figure 96] In the fourth embodiment, this figure shows the sequence of events (Example 2) that occur when the stop switch is operated in a non-recommended order during a favorable period and outside of AT. [Figure 97] This figure illustrates the transition of the (image) layers when a recommended image is displayed in the fourth embodiment. [Figure 98] This figure follows Figure 97. [Figure 99] In the fourth embodiment, the image display, the status of the push button lamp, and the menu display when a bet operation and start switch operation are performed after the demo display are shown in a time chart (when a replay is not awarded), where (a) shows the recommended button press sequence and (b) shows the unrecommended button press sequence. [Figure 100] In the fourth embodiment, the image display, the status of the push button lamp, and the menu display are shown in the time chart when the start switch is operated 60 seconds after a replay is won, with (a) showing the recommended button press sequence and (b) showing the non-recommended button press sequence. [Figure 101] In the fourth embodiment, the image display, the status of the push button lamps, and the menu display are shown in the case where a bet operation is performed within 3 seconds after a complete stop and a start operation is performed 60 seconds after a complete stop, with (a) showing the recommended button press sequence and (b) showing the non-recommended button press sequence. [Figure 102]This is a flowchart showing the main processing in the fourth embodiment. [Figure 103] Figure 102 is a flowchart showing the process of setting the button press order instruction number in step S181. [Figure 104] This is a flowchart showing the process of setting the performance group number in step S182 of Figure 102. [Figure 105] This figure shows the relationship between the winning combination (biased combination) and the instruction monitor and image display in the fourth embodiment. [Figure 106] This is a flowchart showing the temporary storage process 1 in the fourth embodiment. [Figure 107] This is a flowchart following Figure 106. [Figure 108] Figure 107 shows another example flowchart. [Figure 109] This is a flowchart showing the temporary storage process 2 in the fourth embodiment. [Figure 110] This is a flowchart following Figure 109. [Figure 111] This is a side cross-sectional view of the slot machine in the fifth embodiment. [Figure 112] This is a block diagram illustrating the control of a slot machine in the fifth embodiment. [Figure 113] This is an explanatory diagram (1) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 114] This is an explanatory diagram (2) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 115] This is an explanatory diagram (3) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 116] This is an explanatory diagram (4) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 117] This is an explanatory diagram (5) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 118]This is an explanatory diagram (6) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 119] This is an explanatory diagram (7) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 120] This is an explanatory diagram (8) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 121] This is an explanatory diagram (9) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 122] This is a time chart (1) showing the operation patterns when an error is detected and cleared in the fifth embodiment. [Figure 123] This is a time chart (2) showing the operation patterns when an error is detected and cleared in the fifth embodiment. [Figure 124] This is a time chart (3) showing the operation patterns when an error is detected and cleared in the fifth embodiment. [Figure 125] This is a time chart (4) showing the operation patterns when an error is detected and cleared in the fifth embodiment. [Figure 126] This is a time chart (5) showing the operation patterns when an error is detected and cleared in the fifth embodiment. [Figure 127] This is a time chart (6) showing the operation patterns when an error is detected and cleared in the fifth embodiment. [Figure 128] This is a time chart (7) showing the operation patterns when an error is detected and cleared in the fifth embodiment. [Figure 129] This is a time chart (8) showing the operation patterns when an error is detected and cleared in the fifth embodiment. [Figure 130] This is a time chart (1) showing the operation when the power is turned off during door open notification in the fifth embodiment. [Figure 131] This is a time chart (2) showing the operation when the power is turned off during door open notification in the fifth embodiment. [Figure 132]This is a time chart (3) showing the operation when the power is turned off during door opening notification in the fifth embodiment. [Figure 133] This is a time chart showing an example of error notification in the sixth embodiment. [Figure 134] This is a time chart showing example 2 of error notification in the sixth embodiment. [Figure 135] This is a time chart showing example 3 of error notification in the sixth embodiment. [Figure 136] This is a time chart showing an example (Example 4) in which a power outage occurs during the occurrence of the first error in the sixth embodiment. [Figure 137] In the sixth embodiment, this is a time cheat showing an example (R5) where a power outage occurs during the occurrence of the first error, and is a modified example of Figure 136. [Figure 138] This is a time chart showing example 6 of error notification in the sixth embodiment. [Figure 139] This is a time chart showing example 7 of error notification in the sixth embodiment. [Figure 140] This is a time chart showing example 8 of error notification in the sixth embodiment. [Figure 141] This is a time chart showing example 9 of error notification in the sixth embodiment. [Figure 142] This is an external perspective view showing a slot machine in the seventh embodiment. [Figure 143] In the seventh embodiment, the diagram shows a door key and a door key cylinder, where (a) is a front view showing the door cylinder and (b) is a side view showing the door key inserted into the door key insertion slot. [Figure 144] This is a front view showing the positional relationship between the door key insertion slot and the door key in the seventh embodiment. [Figure 145] In the seventh embodiment, (a) is a front view illustrating the various dimensions of the door key cylinder, and (b) is a top view and a side view showing the dimensions of the power plug. [Figure 146]This is a schematic diagram illustrating the locking device in the seventh embodiment, and is a front view seen from the inside of the front door towards the outside (player side). [Figure 147] In the seventh embodiment, this figure shows the state after the cam has been rotated 45 degrees counterclockwise from the state shown in Figure 146. [Figure 148] In the seventh embodiment, this figure shows the state after the cam has been rotated 45 degrees clockwise from the state shown in Figure 146. [Figure 149] This is a front view showing a structure in which the door key is locked in the position after the front door has been opened, according to the seventh embodiment. [Figure 150] In the seventh embodiment, the diagram shows a setting key and a setting key cylinder, where (a) is a side view showing the setting key inserted, and (b) is a side view showing the setting key rotated 90 degrees clockwise. [Figure 151] This figure shows the relationship between the rotation angle of the door key and the setting key and the rotational torque corresponding to the rotation angle in the seventh embodiment. [Figure 152] This figure shows the performance stage in the eighth embodiment. [Figure 153] This figure shows the types of presentations in the eighth embodiment. [Figure 154] This figure shows the event names, number of cuts, and number of branches for performance 01, performance 03, and performance 14 in the eighth embodiment. [Figure 155] This figure shows the event names, number of cuts, and number of branches for the eighth embodiment of the production 15, production 16, and production 17. [Figure 156] This figure shows the event names, number of cuts, and number of branches for performance 18, performance 20, performance 21, and performance 22 in the eighth embodiment. [Figure 157] This figure shows the event names, number of cuts, and number of branches for the eighth embodiment of the production 23, production 24, and production 25. [Figure 158] This is a block diagram showing a gaming machine (medalless gaming machine) in the ninth embodiment. [Figure 159]This is a flowchart showing the counting-related processing in the ninth embodiment. [Figure 160] This figure shows the changes in the number of icons in the pull-back zone in the tenth embodiment. [Figure 161] This flowchart shows the draw-back lottery process for the draw-back zone in the tenth embodiment. [Figure 162] In the tenth embodiment, this is a flowchart showing the determination of the continuation of the advantageous period in step S705 of Figure 161. [Figure 163] This flowchart shows the draw-back lottery process in the normal section in the 10th embodiment. [Figure 164] This flowchart shows the pullback lottery process in the transition preparation state in the 10th embodiment. [Figure 165] This is a flowchart showing the advantageous interval clear counter management process in the tenth embodiment. [Figure 166] This flowchart shows the flow of the display process for the demonstration image in the tenth embodiment. [Figure 167] This is a flowchart following Figure 166. [Figure 168] This is a flowchart showing the control process of the SP flag in the 10th embodiment. [Figure 169] This is a flowchart showing the flow of the sub-bonus transition process in the 10th embodiment. [Figure 170] This block diagram shows an overview of the configuration of a one-chip microprocessor in the 11th embodiment. [Figure 171] Figure 170 shows a block diagram illustrating the arithmetic processing unit (APU). [Figure 172] This figure shows the structure of a multiplication / division register in the 11th embodiment. [Figure 173] This figure shows the process from when the power is turned on until the system switches to user mode, according to the 11th embodiment. [Figure 174] This figure shows the display specifications for the role ratio monitor in the 11th embodiment. [Figure 175] This figure shows a data table provided in the second region of the ROM in the 11th embodiment. [Figure 176] This figure shows the area outside the RWM usage area (second area) in the 11th embodiment. [Figure 177] This figure shows the area outside the RWM usage area (second area) in the 11th embodiment. [Figure 178] This is a flowchart showing the program start process in the 11th embodiment. [Figure 179] Figure 178 is a flowchart showing the test pattern display settings in step S902. [Figure 180] This is a flowchart showing the main processing in the 11th embodiment. [Figure 181] Figure 180 is a flowchart showing the ratio setting process in step S910. [Figure 182] Figure 181 is a flowchart showing the ratio calculation process in step S921. [Figure 183] This is a flowchart showing a modified example of Figure 182. [Figure 184] This is a flowchart showing the interrupt processing in the 11th embodiment. [Figure 185] This flowchart shows the ratio display preparation performed by interrupt processing in the 11th embodiment. [Figure 186] Figure 185 is a flowchart showing the generation of the blinking request flag in step S961. [Figure 187] Figure 185 is a flowchart showing the ratio display timer update in step S962. [Figure 188] Figure 185 is a flowchart showing the ratio display process in step S963. [Figure 189] This figure shows the blink bit check count table in the 11th embodiment. [Modes for carrying out the invention]
[0008] In this specification, the meanings of the terms are as follows: "Bet" refers to placing a token (game currency) to play the game. To bet tokens, you either insert actual tokens into the token slot 47, or operate the bet switch 40 to bet the tokens you have credited (stored). On the other hand, "credit" (also called "storage"), unlike the "bet" mentioned above, refers to the storage of tokens inside the slot machine 10. In this specification, "credit" is used in a sense that does not include "bet". Furthermore, "investment" refers to betting or crediting medals. Furthermore, "specified number" refers to the number of bets that can be placed to start (execute) a game in that particular game. For example, in a game where the specified number is "2" or "3", it is possible to start the game with either a bet of "2" or "3", but it is not possible to play with a bet of "1". For the sake of explanation, the term "specified number" may sometimes be referred to as "number of bets." On the other hand, the term "number of bets" can sometimes refer to a number other than the "specified number." For example, in a game with a specified number of bets of "2" or "3," the number of bets is "1" when one token is inserted (before the game starts).
[0009] "Maintenance" refers to the player inserting tokens into the token slot 47 (described later). "Manual betting" refers to a player placing a bet by inserting tokens into the token slot 47. "Manual credit" refers to the process by which a player adds credits (credits) to their medals by inserting them into the medal slot 47.
[0010] "Bet medals" refer to the medals that have been placed on the market. "Saved medals" refers to medals that have been credited (saved). "Reserve bet" refers to a player betting some or all of their credited tokens, within the range of bets available in the game, by operating the bet switch 40 (described later) to play the game. "Automatic betting" refers to the automatic betting of the same number of tokens that were bet in the previous game by the control processing of the slot machine 10 when a replay is achieved. Here, when a combination of symbols corresponding to a minor win stops (meaning it has stopped on an active payline; the same applies hereafter), it is referred to as "winning a minor win." On the other hand, the "Regulations Concerning the Certification and Type Approval of Gaming Machines (hereinafter simply referred to as "the Regulations")" interprets that when a combination of symbols corresponding to a replay stops and is displayed, it is the activation of a conditional device related to replaying and not a "winning" event. However, in this application (and this specification, etc.), replays are also treated as one of the winning combinations (re-play winning combinations), and the stopping display of a symbol combination corresponding to a replay may be referred to as "winning a replay." "Settlement" refers to the disbursement of bet tokens and / or stored tokens to the player. In this embodiment, the settlement process is executed when the settlement switch 43 (described later) is operated.
[0011] "Payout" refers to distributing medals to the player based on winning combinations, or distributing medals based on the above settlement. When distributing medals to the player based on winning combinations, it includes both storing them as credits (adding stored medals, in other words, updating the electronic data stored in RWM53 (described later)) and actually distributing medals from the payout slot (not shown). Medal distribution is controlled to credit up to a maximum of "50" medals, and any medals exceeding the "50" credit limit are actually distributed to the player. Note that "disbursement" is sometimes referred to as "granting." Therefore, "number of disbursements" may also be referred to as "number of grants."
[0012] In this embodiment, the "game medium" is a medal, but in the case of, for example, an enclosed (ECO) game machine, electronic information (electronic medals, electronic data) is used as the game medium. "Electronic information" refers to, for example, when money (banknotes) is inserted into a dispensing machine, it is converted into electronic information corresponding to that money, and some or all of that electronic information can be credited to the game machine as a game medium for playing games. Note that "gaming media" is sometimes referred to as "gaming value."
[0013] Furthermore, when the game medium is electronic information, "paying out medals" means crediting (adding) the medals to the game medium credit device installed in the game machine. Therefore, "paying out medals" does not only mean actually dispensing medals from the hopper 35 (described later), but also includes the process of crediting (adding) the electronic information corresponding to the winning combination to the game medium credit device.
[0014] When a game progresses as "N-1" game, "N" game, "N+1" game, ... (where "N" is an integer greater than or equal to 2), if the current game is "N" game, the "N" game is referred to as the "current game". The "N-1" game is referred to as the "previous game". Furthermore, the "N+1" game is referred to as the "next game".
[0015] In this specification, numbers with "(B)" appended to the end (especially the 8-bit portion) represent binary numbers. Similarly, numbers with "(H)", "H", or "h" appended to the end represent hexadecimal numbers. Specifically, for example, the number "16" in decimal is written as "00010000(B)" in binary and as "10(H)", "10H", or "10h" in hexadecimal. In addition, numbers that represent decimal numbers will be written as "16(D)" as needed. However, when it is clear whether the number is binary, decimal, or hexadecimal, the trailing symbols "(B)", "(D)", "(H)", "H", or "h" may be omitted, respectively.
[0016] Furthermore, the probability that the desired symbol to be displayed on the active line can be stopped on the active line during the time from the moment the stop switch 42 is operated until the reel 31 stops (maximum number of movement frames) is called the "pull-in rate (PB)". Furthermore, the condition that the target symbol cannot be stopped on the active line (pulled into the active line) unless the stop switch 42 is operated at the appropriate position of the reel 31 (at an operating timing that allows the target symbol to be stopped on the active line within the range of the maximum number of movement frames) is referred to as "PB≠1". In contrast, "PB=1" refers to the state where, regardless of the position of the reel 31 at the moment the stop switch 42 is operated (regardless of the timing of the stop switch 42's operation), the target symbol can always be stopped (pulled in) onto an active line.
[0017] Furthermore, the "operational mode" of the stop switch 42 refers to the order in which the stop switch 42 is pressed, and / or the timing of the operation (the timing at which the stop switch is pressed in order for the target symbol to stop on the active line). Furthermore, the "advantageous operation mode" of the stop switch 42 refers to an operation mode in which, in a game where the operation mode of the stop switch 42 results in an advantage or disadvantage in the game outcome (the combination of symbols that stops on the active line), the symbol combination that has a payout or a large payout stops, the symbol combination that transitions to (upgrades to) an advantageous RT stops, or the symbol combination that does not transition to (falls to) an unfavorable RT stops. The "advantageous operation mode" is also called the correct operation mode or the correct button press order.
[0018] "Games in which the outcome of the game is advantageous or disadvantageous depending on how the stop switch 42 is operated" refers, for example, to games in which multiple types of small wins (bells) with different payout amounts are won simultaneously (so-called "ordered bells"), where the type of small win (bell) that is awarded differs (the payout amount differs) depending on how the stop switch 42 is operated. It also refers to games in which multiple types of replays are won (when multiple replays are won simultaneously; so-called "ordered replays"), where the RT (Replay Time) transitions depending on the type of replay awarded.
[0019] The "instruction function" refers to a function that instructs the player on how to operate the stop switch 42. In principle, the instruction function is a function that instructs the player on how to operate the stop switch 42 in a way that is advantageous to them. In other words, the "instruction function" refers to a device that makes it easier to win an award. Furthermore, "display" refers to making the content of the "instructions" visible, while "notification" refers to informing the player of the content of the instructions. Therefore, the "instruction function" is both a "display function" and a "notification function."
[0020] Furthermore, notification of the operation mode of the stop switch 42 may not be limited to notification of the most advantageous operation mode. The notification of the most advantageous operation mode of the stop switch 42 may be defined as "activation of the instruction function," but notification of any operation mode, including the most advantageous operation mode of the stop switch 42, may also be defined as "activation of the instruction function." For example, let's assume that in a case where there are 6 possible button presses for the button sequence bell, the payout when the button sequence bell is won will be 1, 3, 4, 10 coins, or a miss (no win), depending on the button press order. In this context, informing the player of the correct button sequence for winning the 10-coin prize constitutes notification of a favorable operating method for the stop switch 42, and therefore falls under the category of "activation of the instruction function." On the other hand, notifying the sequence of button presses required to win a single-coin, three-coin, or four-coin combination may or may not be considered "notification of a favorable operating method (activation of the instruction function)."
[0021] The sequence of button presses required to win a 4-coin payout is not the sequence required to win a 10-coin payout, so it is not the most advantageous way to play. However, since the payout is 4 for a bet of 3, the net number of coins for that game is +1, so it is an operation that increases the net number of coins and is not necessarily an unfavorable way to play. Similarly, the sequence of button presses required to win a 3-coin payout is not the most advantageous because it does not result in a 10-coin payout. However, since the payout is 3 for a bet of 3, and the net number of coins remains the same (does not decrease), it is not necessarily an unfavorable sequence of operation.
[0022] Furthermore, the sequence of button presses used to win a single-coin payout is not the sequence used to win a ten-coin payout, and therefore is not the most advantageous operation. Moreover, the payout is 1 for a bet of 3, which reduces the net number of coins won. However, it can also be said that this operation avoids missing out on winning combinations, so it may not be an entirely disadvantageous operation.
[0023] In this embodiment, when the push-button bell is won, the instruction function is activated to inform the user of the operation pattern (correct push-button sequence) that will result in the winning combination with the highest payout. However, for example, when the conditions for ending the advantageous period are approaching, when a push-order bell is won, it is conceivable to control the game so that the number of coins remaining is kept roughly the same by notifying the player of the push-order sequence to win, for example, a 3-coin or 4-coin combination, as described above.
[0024] Furthermore, in this embodiment, the operation of the instruction function is limited to one predetermined number. For example, suppose the predetermined number for activating the instruction function is set to "3". In this case, in a game with a predetermined number of "2" or "3" during AT, if the game is started with a bet of "3" and a push-order bell is won, the instruction function can be activated. On the other hand, if the game is started with a bet of "2", the instruction function cannot be activated even if a push-order bell is won.
[0025] A "game section" consists of a "normal section (non-advantageous section)" and an "advantageous section." While 5.9-generation machines included a "waiting section" (a game section where the player has won the advantageous section lottery but has not yet entered the advantageous section), current 6-generation machine regulations do not include a "waiting section" or similar. However, other game sections besides the normal section and advantageous section may also be included. The "normal section" refers to a game section in which the transmission of signals related to the instruction function, specifically the push-order instruction number and the winning and replay condition device number (information that can determine the correct push order) described later, to a peripheral board (for example, the sub-control board 80) is prohibited, and which does not affect the performance related to the instruction function in any way (no processing related to the instruction function is performed). In other words, the normal section is a game section in which the operation method cannot be notified. However, in addition to the lottery for winning combinations, it is possible to make a decision (by lottery, etc.) on whether or not to transition to the advantageous section.
[0026] In normal operation, the instruction function must not be activated. Therefore, it is not possible to display button press order instruction information on a predetermined display device (such as an LED) electrically connected to the main control board 60, and since signals related to the instruction function are not transmitted to peripheral boards, it is also not possible to display (notify) advantageous operating modes on the image display device 23 electrically connected to the sub-control board 80.
[0027] On the other hand, the "advantageous section" refers to a game section that has the capability to perform instruction functions (where the instruction functions may be activated). Specifically, when the instruction functions are activated, the main control board 60 displays push-order instruction information so that the instruction content (operation method of the stop switch 42) can be identified, and only then can it transmit signals related to the instruction functions to the sub-control board 80. In other words, the advantageous section is a game section in which the instruction functions can be performed (where the instruction functions may be activated), that is, a game section in which the operation method of the stop switch 42 can be displayed (or may be displayed). However, the sub-control board 80 cannot output any effects that contradict the instructions given by the main control board 60 or the signals related to the received instruction functions.
[0028] Furthermore, even in games where the outcome of the game is advantageous or disadvantageous depending on how the stop switch 42 is operated, the instruction function does not need to be activated during the advantageous period. On the other hand, during the advantageous period, in games where the operation of the stop switch 42 results in an advantage or disadvantage, the instruction function may always be activated to display the operation of the stop switch 42. AT (Notified Game State) is a game state in which the operation of the stop switch 42 is notified, in games where the operation of the stop switch 42 results in an advantage or disadvantage to the game outcome. Therefore, AT is always in an advantageous section, and AT is never executed in a non-advantageous section.
[0029] Furthermore, in games where the operation of the stop switch 42 can result in an advantage or disadvantage depending on the operation method of the stop switch 42, the AT may always (100%) notify the operation method of the stop switch 42. However, in order to keep the payout rate over a predetermined period within the range stipulated by the regulations, it is also conceivable that the operation method of the stop switch 42 may not be notified, even in games where the operation method of the stop switch 42 can result in an advantage or disadvantage depending on the operation method of the stop switch 42. For example, if the AT is approaching its termination condition while in AT mode, it may be possible to temporarily notify the operation of the stop switch 42 (disable the instruction function) from the perspective of extending the life of the AT.
[0030] Furthermore, the relationship between the advantageous period and the AT (Attack Time) can be set in various ways. For example, firstly, it can be set to "advantageous period = AT". In this case, winning the advantageous period and winning the AT are equivalent. The AT starts from the first game of the advantageous period. The AT also ends when the advantageous period ends.
[0031] Secondly, it can be set so that "AT ≠ advantageous period". In this case, simply transitioning to a favorable section does not satisfy the conditions for starting (executing) the AT. Instead, whether or not to execute the AT is determined by lottery or other means, based on the condition that the player is in a favorable section. If it is decided to execute the AT, the AT will be executed until the predetermined termination conditions for that AT are met. If the player is not in an AT state when they transition to a favorable section, for example, the main game state may be set to a normal section, a pre-announcement state, a CZ (Chance Zone (a period in which it is easier to win an AT)), etc.
[0032] When transitioning to a pre-announcement phase after winning an AT, it is permissible to always transition to a genuine pre-announcement phase, and then transition to the AT after the predetermined number of games in the genuine pre-announcement phase have ended. Alternatively, it is permissible to determine whether it is a genuine pre-announcement phase or a false pre-announcement phase by lottery or other means, and if it is determined to be a genuine pre-announcement phase, the transition to the AT may occur after the genuine pre-announcement phase has ended. Furthermore, if it is determined to be a false pre-announcement phase, after the false pre-announcement phase has ended, the advantageous period may be maintained, or the transition to the normal period may occur. Furthermore, if the AT termination conditions are met, both the AT and the advantageous period may be terminated. Alternatively, if the AT terminates but the advantageous period termination conditions are not met, the advantageous period may be continued (non-AT and advantageous period). The same applies when the AT starts simultaneously with the advantageous period.
[0033] Furthermore, the number of games to be played during the advantageous period is determined when the advantageous period begins, and no lotteries or other actions related to the advantageous period are performed during that period. Furthermore, when the advantageous period begins, the initial number of games for the advantageous period is determined, and during the advantageous period, a decision (such as a lottery) is made as to whether or not to add (add) the remaining number of games for the advantageous period. Furthermore, a predetermined termination condition is set for the advantageous period, and when the predetermined termination condition for the advantageous period is met, the advantageous period will end at that point, even if there are remaining rounds of play in the advantageous period (or remaining rounds of play in the AT).
[0034] Here, the "predetermined termination conditions" for the advantageous period include, for example, the difference counter value (described later) exceeding "2400(D)" or the advantageous period clear counter (remaining number of plays in the advantageous period) reaching "0". When either of these conditions is met, it is determined that the termination conditions for the advantageous period have been met, and the game transitions to the normal period (non-advantageous period) from the next game. In this case, even if the last game was an AT (Attack Time), the AT also ends at the same time as the advantageous period ends.
[0035] During the advantageous period, the advantageous period indicator LED (also called the "period indicator") 77 (see, for example, Figure 58 below; segment P of digit 4 (the lower digit of the acquired number display LED 78)) may be lit to inform the player that they are in the advantageous period. However, the system is not limited to this, and it is also possible to notify the player that they are in the advantageous period without providing the advantageous period indicator LED 77, etc. The advantageous period indicator LED 77 may be kept lit at all times during the advantageous period, or it may be lit after the transition to the advantageous period when the predetermined lighting conditions are met. Here, "predetermined lighting conditions" refer, for example, to the time when the instruction function is activated while the game is in a favorable period and the period Sim payout rate exceeds "1". Once the favorable period indicator LED 77 is lit, it will remain lit throughout the favorable period.
[0036] Furthermore, the "Section Sim (Simulation) Payout Rate" is the payout rate assuming that the symbol combination corresponding to the winning combination will always be displayed (even when a combination with "PB≠1" is won, the symbol combination corresponding to that combination will be displayed), and that if there are multiple types of symbol combinations corresponding to the winning combination, the symbol combination that is most advantageous to the player (in the case of a push-order bell win, the high-payout bell) will be displayed. The calculation of the Section Sim Payout Rate does not include payouts (number of balls) from the activation of special features (such as 1BB activation). Also, in a game in which a replay is won, if the bet is "3", the number of payouts is counted as "0", and in a subsequent game based on the replay win (the next game after the game in which the replay was won), the bet is "0" and the payout is calculated as "x" ("x" is the number of payouts in that game). Alternatively, the number of payouts for the game in which a replay was won and the bet for the next game may not be counted. Furthermore, "a game state in which the section Sim payout rate exceeds '1'" refers to RT or main game states that are set so that the section Sim payout rate exceeds '1'. Here, an example of an RT (Replay Time) where the payout rate for a section of Sim exceeds "1" is an RT where the probability of winning a replay is set to be high. Furthermore, if we consider that the main gameplay states include normal, CZ (Chance Zone), AT, and re-entry sections, then AT is the main gameplay state in which the section Sim payout rate exceeds "1".
[0037] When the advantageous period indicator LED 77 is lit, the advantageous period ends, more specifically, in the final game of the advantageous period, for example, during the game end check process described later, or during the game start set process for the next game after the final game of the advantageous period, the advantageous period indicator LED 77 is turned off. When the conditions for ending the advantageous period are met, the advantageous period indicator LED flag initialization process described later is executed, and the advantageous period indicator LED 77 is turned off in the subsequent interrupt process.
[0038] "Processing related to the advantageous period" includes, for example, the following processes: 1) Lottery for the transition to the advantageous period 2) Update of the advantageous period clear counter (decrement, clear) 3) Updating the difference counter (calculation, clearing) 4) Updating the advantageous section type flag 5) Control of the advantageous period indicator LED77 (updating the advantageous period indicator LED flag)
[0039] Furthermore, "processing related to instruction functions" includes, for example, the following processes: 1) Display of button press sequence instructions (activation of instruction function) 2) AT lottery 3) In the case of a game count management type AT (where the AT ends when the remaining number of plays reaches "0"), the AT play count counter is updated (deducted, added, cleared). 4) In the case of a net difference management type AT (where the AT ends when the remaining net difference reaches "0"), the AT net difference counter is updated (subtracted, added, cleared).
[0040] Furthermore, under the current regulations, the processing related to the advantageous period and the processing related to the instruction function can both be executed with one specified number in one game state (RT), except as follows. Therefore, in this embodiment, the processing related to the advantageous period and the processing related to the instruction function are made executable when the specified number is "3", and the processing related to the advantageous period and the processing related to the instruction function are made not executable when the specified number is "2". However, during the advantageous period, the advantageous period clear counter and the difference counter must be updated, regardless of the specified number.
[0041] Furthermore, it may be stipulated that when the winning combination lottery result is not a win, in other words, when the condition device is not activated, the process related to the advantageous period (advantageous period transition lottery) will not be executed. However, it is not limited to this, and the process related to the advantageous period may be executed even if the winning combination lottery result is not a win. On the other hand, even if the role lottery result is not a win, if the probability of not winning is above a predetermined value (not an extremely low probability; for example, "1 / 17500" or higher), the processing related to the instruction function (AT lottery processing) may be executed.
[0042] Furthermore, if the advantageous period transition lottery (processing related to the advantageous period) is executed and the player wins the advantageous period transition lottery, the advantageous period will begin from the next game. Therefore, in a game in which the advantageous period transition lottery (processing related to the advantageous period) is executed and the player wins the advantageous period transition lottery, it is not possible to execute the notification of the correct button press order (processing related to the instruction function). However, it is permissible to perform both the advantageous section transition lottery (processing related to the advantageous section) and the AT lottery (processing related to the instruction function) in a single game. Furthermore, for example, if a specific role lottery result is achieved, the player may be determined to be in the advantageous section and in AT mode (without performing the lottery).
[0043] The management information display LED (also called the "Ratio Monitor" or "Ratio Display") 74 consists of, for example, four LEDs (also called "Digits"), and is composed of a two-digit identification segment (an LED that displays which of the following six items it is using a predetermined symbol, etc.) and a two-digit ratio segment (an LED for displaying the calculated ratio).
[0044] The management information display LED74 displays the ratios of the following six items 1) to 6) repeatedly at predetermined intervals. 1) Either the advantageous period ratio (cumulative) (7U.) or the indicated bonus ratio (cumulative) (7P.) 2) Consecutive bonus round ratio (6000 games played) (6 years) 3) Ratio of special features (6000 games played) (7 years.) 4) Consecutive bonus round ratio (cumulative) (6A.) 5) Total percentage of special features (7A.) 6) Ratio of special features / conditions (cumulative) (5H.)
[0045] For example, when displaying the cumulative payout ratio, if the ratio is "50%", the symbol "7A." indicating the cumulative payout ratio will be displayed on the identification segment, and "50" will be displayed on the ratio segment. Here, "cumulative" refers to the sum of the numbers that have been counted up to that point, and the count continues until the total number of games played reaches at least the standard number of games played (for example, "17500" or "175000"). When the cumulative is less than the standard number of games played, the ratio is displayed, for example, by a flashing display, and when it is equal to or greater than the standard number of games played, the ratio is displayed, for example, by a steady display. Even after the cumulative has reached or exceeded the standard number of games played, the cumulative continues to be added until it reaches a value (upper limit) that can be stored in a predetermined address of the RWM53. Furthermore, "6000 games" refers to the total number of games played, with each set consisting of 400 games, and 15 such sets being combined.
[0046] The "advantageous period ratio" refers to the proportion (percentage) of time spent in the advantageous period relative to the total number of game periods (non-advantageous period + advantageous period). Specifically, for example, if the total number of games played in the total game period is "1000" and the number of games played in the advantageous period during that time is "700", then the advantageous period ratio would be "70%". Furthermore, the "Ratio of Payouts Including Instructions" is the sum of the payouts when a payout mechanism is activated and the payouts from games in which the instruction function is activated, divided by the total payouts. In slot machines that do not have payout mechanisms, the "Ratio of Payouts Including Instructions" is the sum of the payouts from games in which the instruction function is activated divided by the total payouts. The sum of the payouts when the special feature is activated and the payouts from games where the instruction function is activated is counted by the instruction-equipped special feature counter.
[0047] Furthermore, the "number of payouts in a game where the instruction function is activated" is determined based on operating the stop switch 42 according to the button press sequence displayed by the activation of the instruction function. For example, if 10 bells are won, "10" is added to the instruction-included prize counter. In contrast, in a game where the instruction function is activated, if the stop switch 42 is operated in a different order than the displayed order, and for example a single bell is awarded, then "1" is added to the instruction-included prize counter. Similarly, in a game where the instruction function is activated, if the player misses a winning combination (i.e., does not win a combination) because they operated the stop switch 42 in a different order than the one displayed, the instruction-included combination counter will not be updated. In other words, the count value will remain the same as the previous game.
[0048] Furthermore, when a common bell is won during AT, the instruction function is activated in the same way as when a push-order bell is won, and either push-order instruction information (dummy) is displayed on the acquired count display LED 78, or the instruction function is not activated. If the instruction function is activated when a common bell is won, the number of payouts for that game is added to the instruction-included prize counter.
[0049] On the other hand, if a common bell is won and the instruction function is not activated, the payout for that game will not be added to the instruction-included prize counter. However, it will be added to the total payout counter. In this case, the sub-control board 80 also provides notification of the correct button press order by image or sound.
[0050] "Continuous bonus payout ratio" refers to the ratio of the number of payouts when a Type 1 Special Bonus (RB) is activated to the total number of payouts. Therefore, in this embodiment, it refers to "the number of payouts during 1BB activation to the total number of payouts." For example, if the total payout over 6000 games is 2000 coins, and of those, 500 coins are paid out when the "Type 1 Special Bonus (RB)" is activated, then the "Consecutive Bonus Ratio (6000 Games)" will be 25%.
[0051] Furthermore, the "bonus payout ratio" refers to the ratio of payouts when a bonus payout is activated to the total payout. Here, "bonus payout" includes the above-mentioned Type 1 Special Bonus Payout (RB), as well as Type 2 Special Bonus Payout (CB), MB (also called 2BB; a Type 2 Bonus Continuous Activation Device; CB operates continuously), and SB (Single Bonus). Furthermore, the "proportion of special features" refers to the ratio of the total number of games played, calculated by adding the number of games played when the special feature continuous activation device is activated and the number of games played when the special feature is activated but the continuous activation device is not activated. Here, "when the continuous bonus feature device is activated" refers, firstly, to the activation of the Type 1 continuous bonus feature device (1BB), and corresponds to the time when the Type 1 special bonus feature (RB) is not activated (including during internal operation) and when the Type 1 special bonus feature (RB) is activated during the activation of the Type 1 continuous bonus feature device (1BB). Furthermore, "when the continuous bonus feature device is activated" refers, secondly, to the activation of the Type 2 Continuous Bonus Feature Device (MB(2BB)), and corresponds to the time when the Type 2 Special Bonus Feature (CB) is not activated and the time when the Type 2 Special Bonus Feature (CB) is activated in the Type 2 Continuous Bonus Feature Device (MB(2BB)). Furthermore, "when the continuous bonus feature is not activated" refers to the situation when the continuous bonus feature is not activated, and it corresponds to the activation of the first type special bonus feature (RB), the normal bonus feature (SB), or the second type special bonus feature (CB). Furthermore, for the six items listed above, if a gaming machine does not have the function corresponding to that item, the ratio segment will light up with "--". For example, if the "Type 1 Special Bonus (RB)" is not present, there is no continuous bonus ratio, so when ratio display numbers "2" and "4" are displayed, the ratio segment will light up as "--". As described above, the management information display LED 74 displays six different ratios, but when certain conditions are met, it displays a test pattern at a predetermined timing.
[0052] Furthermore, the rules stipulate that the ratio of advantageous periods and the ratio of bonus features including instructions should be 70% or less. It also states that the bonus feature ratio should be 70% or less, and the ratio of consecutive bonus features should be 60% or less. Additionally, the bonus feature status ratio should be 50% or less. Therefore, by looking at the information displayed on the management information display LED74, it is possible to confirm whether or not it falls within the limits of the regulations.
[0053] Furthermore, gaming machines with a specification that sets the advantageous period ratio to 70% or less are called "7U" type, and gaming machines with a specification that sets the indicated bonus ratio to 70% or less are called "7P" type. Gaming machines equipped with an advantageous period will be either "7U" type or "7P" type. In the case of "7U" type, the advantageous period ratio (cumulative) is displayed on the management information display LED 74, and in the case of "7P" type, the indicated bonus ratio (cumulative) is displayed. In the "7U" type, the ratio of the advantageous period to the total game period must be 70% or less, but in the "7P" type, the number of payouts issued by the operation of the instruction function and the operation of the special features must be 70% or less of the total payouts, and for example, the entire game period, or almost the entire period, may be the advantageous period.
[0054] For example, when transitioning to a non-advantageous period, the settings could be configured to guarantee a 100% chance of winning the advantageous period lottery, to guarantee a nearly 100% chance (for example, around 98%) of winning the advantageous period lottery, or to guarantee a high probability (for example, 70%) of winning the advantageous period lottery. The "7U" type cannot perform operations related to instruction functions (such as AT lottery) by referring to the setting value itself, but the "7P" type can perform operations related to instruction functions by referring to the setting value itself.
[0055] Furthermore, the management information display LED74 can also be used as a performance display monitor in pachinko machines. In this case, the management information display LED 74 (performance display monitor) consists of a two-digit identification segment and a two-digit ratio segment, similar to the case of a slot machine (slot machine). It then sequentially displays the real-time (currently being measured) base value for every 60,000 out balls (the "base value" indicates how many safe balls there are for every 100 out balls), and the base values for the previous 60,000, 2, and 3 cycles. For example, the identification segment for the real-time base value is displayed as "bL.", the identification segment for the previous base value is displayed as "b1.", the identification segment for the 2 cycles ago base value is displayed as "b2.", and the identification segment for the 3 cycles ago base value is displayed as "b3.". Thus, the management information display LED 74 is applicable not only to slot machines but also to pachinko machines.
[0056] "RT" means that the types (number) of roles to be drawn and their winning probabilities are in a specific drawing state, and "RT transition" means that by transitioning from one RT to another, the winning probability of at least one of the replays to be drawn changes. Therefore, the types of replays and their winning probabilities in one RT (Replay Time) are values specific to that RT, and the types of replays and their winning probabilities will not be exactly the same in one RT and in another RT. However, it is acceptable for the combined winning probabilities of replays to be the same in one RT and in another RT. Furthermore, "non-RT" does not mean that it is not included in the concept of RT, but rather that it is equivalent to "RT0". Therefore, when "RT" is used in this specification, it includes non-RT.
[0057] <First Embodiment> The first embodiment will be described below with reference to the drawings and other documents. Figure 1 is a block diagram illustrating the control of a slot machine 10, which is an example of a gaming machine in the first embodiment. A typical control board provided in the slot machine 10 is a main control board 50 and a sub-control board 80. The main control board 50 has an input port 51 and an output port 52, and includes an RWM 53, ROM 54, main CPU 55, etc. (This does not mean that it only includes the components shown in Figure 1).
[0058] In Figure 1, the main control board 50 and peripheral devices for gameplay, including operation switches such as the bet switch 40, are electrically connected via an input port 51 or an output port 52. The input port 51 is a connection point to which signals from operation switches and the like are input, and the output port 52 is a connection point to which signals are transmitted to peripheral devices such as the motor 32. In Figure 1, input peripherals are indicated by arrows pointing from the peripheral to the main control board 50, and output peripherals are indicated by arrows pointing from the main control board 50 to the peripheral (the same applies to the sub-control board 80).
[0059] RWM53 is a storage medium capable of storing (updating) various data (variables) based on the progress of the game, etc. ROM54 is a storage medium that stores programs and various data (such as data tables) necessary for the game to progress. The main CPU 55 refers to a CPU (an IC with arithmetic functions) located on the main control board 50. It executes programs and performs calculations necessary for the game to progress, specifically performing tasks such as drawing winning combinations, controlling the drive of the reels 31, and distributing winnings.
[0060] Furthermore, the main control board 50 is equipped with an MPU including an RWM 53, ROM 54, main CPU 55, and registers. Note that the RWM 53 and ROM 54 may be provided externally, in addition to being mounted inside the MPU. Furthermore, the sub-control board 80, which will be described later, also includes an MPU, including the RWM83, ROM84, and sub-CPU85. Note that the RWM83 and ROM84 may be provided externally, in addition to being mounted inside the MPU.
[0061] In Figure 1, the medals inserted through the medal slot 47 are sent inside the medal selector. As shown in Figure 1, the medal selector is equipped with a passage sensor 46, a blocker 45, and an input sensor 44 (a pair of input sensors 44a and 44b) (but is not limited to these), which are electrically connected to the main control board 50. The medals inserted through the medal slot 47 are first detected by the passage sensor 46.
[0062] Furthermore, a blocker 45 is provided downstream of the passage sensor 46. The blocker 45 is for allowing / denying the insertion of medals. When medal insertion is denied, it forms a medal passage that returns medals inserted from the medal slot 47 to the payout slot. Conversely, when medal insertion is permitted, it forms a medal passage that guides medals inserted from the medal slot 47 to the hopper 35. The blocker 45 consists of, for example, a switching member that blocks an opening (an opening leading to the medal return slot) formed in a part of the medal passage within the medal selector to form a medal passage that guides medals towards the hopper 35, and an actuator for driving the switching member.
[0063] Here, the blocker 45 prohibits the insertion of tokens during gameplay (from the start of reel 31 rotation until all reels 31 stop, and until the end of the payout corresponding to the winning combination when a combination is achieved). In other words, the blocker 45 only permits the insertion of tokens when gameplay is not taking place.
[0064] Within the medal selector, further downstream of the blocker 45, is an insertion sensor (optical sensor) 44. In this embodiment, the insertion sensor 44 consists of a pair of insertion sensors 44a and 44b arranged at a predetermined distance apart, and is configured so that a medal is detected by one insertion sensor 44a, and then detected by the other insertion sensor 44b after a predetermined time has elapsed. Based on the timing of when the pair of insertion sensors 44 are turned on and off, it is determined whether or not the correct medal has been inserted.
[0065] Furthermore, as shown in Figure 1, the main control board 50 is electrically connected to the following operating switches for the player: a bet switch 40 (40a or 40b), a start switch 41, (left, middle, right) stop switches 42, and a payout switch 43. Here, "operation switch" (or simply "switch") refers to a device (including electrical circuits and / or electrical components) that switches an electrical signal on or off based on the operation of an operating body by a player (operator) (receiving external force), and does not limit the shape of the operating body operated by the player.
[0066] When the operation switch is in the off state, for example, light from the light-emitting element continues to enter the light-receiving element (when the light-receiving element continues to detect light, the operation switch is in the off state). When the operation switch (operating body) is operated by a player or the like, light from the light-emitting element stops entering the light-receiving element. When this state is detected, an electrical signal indicating that the operation switch has been turned on is transmitted to the main control board 50. Alternatively, the operation switch may be configured such that when it is in the off state, light from the light-emitting element does not enter the light-receiving element, and it turns on when light from the light-emitting element enters the light-receiving element.
[0067] In this embodiment, the operating body of the start switch 41 is lever-shaped (and therefore also referred to as the "start lever (switch) 41"), and the operating bodies of the bet switch 40, stop switch 42, and settlement switch 43 are push buttons (and therefore also referred to as the "bet button (switch) 40," "stop button (switch) 42," and "settlement button (switch) 43").
[0068] Furthermore, although not shown in Figure 1, an LED (light-emitting means) is provided on and / or around or near the operating body of the operating switch. When the operation of the operating switch is permitted, for example, the LED corresponding to the operating switch emits blue light, and when the operation of the operating switch is not permitted, for example, the LED of the operating switch emits red light, thereby indicating the permitted / not permitted state of the operating switch to the player.
[0069] Specifically, for example, when all reels 31 are rotating and the stop switches 42 are ready to be operated, the LEDs of all stop switches 42 illuminate blue to indicate to the player that they are operational. When one stop switch 42 is operated, the reel 31 corresponding to the operated stop switch 42 is stopped. The remaining stop switches 42 become operational only after the excitation state of the motor 32 corresponding to the stopped reel 31 has ended and the detection sensor 42e of the operated stop switch 42 has turned off. Therefore, during this time, the LEDs of all stop switches 42 illuminate red. When the excitation state of the motor 32 corresponding to the operated stop switch 42 has ended and the detection sensor 42e corresponding to that stop switch 42 has turned off, the LEDs of the already operated stop switches 42 remain red, while the LEDs of the stop switches 42 that have not yet been operated illuminate blue.
[0070] The bet switch 40 is an operation switch operated by the player when betting stored tokens for the current game. In this embodiment, it includes a 1-bet switch 40a for inserting one token and a 3-bet switch 40b for inserting three tokens (maximum number, specified number). In addition, a bet switch for two-bet configurations may also be provided.
[0071] The prescribed number of tokens may be predetermined depending on whether the special feature is active or not. For example, the number of tokens may be set to 3 when the special feature is not active, when SB is active, or when 1BB is active, and 2 when 2BB is active. Two presses of the 1-bet switch 40a allow you to insert 2 tokens, and three presses allow you to insert 3 tokens. Also, when the prescribed number is 3, pressing the 3-bet switch 40b allows you to insert 3 tokens at once, and when the prescribed number is 2, pressing the 3-bet switch 40b allows you to insert 2 tokens at once. If a number less than the prescribed number has already been bet, pressing the 3-bet switch 40b will process the bet so that the number of tokens bet becomes 3. Furthermore, the prescribed number may be uniformly set to, for example, "3 coins" (regardless of the game state, etc.). In the example of the first embodiment below, the prescribed number is always set to "3 coins".
[0072] Furthermore, the start switch 41 is an operating switch that is operated by the player when starting all of the reels 31 (left, middle, and right). Furthermore, there are three stop switches 42, one for each of the three reels 31 (left, middle, and right), and these are operating switches that the player uses to stop the corresponding reel 31. Furthermore, the settlement switch 43 is an operation switch operated by the player when they want to receive (pay out) the tokens that have been bet and / or stored (credited) inside the slot machine 10.
[0073] Furthermore, as shown in Figure 1, the display board 75 is electrically connected to the main control board 50. In reality, an intermediate board is provided between the main control board 50 and the display board 75, and the main control board 50 and the intermediate board, and the intermediate board and the display board 75 are connected, but the intermediate board is not shown in Figure 1. Thus, the main control board 50 and the display board 75 may be directly connected by a harness or the like, but another board may be interposed between them. Furthermore, the control boards are not limited to being directly connected to each other by harnesses or the like; they may also be connected via other separate boards (such as relay boards). For example, one or more other separate boards (such as relay boards) may be interposed between the main control board 50 and the sub-control board 80.
[0074] The display board 75 is equipped with an LED 76 for displaying the number of credits and an LED 78 for displaying the number of credits won. The credit count display LED 76 is an LED that displays the number of tokens (credits) stored inside the slot machine 10, and consists of two digits: a higher digit and a lower digit.
[0075] Furthermore, the winnings display LED 78 is an LED that displays the payout amount (the number of wins the player receives) when a winning combination is achieved, and like the credits display LED 76, it consists of two digits: a higher-order digit and a lower-order digit. Furthermore, the acquired count display LED 78 may be controlled to turn off when there are no medals to be dispensed. Alternatively, the higher digits may be turned off, and only the lower digits may be displayed as "0".
[0076] Additionally, the acquisition count display LED 78 normally displays the acquisition count, but when an error occurs, it functions as an LED that displays the content (type) of the error. Furthermore, the acquired count display LED 78 also functions as an LED that displays button-pressing order information (indicating a favorable button-pressing order) in games that notify the button-pressing order during AT. Therefore, the acquired count display LED 78 in this embodiment is an LED that displays the acquired count, error details, and button-pressing order information. However, it is not limited to this, and a dedicated LED or the like for displaying button-pressing order information may also be provided. Furthermore, during AT mode, the notification of advantageous button press sequences is also performed by the image display device 23 connected to the sub-control board 80.
[0077] In Figure 1, the main control board 50 is electrically connected to the motor (stepping motor in this embodiment) 32 of the pattern display device. The pattern display device includes three reels (in this embodiment) for displaying patterns, a motor 32 for driving each reel 31, and a reel sensor 33 for detecting the position of the reels 31.
[0078] The motor 32 is a driving means for rotating the reels 31, and is connected to the rotation center of each reel 31 and controlled by the reel control means 65, which will be described later. Here, the reel 31 consists of a left reel 31, a middle reel 31, and a right reel 31. The stop switch 42 operated to stop the left reel 31 is the left stop switch 42, the stop switch 42 operated to stop the middle reel 31 is the middle stop switch 42, and the stop switch 42 operated to stop the right reel 31 is the right stop switch 42. The left reel 31 may be referred to as the first reel 31, the middle reel 31 as the second reel 31, and the right reel 31 as the third reel 31.
[0079] Reel 31 is ring-shaped, and a reel tape printed with multiple types of patterns (patterns that constitute combinations of patterns corresponding to winning combinations) is attached to its outer surface. Each reel 31 is also provided with one (or more) index. The index is provided in a convex shape on, for example, the circumferential surface of the reel 31 and is used to detect whether the reel 31 has passed a predetermined position or has completed one rotation. Each index is detected by a reel sensor 33. The signal from the reel sensor 33 is electrically connected to the main control board 50. When an index detects (disconnects) the reel sensor 33, its input signal is input to the main control board 50, and it is detected that the reel 31 has passed a predetermined position.
[0080] Furthermore, the ROM 54 stores in advance the pattern on the reference position at the moment the reel sensor 33 detects the index on the reel 31. This makes it possible to detect the pattern on the reference position at the moment the index is detected. In addition, from the moment the reel sensor 33 detects the index on the reel 31, it becomes possible to determine how many pulses the (stepping) motor 32 needs to be driven to stop the pattern on the active line, counting from the pattern on the reference position.
[0081] Furthermore, the medal dispensing device is electrically connected to the main control board 50. The medal dispensing device includes a hopper 35 for storing medals, a hopper motor 36 that drives when dispensing medals from the hopper 35 through the dispensing opening, and a dispensing sensor 37 for detecting the medals dispensed from the hopper motor 36.
[0082] The medals that are sorted and accepted (and deemed to be in good condition) through the medal slot 47 are designed to be stored in the hopper 35. In this embodiment, the dispensing sensor (optical sensor) 37 consists of a pair of dispensing sensors 37a and 37b arranged at a predetermined distance apart. When a medal is dispensed, a predetermined moving member moves due to the medal. The movement of the predetermined moving member turns the dispensing sensors 37a and 37b on and off. Based on whether the dispensing sensors 37a and 37b have been turned on and off within a predetermined time range, it is determined whether the medal has been dispensed correctly.
[0083] For example, if the hopper motor 36 is running but the pair of dispensing sensors 37 do not detect that the machine is on, it is determined that no medals have been dispensed, and a hopper error (no medals) is detected. On the other hand, if at least one of the payout sensors 37 continues to output an ON signal, it is detected that a coin jam has occurred.
[0084] When a player starts playing, they either insert pre-credited tokens by operating the bet switch 40 (storage bet), or insert tokens manually through the token slot 47 (manual bet). When the start switch 41 is operated with the prescribed number of tokens for the game bet, the signal generated at that time is input to the main control board 50. Upon receiving this signal, the main control board 50 (specifically, the reel control means 65, which will be described later) performs a draw using the role draw means 61 and controls all the motors 32 to rotate all the reels 31. As the reels 31 are rotated by the motors 32 in this way, the symbols on the reels 31 are displayed moving up and down within the display window at a predetermined speed.
[0085] The player then presses the stop switch 42 to stop the rotation of the reel 31 corresponding to that stop switch 42 (for example, the left reel 31 corresponding to the left stop switch 42). When the stop switch 42 is operated, the signal generated at that time is input to the main control board 50. When the main control board 50 (specifically, the reel control means 65 described later) receives this signal, it drives and controls the motor 32 corresponding to the stop switch 42 to stop the reel 31 related to that motor 32 in accordance with the lottery result of the role lottery means 61 (the result determined by the internal lottery means).
[0086] The game results are displayed based on the symbol combinations when all 31 reels stop. Furthermore, when a symbol combination corresponding to any winning combination stops on an active payline (i.e., a win for that combination occurs), the corresponding medals are paid out.
[0087] Next, the specific configuration of the main control board 50 will be described. As shown in Figure 1, the main CPU 55 of the main control board 50 is equipped with the following role selection means 61, etc. The following means in this embodiment are illustrative and are not limited to the means shown in this embodiment.
[0088] The role lottery means 61 conducts a lottery (determination, selection) of winning numbers. For this reason, the role lottery means 61 is also referred to as the "winning number lottery (determination, selection) means." Here, the "lottery of winning numbers by the role lottery means 61" is the same as the "internal lottery" in the Regulations of the Entertainment Business Act (Regulations concerning the certification and type approval of gaming machines, etc.; hereinafter simply referred to as the "Regulations"), and the lottery result by the role lottery means 61 is the same as the "result determined by the internal lottery" in the Regulations. Therefore, the role lottery means 61 is also referred to as the "internal lottery means 61" in accordance with the Regulations. The prize draw means 61 includes, for example, a random number generation means for the draw (such as a hardware random number generator), a random number extraction means for extracting random numbers generated by the random number generation means, and a winning number determination means for determining the winning numbers based on the random numbers extracted by the random number extraction means.
[0089] The random number generation means generates random numbers within a predetermined range (for example, "0" to "65535" in decimal). The random numbers are such that a counter that counts one count every 200 nanoseconds continuously counts within the range of "0" to "65535" as one cycle, and continues to count random numbers as long as the slot machine 10 is powered on.
[0090] The random number extraction means extracts a random number generated by the random number generation means at a predetermined time, in this embodiment, when the player operates (turns on) the start switch 41. The determination means determines the winning number corresponding to the area to which the random number extracted by the random number extraction means belongs by comparing it with the lottery table described later.
[0091] Once the winning number is determined by the role lottery means 61, the condition device number (winning and replay condition device number, and special feature condition device number) is determined based on that winning number, and the winning and replay condition device and special feature condition device that can be activated in that game are determined. For this reason, the role lottery means 61 is also referred to as the condition device number determination (lottery or selection) means, the winning role determination (lottery or selection) means, etc. The "Special Feature Condition Device Number" is the condition device number corresponding to the special feature (feature). Furthermore, the "winning and replay condition device number" is the condition device number corresponding to a minor win or a replay.
[0092] The winning flag control means 62 controls the on / off state of the winning flags corresponding to each role based on the lottery results by the role lottery means 61. In this embodiment, each role has its own winning flag. When any role is won in the lottery by the role lottery means 61, the winning flag for that role is turned on (the winning flag is set). Winning a role can be either having only one winning role (single win) or having multiple winning roles (duplicate win).
[0093] The button-pressing instruction number selection means 63 selects (determines) the button-pressing instruction number (the number corresponding to the correct button-pressing sequence) based on the result of the winning number lottery by the role lottery means 61 (when a button-pressing bell or button-pressing replay is won). The "press order" in the selected press order instruction numbers here refers to the press order that is advantageous to the player (the correct press order). For example, when a press order bell is won, it refers to the press order that results in a high-scoring bell (the correct press order). Also, when a replay is won, it refers to the press order that upgrades to an advantageous RT (Replay Time) or prevents dropping to an unfavorable RT.
[0094] In this embodiment, each winning number is provided with a unique button-pressing instruction number. Then, when a push-order bell or push-order replay is won during AT, the main control board 50 displays push-order instruction information corresponding to the push-order instruction number, specifically information such as "=*" ("*" = 1, 2, ...) on the aforementioned acquired number display LED 78. This function of displaying push-order instruction information when a conditional device with a favorable push-order is activated is also called an instruction function. Furthermore, if a push-order bell or push-order replay is won during AT, the main control board 50 sends a command corresponding to the push-order instruction number to the sub-control board 80 at the start of the game (after the start switch 41 is operated and the winning number is determined). When the sub-control board 80 receives the command, it displays the correct button press sequence as an image on the image display device 23.
[0095] Furthermore, the main control board 50 can only transmit the selected button press instruction number to the sub-control board 80 during the advantageous period (AT). Therefore, even if a button press instruction number is selected by the button press instruction number selection means 63 during the normal period, that button press instruction number will not be transmitted to the sub-control board 80. In addition, it is not necessary to select a button press instruction number during the normal period.
[0096] The performance group number selection means 64 selects a performance group number corresponding to the winning number, which is to be transmitted to the sub-control board 80. Here, a performance group number corresponding to the winning number is predetermined. When the winning number is determined by operating the start switch 41, the performance group number selection means 64 selects the performance group number corresponding to the winning number for that game, and the main control board 50 transmits the selected performance group number to the sub-control board 80. The sub-control board 80 outputs a performance related to the winning role based on the received performance group number. Unlike the push order instruction number mentioned above, the performance group number is selected for each game and transmitted from the main control board 50 to the sub-control board 80.
[0097] Furthermore, the main control board 50 does not transmit the winning number for the game to the sub-control board 80. Therefore, the sub-control board 80 cannot know the winning number for the game. However, the sub-control board 80 receives a performance group number for each game, and is able to output performances based on the received performance group number. However, even when a push-order bell or push-order replay is won, the correct push order cannot be determined from the performance group number, so the sub-control board 80 does not notify the correct push order based on the performance group number. In contrast, during AT, when a push-order bell or push-order replay is won, the main control board 50 transmits a push-order instruction number to the sub-control board 80. As a result, the sub-control board 80 is able to notify the correct push order based on the received push-order instruction number.
[0098] The reel control means 65 controls the rotation of all (3) reels 31 to begin when it receives a command to start the rotation of the reels 31, and in this embodiment in particular when it detects the operation of the start switch 41. Furthermore, after the winning numbers are determined by the role lottery means 61, the reel control means 65 refers to the on / off status of the winning flag in the current game, selects a stop position determination table corresponding to the on / off status of the winning flag, and when the stop switch 42 is operated, determines the stop position of the reel 31 corresponding to the stop switch 42 based on the timing at which the operation of the stop switch 42 is detected, and controls the motor 32 to stop the reel 31 at the determined position.
[0099] For example, in a game where at least one winning flag is set to ON, the reel control means 65 controls the reel 31 to stop within the range of reel 31 stop control so that the symbol combination corresponding to the winning role (the role for which the winning flag is ON) can be stopped on an active line, while controlling the reel 31 to stop so that the symbol combination corresponding to roles other than the winning role (the role for which the winning flag is OFF) cannot be stopped on an active line.
[0100] Here, "within the range of the reel 31 stop control" means the time from the moment the stop switch 42 is operated until the reel 31 actually stops, or the range of rotations (number of moving symbols) of the reel 31. In this embodiment, the reel 31 rotates at a constant speed of approximately 80 revolutions per minute. Furthermore, when the stop switch 42 is operated, the time from the moment the stop switch 42 is operated until the reel 31 stops is set to within 190ms, except for a predetermined reel 31 that is in MB operation (for example, the middle reel 31). As a result, in this embodiment, except for a predetermined reel 31 that is in MB operation, the maximum number of moving symbols from the moment the stop switch 42 is operated until the reel 31 stops is set to 4 symbols.
[0101] On the other hand, for a predetermined reel 31 during MB operation, the time from the moment the stop switch 42 is operated until the reel 31 stops is set to within 75ms. As a result, for a predetermined reel 31 during MB operation, the maximum number of symbols that move from the moment the stop switch 42 is operated until the reel 31 stops is set to 1 symbol.
[0102] Then, at the moment the operation of the stop switch 42 is detected, if any of the symbols within the stopping control range of the reel 31 is a symbol that should be stopped on a predetermined active line, the stop switch 42 is controlled to stop that symbol on the predetermined active line when the stop switch 42 is operated. In other words, if the reel 31 is stopped immediately at the moment the stop switch 42 is operated and the symbols for the winning combination do not stop on a predetermined valid line, the reel 31 is rotated and moved within the range of the stop control of the reel 31 until it is stopped, thereby controlling it to stop the symbols for the winning combination as much as possible on the predetermined valid line (pull-in stop control).
[0103] Conversely, if stopping the reels 31 immediately at the moment the stop switch 42 is operated would cause a combination of symbols that does not correspond to the winning number to stop on an active line, then when the reels 31 stop, the reels 31 are rotated and moved within the range of the reel 31 stop control to prevent combinations of symbols that do not correspond to the winning number from stopping on an active line (kick stop control). Furthermore, in games where multiple winning combinations are achieved (for example, when a specific combination of symbols is triggered), the priority order for which winning combinations are awarded is predetermined according to the order in which the stop switches 42 are pressed and the timing of their operation. Based on this predetermined priority order, the system controls the retraction and stopping of the symbols related to the highest priority winning combination.
[0104] The prize determination means 66 determines, when the reel 31 stops, whether the combination of symbols on the reel 31 that stopped on the active line corresponds to a winning combination. Here, the prize determination means 66 does not actually detect whether or not a symbol combination corresponding to a winning combination has stopped on an active line. Specifically, it determines in advance which symbol combinations will stop on an active line before the reels 31 actually stop, or which symbol combinations will stop on an active line after the reels 31 have stopped, based on the condition device activated during the game and the order in which the stop switch 42 is pressed and / or the timing of operation of the stop switch 42.
[0105] The control command transmission means 71 transmits information (control commands) necessary for the effects to be output by the sub-control board 80 to the sub-control board 80. Examples of control commands include information about when the bet switch 40 is operated, information about when the start switch 41 is operated, the push order instruction number (only during AT and when a winning number with the correct push order is won), the performance group number, RT (game state) information, information about when the stop switch 42 is operated, and information about the winning combination.
[0106] The main control board 50 is equipped with a set value display LED 73. The "setting value" relates to the player's advantage, and in this embodiment, although not shown in the diagram, there are six levels from setting 1 to setting 6. The higher the setting value, the greater the player's advantage. Furthermore, if the setting key switch (corresponding to setting key switch 152 in Figure 112 (Fifth Embodiment) described later) is turned on while the power is off, and the power is then turned on, the device will transition to a setting change state (setting change mode) in which the setting value can be changed. At this time, an initialization process (RWM clear process) is executed to initialize a predetermined memory area of the RWM53. Furthermore, when the power is on, pressing the setting key switch will switch the device to a setting confirmation state (setting confirmation mode) where the setting value cannot be changed, but the setting value can be viewed.
[0107] In Figure 1, the sub-control board 80 controls the selection and output of effects (information) during gameplay and while waiting for gameplay to begin. Here, the main control board 50 and the sub-control board 80 are electrically connected, and the main control board 50 (control command transmission means 71) transmits information (control commands) necessary for outputting the performance to the sub-control board 80 in one direction via parallel communication. Furthermore, the main control board 50 and the sub-control board 80 are not limited to being electrically connected; they may also be connected using optical communication means. Moreover, both the electrical connection and the optical communication connection are not limited to parallel communication; they may also be serial communication, and serial and parallel communication may be used in combination.
[0108] The sub-control board 80, like the main control board 50, includes an input port 81, an output port 82, an RWM 83, a ROM 84, and a sub-CPU 85, etc. The sub-control board 80 is electrically connected to the following peripheral devices for performance, such as the performance lamps 21 shown in Figure 1, via the input port 81 or output port 82. However, the peripheral devices for performance are not limited to these. RWM83 is a storage medium that can temporarily store data and other information captured by the sub-CPU85 when it controls the performance. Furthermore, ROM84 is a storage medium that stores data for performance purposes, such as programs and various data used when conducting lotteries related to performances.
[0109] The performance lamps 21 consist of, for example, LEDs, and light up in a predetermined pattern when predetermined conditions are met. The performance lamps 21 include backlights positioned on the inner circumference of each reel 31 to illuminate the symbols displayed on the reel 31 (three consecutive symbols vertically visible from the display window) from behind, fluorescent lights that illuminate the symbols on the reel 31 from above, and frame lamps positioned in front of the front door of the slot machine 10 that flash when a winning combination is achieved.
[0110] Furthermore, speaker 22 outputs a predetermined sound when certain conditions are met, in order to perform various effects during gameplay. Furthermore, the image display device 23 consists of a liquid crystal display, an organic EL display, a dot display, etc., and displays various performance images (correct button press order, performances corresponding to the conditional device that operates during the game, etc.) and game information (number of plays and number of coins acquired when a special feature is activated or during the advantageous period (AT), etc.).
[0111] Figure 2 shows the arrangement of patterns on the reel 31 in the first embodiment. As shown in Figure 2, in the first embodiment, each reel 31 consists of 20 frames. Furthermore, in the first embodiment, the maximum number of moving symbols from the moment the stop switch 42 is operated until the reel 31 stops is set to "4". Therefore, if four predetermined symbols are arranged on a single reel 31 with a spacing of five symbols between them, the predetermined symbols can always be stopped and displayed on the active line regardless of when the stop switch 42 is operated. Specifically, for example, on the left reel 31, "Replay" symbols are arranged at positions 17, 12, 7, and 2. Therefore, four "Replay" symbols are arranged with a spacing of five symbols between them on the left reel 31. For this reason, on the left reel 31, regardless of when the left stop switch 42 is operated, "Replay" symbols can always be stopped on the active line. This type of symbol arrangement is sometimes referred to as the "PB=1" arrangement. On the other hand, when the symbol arrangement is not like this, it is sometimes referred to as the "PB≠1" arrangement.
[0112] Furthermore, on the left reel 31, "Replay," "Watermelon," and "Bell A" are all positioned with "PB=1." Additionally, on the middle reel 31, "Replay," "Bell A," and "Bell B" are each arranged in a "PB=1" configuration. Furthermore, on the right reel 31, "Replay," "Watermelon," and "Bell A" are each positioned as "PB=1." Furthermore, for example, on the left reel 31, the "Blank B" and "Cherry" symbols are arranged in a "PB=1" configuration when combined. Therefore, regardless of when the left stop switch 42 is operated, either the "Blank B" or the "Cherry" can be stopped and displayed on the active line. In this way, there are locations where the "PB=1" symbol is arranged when combined with another symbol. Furthermore, for example, on the left reel 31, the "white BAR," "red 7," "black BAR," and "blank A" are arranged in a "PB=1" configuration when combined. Therefore, no matter when the left stop switch 42 is operated, it is possible to stop any of the "white BAR," "red 7," "black BAR," or "blank A" on an active line. In this way, there is a location where the combination of the four symbols results in a "PB=1" configuration.
[0113] FIG. 3(A) is a diagram showing the positional relationship between the display window 18, the positions of the respective reels 31, and the active lines (display lines for displaying symbol combinations). This can be achieved.
[0114] Also, the active line in the first embodiment is one line in the middle horizontal direction. And each reel 31 is arranged so that three symbols that are continuous vertically can be seen from the display window 18. Therefore, a total of nine symbols (frames) are arranged so that they can be seen from the display window 17 of the slot machine 10. In the first embodiment, the symbol positions at the time of stop visible from the display window 18 are referred to as "upper stage", "middle stage", and "lower stage" in order from the top. For the left reel 31, they are referred to as "upper left stage", "left middle stage", and "lower left stage" respectively.
[0115] FIGS. 4 to 11 are diagrams showing the types of roles (such as roles corresponding to the winning numbers drawn by the role drawing means 61), symbol combinations, payout numbers, etc. in the first embodiment. As shown in FIG. 4, the game states in the first embodiment include when the accessory is not activated (non-special game state) and when the RB is activated (when the accessory is activated, special game state), and the specified number (bet number) of these game states is set to "three". As shown in FIG. 4, the special role (accessory) is only the 1BB (first type accessory continuous activation device; first type big bonus) with the role number "001". When winning the 1BB, until the 1BB wins, the winning is carried over to the next game. The state where the winning of the 1BB has not been carried over is referred to as "not in the internal state", and the state where the winning of the 1BB has been carried over is referred to as "in the internal state". Also, the game in which the 1BB is won is set to "not in the internal state". That is, when referring to "in the internal state", it refers to the state where the 1BB has been won by the previous game. Note that the transition timing to the internal state can be set appropriately. For example, in the game in which the 1BB is won, after all the reels 31 have stopped, it may be shifted to the 1BB internal state, or in the game in which the 1BB is won, it may not be shifted to the 1BB internal state, and it may be shifted to the 1BB internal state in the next game. If you win a 1BB in a non-special game state (when the special features are not activated), and you win a 1BB, there will be no payout of medals in this game, but from the next game onwards, you will enter a 1BB game (special game state), and during the 1BB game, RB will operate continuously (special features activated) until the conditions for ending the 1BB game are met. In this first embodiment, it is not assumed that 1BB will be awarded, and the game is played while 1BB remains inside. Unlike 1BB, where the win carries over to the next game, replays and minor wins are only valid for the current game and do not carry over to the next game.
[0116] In addition to the 1BB mentioned above, another special feature is the MB (Second Type Continuous Activation Device; Second Type Big Bonus). If you win an MB (Mystery Bonus) and the corresponding symbol combination stops on an active payline (an MB is awarded), there will be no payout of medals in this game, but the MB game will start from the next game. During the MB game, the CB (Second Type Special Bonus) game will be executed continuously. In CB gameplay, regardless of the result of the draw by the role draw means 61, all minor roles are awarded simultaneously, and for a specific reel 31 (for example, the left reel 31), the time from the moment the stop switch 42 is operated until the reel 31 stops is within 75ms (maximum number of movement frames is 1). CB gameplay ends after one game. When the number of medals paid out during MB gameplay exceeds a predetermined number, MB gameplay ends, and the game returns to the state before transitioning to MB gameplay from the next game.
[0117] As shown in Figures 4 to 7, the types of replays in the first embodiment include replay 01 to replay 22. Regardless of which replay-corresponding symbol combination is displayed when the replay stops, the game will resume. Furthermore, the symbol combination for replay 04 with role number "008" is a "Red 7" combination. As will be explained in detail later, when a predetermined condition device is activated and the winning role includes replay 04, operating the stop switch 42 in a predetermined order will allow the "Red 7" combination to be displayed, and it will be possible to proceed to the sub-bonus (also called "sub-bonus game," which is the same as "AT." Details will be explained later).
[0118] As shown in Figures 7 to 11, the types of minor roles in the first embodiment include minor roles 01 to 87. Small wins 01 to 08 are small wins that pay out 14 coins. These are small wins that can be won when the stop switch 42 is operated in a sequence that allows for the 14-coin win (also called the "advantageous sequence" or "correct sequence") when a predetermined condition device (the prize-winning condition device A or prize-winning condition device described later) is activated, which determines the game result depending on the order in which the buttons are pressed. Furthermore, minor roles 09 to 13 are minor roles that pay out 3 coins, and when a specific condition device (the winning condition device C, winning condition device D, or winning condition device described later) is activated, the 3-coin role can be won by operating the stop switch 42 in a sequence of buttons that allows for winning (as described above, also called the "advantageous button sequence" or "correct button sequence"). Additionally, minor roles 14 through 69 (single-coin roles) are roles that can be won when the stop switch 42 is operated in an unfavorable order of pressing buttons, while the condition device that determines the game result depending on the order of pressing buttons is activated.
[0119] Figure 12 shows the RT transition in the first embodiment. First, when RWM53 is initialized, it transitions to non-RT. "RWM initialization" here refers to the process performed, for example, when power is turned on with a setting change, and represents the initialization of the entire range of RWM53, including information that 1BB has been selected and the initialization of the RT state. When the RT state data is initialized, it becomes "0", and when the RT state data is "0", it corresponds to non-RT. Non-RT mode is a non-internal 1BB mode and continues until a 1BB is won. As will be explained later, the probability of winning a 1BB in non-RT mode is "7564 / 65536 (approximately 11%)".
[0120] If a game in which 1BB is won does not display a symbol combination corresponding to 1BB, the next game will enter RT1 (1BB internally). In this embodiment, once RT1 (1BB internally) is active, there are no games in which minor roles or replays are not won. Therefore, 1BB cannot be won in RT1. Thus, 1BB can only be won in games in which 1BB is won in a non-RT state. Furthermore, in this embodiment, games in which 1BB is won include cases where 1BB is won alone and cases where 1BB and a minor role (winning E) are won simultaneously. In games in which 1BB and a minor role (winning E) are won simultaneously, the symbols related to the minor role (winning E) are displayed preferentially, so 1BB cannot be won in those games. Therefore, the only way to win 1BB is in a game where 1BB is won independently in a non-RT state (as described later, the probability of this is "4 / 65536"). Thus, such cases rarely occur. On the other hand, in a game where a 1BB is won, if the symbol combination corresponding to 1BB stops and is displayed, the game enters a 1BB activation state (RB activation state) (special game state) and continues until the conditions for ending the 1BB activation are met (for example, until 100 coins are paid out). Once the conditions for ending the 1BB activation are met, the game returns to a non-RT state.
[0121] Figures 13 to 18 show the number of winning numbers (winning probability) for each winning number in the first embodiment. Figures 13 and 14 show the number of winning numbers for non-RT, Figures 15 and 16 show the number of winning numbers for RT1, and Figures 17 and 18 show the number of winning numbers when RB is in operation. Dividing the values in each placement table by "65536" gives the probability of winning. For example, in Figure 13, the placement number for the winning number "1" (Replay A) is "8943" for all settings, so its probability of winning is "8943 / 65536" (approximately "1 / 7.3"). Furthermore, the "setting value," as in the first embodiment, relates to the degree of advantage for the player and has six levels, from "Setting 1" to "Setting 6." Thus, the number of units to be placed is determined for each RT (game state) and each setting value.
[0122] Furthermore, in each number table, "advantageous section" indicates whether or not a lottery for transitioning to an advantageous section is held. "○" means that when the winning number is selected, the advantageous section lottery is held, and "?" means that when the winning number is selected, the advantageous section lottery is not held. "-" means that the number is not subject to the lottery (the number is "0") and therefore is not subject to the advantageous section lottery. In addition, in this embodiment, when the advantageous section transition lottery is held, it is set so that there is a "1 / 1" probability of winning an advantageous section. For example, if the game is in the normal section and the winning number "1" (Replay A) in Figure 13 is selected, the player will definitely win a transition to the advantageous section in that game, and the advantageous section will begin from the next game. Furthermore, the lottery for transitioning to a favorable period is not performed while the player is in a favorable period. Furthermore, as shown in Figures 13 and 15, in both non-RT and RT1 modes, if the winning number "2" (Replay B) is selected, the advantageous section transition lottery is not performed, and therefore the player does not transition to the advantageous section. Consequently, if the winning number "2" is selected in the normal section, the next game will also be in the normal section. Furthermore, as shown in Figure 16, in RT1, if the winning numbers are "60" to "71" (winning numbers E1 to 12), the advantageous section transition lottery is not performed, and therefore the player does not transition to the advantageous section. Consequently, similar to winning number "2", if the winning numbers are "60" to "71" in the normal section, the next game will also be in the normal section. Alternatively, instead of conducting a lottery to determine when a player will transition to the advantageous period, the system may pre-determine the winning numbers that will transition to the advantageous period, and when a player wins one of these numbers, the system may transition to the advantageous period from the next game onward. For example, when a player wins one of the winning numbers marked with a "○" in the advantageous period column of the number tables shown in Figures 13 to 16, the system may transition to the advantageous period from the next game onward without conducting a lottery to determine when a player will transition to the advantageous period.
[0123] As shown in Figures 13 and 14, the winning numbers for 1BB in non-RT (non-internal) include the winning number "0" which is a standalone win, and the winning numbers "60" to "71" which are duplicate wins with prize E. In contrast, in RT1 (internal), there is no chance of winning 1BB. Therefore, in RT1, there is no chance of winning the winning number "0". Also, in RT1, winning numbers "60" to "71" are single wins for prize E. In this embodiment, the state of being non-RT is after RWM initialization, i.e., after power-on with a setting change, as shown in Figure 12. And, assuming that 1BB is not awarded in a game in which 1BB is won, the state remains RT1 (internal) indefinitely after 1BB is won. On the other hand, as will be explained in more detail later, the advantageous period ends when the difference from the start of the advantageous period (the value obtained by subtracting the number of bets from the number of bets) exceeds "2400" at the end of the game, and the next game after the difference exceeds "2400" becomes the normal period. However, even when transitioning to the normal period, the 1BB win is carried over, so it remains RT1. Therefore, in this embodiment, after RWM initialization (after setting change), it is a non-RT and normal section, but if 1BB is won, it becomes RT1, and if a winning number that transitions to the advantageous section is won, the game will transition to the advantageous section from the next game. Then, after entering RT1 and the advantageous period, if the difference exceeds "2400", the next game will be RT1 and the normal period. If you win a winning number that transitions to the advantageous period while in RT1 and the normal period, the next game will be RT1 and the advantageous period.
[0124] Figures 19 to 26 show the condition device number, condition device, and winning combination, etc. First, in the role lottery means 61, a winning number is drawn according to the winning probability corresponding to the number table described above, depending on the game state. For example, if the winning number "0" (1BB) is drawn in a non-RT state, the game becomes one in which the 1BB condition device with role condition device number "1" can be activated. Then, in a game in which the 1BB condition device can be activated, the winning role included in the 1BB condition device, that is, the symbol combination corresponding to 1BB, can be stopped on the active line. Also, for example, in non-RT, when winning the winning number "1" (Replay A), in the small combination and the replay condition device, it becomes a game in which the Replay A condition device can operate. And in the game where the Replay A condition device operates, in the winning combination included in the Replay A condition device, specifically, any one of the symbol combinations of Replay 01, 03 to 05 can stop on the active line.
[0125] Also, in this embodiment, in the game when the Replay B condition device operates, when the stop switch 42 is operated in reverse push (push order 321 (right middle left)), the symbol combination corresponding to Replay 04 (the combination of "Red 7") can stop, and when the stop switch 42 is operated in any other push order, the symbol combination corresponding to Replay 01 can stop. Also, in the game when the Replay A, Replay C to Replay G condition devices operate, regardless of the push order of the stop switch 42, the symbol combination corresponding to Replay 01 can stop. For example, the symbol combination of Replay 01 is "Blank B" - "Blank B" - "Replay" of the combination number "001" in FIG. 4, but the "Blank B" on the left and middle reels 31 is arranged with "PB = 1", and the "Replay" on the right reel 31 is arranged with "PB = 1". Therefore, in the game when the Replay A to Replay G condition devices operate, regardless of the push order in which the stop switch 42 is operated, Replay 01 can be stopped and displayed.
[0126] Also, the symbol combinations of Replay 01 to 05, which are the winning combinations included in the Replay B condition device, are respectively Replay 01: "Blank B" - "Blank B" - "Replay" Replay 02: "Bell A" - "Replay" - "Bell A" Replay 03: "White BAR" - "Replay" - "Red 7" Replay 03: "Red 7" - "Replay" - "Red 7" Replay 03: "Black BAR" - "Replay" - "Red 7" Replay 03: "Blank A" - "Replay" - "Red 7" Replay 04: "Red 7" - "Red 7" - "Red 7" Replay 05: "White BAR" - "Red 7" - "Red 7" Replay 05: "Black BAR" - "Red 7" - "Red 7" Replay 05: "Blank A" - "Red 7" - "Red 7" That is the case. Furthermore, during gameplay when the Replay B condition device is activated, for example, if it is possible to stop "Red 7" when the right reel first stops, "Red 7" will be stopped in the middle right position. If it is not possible to stop "Red 7" in the middle right position, "Replay" will be stopped in the middle right position. After stopping "Replay" in the middle right position, then stop "Blank B" in the middle center position, and then stop "Blank B" in the middle left position.
[0127] On the other hand, if a "Red 7" is stopped at the first stop on the right, and it is possible to stop a "Red 7" in the middle position at the second stop on the middle, then a "Red 7" will be stopped in the middle position. If it is not possible to stop a "Red 7" in the middle position, then a "Replay" will be stopped in the middle right position. Furthermore, if a "Red 7" is stopped at the first stop on the right and a "Replay" is stopped at the second stop on the middle, then a "White BAR", "Red 7", "Black BAR", or "Blank A" (a symbol where the sum of the four symbols is "PB=1") will be stopped at the third stop on the left. This will cause Replay 03 to be displayed. Next, if the "Red 7" is stopped at the first stop on the right, and the "Red 7" is stopped in the middle of the middle row at the second stop on the middle, and if it is possible to stop the "Red 7" in the middle of the left row at the third stop on the left, then the "Red 7" is stopped in the middle of the left row. This causes the symbol combination for Replay 04 to be displayed. On the other hand, if it is not possible to stop the "Red 7" in the middle left position when the third left reel stops, stop the "White BAR", "Black BAR", or "Blank A" in the middle left position. This will cause Replay 05 to be displayed.
[0128] Furthermore, when the first reel to stop is the left reel 31, "Bell A" is stopped in the middle left position (PB=1). Subsequently, when the middle reel 31 stops, "Replay" is stopped in the middle middle position (PB=1), and when the right reel 31 stops, "Bell A" is stopped in the middle right position (PB=1). As a result, Replay 02 is displayed. The same applies when the first reel to stop is the middle reel 31. When the middle reel 31 stops, a "Replay" symbol is stopped in the middle of the middle position. Then, when the left reel 31 stops, a "Bell A" symbol is stopped in the middle of the left position. When the right reel 31 stops, a "Bell A" symbol is stopped in the middle of the right position.
[0129] Furthermore, since RT1 carries over the win of 1BB, when any replay is won, the 1BB condition device and the winning replay condition device will be activated. However, in games where both 1BB and replay can be displayed as stop symbols, displaying the replay as stop symbols takes priority. Moreover, a replay has "PB=1". Therefore, in RT1, when the replay condition device is activated, 1BB will never be displayed as stop symbols. Furthermore, in RT1, when any minor role is won, the 1BB condition device and the winning minor role condition device are activated. However, in games where both 1BB and minor roles can be displayed, displaying the minor role takes priority. Here, minor roles include those where "PB=1" and those where "PB=1". However, if priority is given to displaying the minor role, the game is configured so that 1BB is not displayed. In other words, even in games where minor roles cannot be displayed, 1BB will not be displayed. Specifically, when playing the game by pressing the buttons in order, in order to stop and display the 1BB symbol combination, the "Blank B" must stop in the middle left position when the left reel 31 stops. However, the only symbols on the left reel 31 that are "Blank B" are the small role 72 for role number "276", the small role 76 for role number "280", and the small role 78 for role number "282". However, when playing with the small role condition device activated, the stopping display of small role 72, small role 76, or small role 78 is never prioritized. For example, the winning condition device A1 includes small role 72 as a winning role, but when pressing the buttons in order, the stopping display of small role 52 or 54 takes priority. Based on the above, in RT1, there is no game in which the symbol combination for 1BB stops and displays, regardless of the activation of any of the conditional devices.
[0130] Next, I will explain the conditional device for the so-called "press-order bell" system. The conditional device for the button-press sequence bell consists of the following types: Prize-winning A-condition device: Prize-winning A1-condition device ~ Prize-winning A16-condition device Prize-winning condition B device: Prize-winning condition B1 device ~ Prize-winning condition B16 device Prize-winning condition C device: Prize-winning condition C1 device ~ Prize-winning condition C8 device Prize-winning condition D device: Prize-winning condition D1 device ~ Prize-winning condition D12 device Prize-winning E-condition device: Prize-winning E1 condition device ~ Prize-winning E12 condition device Furthermore, the Prize A Condition Device and the Prize B Condition Device are devices that make an irregular pressing order (stopping the middle or right first) the correct pressing order. When these condition devices are activated during gameplay, a small prize that pays out 14 coins is awarded when the pressing order is correct, and a small prize that pays out 1 coin is awarded or the prize is missed when the pressing order is incorrect. On the other hand, the Prize C Condition Device is a device that determines that pressing the buttons in order (left stop first) is the correct button press order. When the Prize C Condition Device is activated during gameplay, if the button press order is correct, a small prize that pays out 3 coins is awarded, and if the button press order is incorrect, a small prize that pays out 1 coin is awarded or the prize is missed. Furthermore, in games where the D-condition device for winning is activated, for games with the D1-D4 condition devices activated, the correct button press is the left first stop 1; for games with the D5-D8 condition devices activated, the correct button press is the middle first stop; and for games with the D9-D12 condition devices activated, the correct button press is the right first stop. In games where these condition devices are activated, a small win that pays out 3 coins is awarded when the button press order is correct, and a small win that pays out 1 coin is awarded or the win is missed when the button press order is incorrect. Furthermore, in games where the prize-winning condition E device is activated, the correct button press order is left first when the prize-winning condition E1 to E4 devices are activated, middle first when the prize-winning condition E5 to E8 devices are activated, and right first when the prize-winning condition E9 to E12 devices are activated. In games where these condition devices are activated, a small prize that pays out 3 coins is awarded when the button press order is correct, and a small prize that pays out 1 coin is awarded or is missed when the button press order is incorrect.
[0131] The following section will explain the reel stop control when certain conditional devices related to the push-button bell are activated, using excerpts from the following explanation. In addition, in the following explanation, the stop control related to 1BB will be omitted even if 1BB is carried over in RT1. (Example 1) Small role A1 condition device (correct button sequence 213) For example, in RT1, if the winning number is "8" and the small role A1 condition device is activated, as shown in Figure 19, any of the small roles 01, 14, 32, 52, 54, or 70-72 can be awarded. However, the small role that can actually be awarded is one of the small roles 01, 14, 32, 52, or 54. Small roles 70-72 are control roles (control roles are roles that change the stopping control of reel 31, and are not roles that award). As described in the first embodiment, when multiple types of minor roles are won simultaneously, the reels 31 are stopped in priority of the number of coins when the button press order is correct, and in priority of the number of items when the button press order is incorrect. As shown in Figure 19, when the award-winning A1 condition device is activated, Pressing sequence 123 (incorrect): Small wins 52, 54 (1 coin) (winning rate "1 / 2") Pressing sequence 132 (incorrect): Small wins 52, 54 (1 coin) (winning rate "1 / 2") Pressing sequence 213 (correct): Small win 01 (14 coins) (PB=1) Pressing sequence 231 (incorrect): Small win 14 (winning rate "1 / 2") Pressing sequence 312 (incorrect): Small win 32 (winning rate "1 / 8") Pressing sequence 321 (incorrect): Small win 32 (winning rate "1 / 8") Each of them will be eligible to win an award. The pressing sequence shown above is the same as in the first embodiment. Button press order 123: Button press order Left, Middle, Right Button press order 132: Button press order Left, Right, Middle Button press sequence 213: Middle left left button press sequence Button press order 231: Middle, Right, Left Button press order 312: Right, left, middle Button press order 321: Right, Middle, Left These represent the respective meanings.
[0132] Furthermore, the symbol combinations corresponding to each minor role included in the A1 prize condition device are as follows: Small win 01: "Watermelon" - "Bell A" - "Watermelon" Small win 14: "White BAR" - "Bell A" - "Bell A" Small win 14: "Red 7" - "Bell A" - "Bell A" Small win 32: "Black BAR" - "White BAR" - "Replay" Small win 32: "Blank A" - "White BAR" - "Replay" Small win 52: "Replay" - "Watermelon" - "White BAR" Small win 52: "Replay" - "Watermelon" - "Black BAR" Small win 54: "Replay" - "Blank B" - "White BAR" Small win 54: "Replay" - "Blank B" - "Black BAR" Small wins 70: "Bell A" - "Replay" - "Watermelon" Small win 71: "Cherry" - "Replay" - "Red 7" Small win 72: "Cherry" - "Replay" - "Blank B" Small win 72: "Blank B" - "Replay" - "Blank B" First, when the middle reel stops first, the button sequence is correct at this point, so in order to win the small prize 01, prioritize the number of coins and stop "Bell A" in the middle reel (PB=1). Next, when the left reel stops second, the button sequence is correct at this point, so prioritizing the number of coins, the "watermelon" symbol is stopped in the middle left position (PB=1). Then, when the third reel stops on the right, stop the "watermelon" symbol in the middle right position (PB=1). This results in a win for minor role 01. Also, if the middle reel stops first and the right reel stops second, the button press order will be incorrect at this point, so prioritize the number of symbols and stop "Bell A" in the middle right position (PB=1). Then, when the third reel stops from the left, if it is possible to stop either the "White BAR" or the "Red 7" in the middle left position, stop one of these symbols (PB≠1). If you can stop either the "White BAR" or the "Red 7" in the middle left position, you will win a small prize of 14. Here, the "white BAR" on the left reel 31 is positioned at position "16", and the "red 7" is positioned at position "11". Therefore, the probability (pull-in rate (PB)) of pulling either the "white BAR" or the "red 7" into the middle left position is "1 / 2". Thus, when the button press order is 231, 14 small wins are possible, and the probability of winning them is "1 / 2".
[0133] Next, when the right reel stops first, the button press order is incorrect at this point, so if we adopt the number priority, the symbols with the most appearances on the right reel 31 are "Bell A", "Replay", "White BAR", "Black BAR", and "Blank B" (2 of each). In cases where there are multiple symbols with the most appearances, we can arbitrarily decide which one to prioritize, so we decide to prioritize "Replay" among these symbols and stop "Replay" in the middle of the right reel (PB=1). At this point, only the minor role 32 can be won. Next, when the second reel stops on the left, if it is possible to stop either the "Black BAR" or "Blank A" in the middle left position, one of these symbols will be stopped in the middle left position. The probability of the "Black BAR" or "Blank A" being pulled into the middle left position is "1 / 2". Furthermore, when the third reel stops, if the "White BAR" can be stopped in the middle position, that symbol will be stopped in the middle position. The probability of the "White BAR" being pulled into the middle position is "1 / 4". Therefore, when the button sequence is 312, it becomes possible to win the small prize 32, and the probability of winning is "1 / 8". Furthermore, after the first stop on the right, when the second stop is in the middle, the "white BAR" will stop with a pull-in rate of "1 / 4" as described above. In addition, when the third stop is on the left, the "black BAR" or "blank A" will stop with a pull-in rate of "1 / 2" as described above. Therefore, when the button sequence is 321, the small win 32 becomes possible, and the probability of winning is "1 / 8".
[0134] Next, when the left reel stops first, the button press order is incorrect at this point, so prioritizing the number of symbols, the most frequent symbol on the left reel 31 is "Replay" (4 symbols). Therefore, we decide to stop on "Replay" (PB=1). At this point, it becomes possible to win with a small prize of 52 or 54. Next, when the second reel stops, if it is possible to stop either "Watermelon" or "Blank B" in the middle position, stop one of these symbols in the middle position (totaling "PB=1"). Furthermore, when the third reel stops on the right, if it is possible to stop either the "White BAR" or the "Black BAR" in the middle right position, one of these symbols will be stopped in the middle right position. The probability of the "White BAR" or "Black BAR" being pulled into the middle right position is "1 / 2". Therefore, when the button sequence is 123, it becomes possible to win either the small prize 52 or 54, and the probability of winning is "1 / 2". Furthermore, after the first stop on the left, when the second stop is on the right, a "white BAR" or "black BAR" can be stopped with a pull-in rate of "1 / 2" as described above. In addition, when the third stop is in the middle, a "watermelon" or "blank B" can be stopped in the middle position with "PB=1" as described above. Therefore, when the button sequence is 132, it becomes possible to win either the small prize 52 or 54, and the probability of winning is "1 / 2".
[0135] (Example 2) Small role A13 condition device (correct button press order 321) In games where the minor role A13 condition device is activated, as shown in Figure 21, it becomes possible to win one of the following minor roles: 04, 20, 36, 60, 62, 77, 78, or 80. When the A13 prize-winning device is activated, Pressing sequence 123 (incorrect): Small win 60, 62 (1 coin) (winning rate "1 / 4") Pressing sequence 132 (incorrect): Small win 60, 62 (1 coin) (winning rate "1 / 4") Pressing sequence 213 (incorrect): Small win 36 (1 coin) (winning rate "1 / 8") Pressing sequence 231 (incorrect): Small win 36 (1 coin) (winning rate "1 / 8") Pressing sequence 312 (incorrect): Small win 20 (1 coin) (winning rate "1 / 2") Press order 321 (correct): Small win 04 (14 coins) (PB=1) Each of them will be eligible to win an award. Furthermore, the symbol combinations for each minor role are as follows: Small win 04: "Watermelon" - "Watermelon" - "Replay" Small win 04: "Watermelon" - "Blank B" - "Replay" Small win 20: "Bell A" - "White BAR" - "Replay" Small wins 20: "Bell A" - "Red 7" - "Replay" Small win 36: "White BAR" - "Replay" - "White BAR" Small win combination 36: "Red 7" - "Replay" - "White BAR" Small wins 60: "Replay" - "Bell A" - "Red 7" Small win 62: "Replay" - "Watermelon" - "Red 7" Small win 77: "Cherry" - "Bell B" - "Watermelon" Small win 78: "Blank B" - "Bell B" - "Watermelon" Small win 80: "Black BAR" - "Black BAR" - "Watermelon" Small win 80: "Blank A" - "Black BAR" - "Watermelon"
[0136] Here, we will explain using the button press sequence 123 and button press sequence 132 (where the winning probability is "1 / 4") as examples. When the left reel is the first to stop, the button press order is incorrect at this point, so the symbols are stopped in order of quantity. In this case, "Watermelon," "Bell A," and "Replay" each have a number of "2" symbols, but here we define it as "Replay" (PB=1). Furthermore, when the middle reel (second or third) stops, if it is possible to stop "Bell A" or "Watermelon" in the middle position, one of these symbols will be stopped. Note that the middle reel 31 only has "Bell A" and therefore "PB=1". Furthermore, when the right reel (second or third) stops, if it is possible to stop a "red 7" in the middle right position, that symbol will be stopped (PB≠1). Note that there is only one "red 7" on the right reel 31, so the probability of it being pulled in is "1 / 4". Therefore, when the condition device for minor role A13 is activated, the probability of winning minor role 60 or 62 with button press order 123 and button press order 132 is "1 / 4".
[0137] (Example 3) Small role B15 condition device (correct button sequence 321) In games where the minor role B15 condition device is activated, as shown in Figure 23, it becomes possible to win one of the minor roles 08, 21, 50, 64, 65, or 77-79. Also, when the prize-winning B15 condition device is activated, Pressing sequence 123 (incorrect): Small wins 64, 65 (1 coin) (winning rate "3 / 4") Pressing sequence 132 (incorrect): Small wins 64, 65 (1 coin) (winning rate "3 / 4") Pressing sequence 213 (incorrect): Small win 50 (1 coin) (winning rate "1 / 8") Pressing sequence 231 (incorrect): Small win 50 (1 coin) (winning rate "1 / 8") Pressing sequence 312 (incorrect): Small win 21 (1 coin) (winning rate "1 / 2") Press order 321 (correct): Small win 08 (14 coins) (PB=1) Each of them will be eligible to win an award. Furthermore, the symbol combinations for each minor role are as follows: Small win 08: "Watermelon" - "Replay" - "Replay" Small win 21: "Bell A" - "Black BAR" - "Replay" Small win 21: "Bell A" - "Cherry" - "Replay" Small win 50: "Black BAR" - "Bell A" - "Cherry" Small win 50: "Blank A" - "Bell A" - "Cherry" Small win 64: "Replay" - "Watermelon" - "Blank B" Small win 65: "Replay" - "Blank B" - "Blank B" Small win 77: "Cherry" - "Bell B" - "Watermelon" Small win 78: "Blank B" - "Bell B" - "Watermelon" Small win 79: "White BAR" - "White BAR" - "Watermelon" Small win 79: "Red 7" - "White BAR" - "Watermelon"
[0138] Here, we will explain using the button press sequence 123 and button press sequence 132 (when the winning rate is "3 / 4") as examples. When the left reel is the first to stop, the button press order is incorrect at this point, so the symbols are stopped in order of quantity. In this case, "Watermelon," "Bell A," and "Replay" each have a number of "2" symbols, but here we define it as "Replay" (PB=1). Furthermore, when the middle (second or third) reel stops, if it is possible to stop either "Watermelon" or "Blank B" in the middle position, one of these symbols will be stopped. Note that for the middle reel 31, the combined value of the two symbols "Watermelon" and "Blank B" is "PB=1". Furthermore, when the right reel (second or third) stops, if "Blank B" can be stopped in the middle right position, that symbol is stopped (PB ≠ 1). Note that "Blank B" is located in three places on the right reel 31 at intervals of 5 symbols, so the probability of it being pulled in is "3 / 4". Therefore, when the small win B15 condition device is activated, the probability of winning small win 64 or 65 with button press order 123 and button press order 132 is "3 / 4".
[0139] As described above, when the Prize A Condition Device and Prize B Condition Device are activated, irregular button presses will be considered correct, and when the button press order is correct, "PB=1" will result in a 14-coin payout. Additionally, if the first stop is correct but the second stop is incorrect, there is a 1 / 2 chance of winning a single-coin prize. Furthermore, when the left reel is the first to stop (sequential pressing), a single-coin payout is awarded with a probability of "1 / 1", "1 / 2", "1 / 4", or "3 / 4". Furthermore, if the first stop is incorrect due to an irregular press, a single-coin payout is awarded with a probability of "1 / 8".
[0140] (Example 4) Prize-winning C1 condition device (leftmost first correct answer) In games where the minor role C1 condition device is activated, as shown in Figure 23, it becomes possible to win one of the minor roles 09, 28, 29, 44, or 45. Also, when the prize-winning C1 condition device is activated, Pressing sequence 1--(Correct answer): Small win 09 (3 coins) (PB=1) Press order -1- (Incorrect): Small wins 44, 45 (1 coin) (Winning rate "1 / 4") Press order -- 1 (Incorrect): Small wins 28, 29 (1 coin) (Winning rate "1 / 4") Each of them will be eligible to win an award. Furthermore, the symbol combinations for each minor role are as follows: Small win 09: "Replay" - "Replay" - "Watermelon" Small win 28: "White BAR" - "White BAR" - "Replay" Small win combination 28: "Red 7" - "White BAR" - "Replay" Small win 29: "White BAR" - "Red 7" - "Replay" Small win 29: "Red 7" - "Red 7" - "Replay" Small win 44: "White BAR" - "Bell A" - "White BAR" Small win combination 44: "Red 7" - "Bell A" - "White BAR" Small win 45: "White BAR" - "Bell A" - "Black BAR" Small win combination 45: "Red 7" - "Bell A" - "Black BAR" First, when the left reel stops first (correct button press order), the "Replay" symbol stops in the middle left position (PB=1). Then, when the middle reel stops, the "Replay" symbol stops in the middle middle position (PB=1), and when the right reel stops, the "Watermelon" symbol stops in the middle right position (PB=1). This results in a win for the small role 09. Furthermore, if the first stop is in the middle position, the button press order is incorrect at this point, and the number of symbols takes priority, causing the "Bell A" symbol, which has the most symbols, to stop in the middle position (PB=1). Furthermore, when the left reel stops, either a "white BAR" or a "red 7" will stop in the middle left position (the probability of this happening is 1 / 2 when the two symbols are combined). And then, when the right reel stops, either a "cherry" or a "blank A" will stop in the middle right position (the probability of this happening is 1 / 2 when the two symbols are combined). Therefore, when the reel stops in the middle position, there is a 1 / 4 chance of winning, and either the small win symbol 44 or 45 will be displayed. Next, if the first stop is on the right, the button press order is incorrect at this point, and the "Replay" symbol, which has the most symbols, is stopped in the middle right position (PB=1). Furthermore, when the reels stop on the left, either the "White BAR" or the "Red 7" will stop in the middle left position (the probability of this happening is 1 / 2 when the two symbols are combined). And then, when the reels stop in the middle position, either the "Black BAR" or the "Cherry" will stop in the middle middle position (the probability of this happening is 1 / 2 when the two symbols are combined). Therefore, when the right reel stops first, there is a 1 / 4 chance of winning, and the small win symbol 28 or 29 will be displayed.
[0141] (Example 5) Prize-winning D5 condition device (first correct answer) In games where the D5 minor role condition device is activated, as shown in Figure 24, it becomes possible to win one of the minor roles 11, 52, or 66. Also, when the D5 prize-winning condition device is activated, Pressing sequence 1--(Incorrect): Small win 52 (1 coin) (Winning rate "1 / 4") Press order - 1 - (Correct answer): Small win 11 (3 coins) (PB=1) Press order -- 1 (Incorrect): Small win 66 (1 coin) (Winning rate "1 / 4") Each of them will be eligible to win an award. Furthermore, the symbol combinations for each minor role are as follows: Small win 11: "Watermelon" - "Bell A" - "Replay" Small win 52: "Replay" - "Watermelon" - "White BAR" Small win 52: "Replay" - "Watermelon" - "Black BAR" Small win 66: "White BAR" - "White BAR" - "Bell A" Small win 66: "White BAR" - "Red 7" - "Bell A" Small win combination 66: "Red 7" - "White BAR" - "Bell A" Small win 66: "Red 7" - "Red 7" - "Bell A" First, when the middle reel stops first (correct button press order), "Bell A" is stopped in the middle of the middle position (PB=1). Then, when the left reel stops, "Watermelon" is stopped in the middle of the middle position (PB=1), and when the right reel stops, "Replay" is stopped in the middle of the right position (PB=1). This results in a win of 11 small prizes. Furthermore, if the left reel is the first to stop, the button press order is incorrect at this point, and based on the number of symbols, one of the following will be stopped in the middle left position: "Replay", "White BAR", or "Red 7". Here, however, we decide to stop "Replay" (PB=1). Furthermore, when the reels stop in the middle position, the "Watermelon" symbol will stop in the middle of the middle row (with a 1 / 2 chance of being pulled in). And then, when the reels stop on the right position, either the "White BAR" or the "Black BAR" symbol will stop in the middle of the right row (with a combined 1 / 2 chance of being pulled in for both symbols). Therefore, when the left reel stops first, the small win 52 will be displayed with a probability of winning "1 / 4". Next, if the first stop is on the right, the button press order is incorrect at this point, and prioritizing the number of symbols, the symbol with the most symbols, "Bell A," is stopped in the middle right position (PB=1). Furthermore, when the reels stop on the left, either the "White BAR" or the "Red 7" will stop in the middle left position (the probability of this happening is 1 / 2 when the two symbols are combined). And then, when the reels stop in the middle position, either the "White BAR" or the "Red 7" will stop in the middle middle position (the probability of this happening is 1 / 2 when the two symbols are combined). Therefore, when the right reel stops first, the small win symbol 66 will be displayed with a winning probability of "1 / 4".
[0142] (Example 6) Prize-winning E9 condition device (Right first correct answer) In games where the minor role E9 condition device is activated, as shown in Figure 25, it becomes possible to win one of the minor roles 12, 42, 43, or 52. Also, when the prize-winning E9 condition device is activated, Pressing sequence 1--(Incorrect): Small win 52 (1 coin) (Winning rate "1 / 4") Press order - 1 - (Incorrect): Small win 42, 43 (1 coin) (Winning rate "1 / 4") Press order -- 1 (correct): Small win 12 (3 coins) (PB=1) Each of them will be eligible to win an award. Furthermore, the symbol combinations for each minor role are as follows: Small wins 12: "Watermelon" - "Bell B" - "Replay" Small win 42: "Black BAR" - "Replay" - "Cherry" Small win 42: "Blank A" - "Replay" - "Cherry" Small win 43: "Black BAR" - "Replay" - "Blank A" Small win 43: "Blank A" - "Replay" - "Blank A" Small win 52: "Replay" - "Watermelon" - "White BAR" Small win 52: "Replay" - "Watermelon" - "Black BAR" First, if the right reel is the first to stop (correct button press order), the "Replay" symbol is stopped in the middle right position due to priority on the number of coins (PB=1). Then, if the left reel stops next, the "Watermelon" symbol is stopped in the middle left position (PB=1), and if the middle reel stops, the "Bell B" symbol is stopped in the middle right position (PB=1). This results in a win of 12 small prizes. Furthermore, if the left reel is the first to stop, the button press order is incorrect at this point, and due to the priority given to the number of symbols, one of the following will be stopped in the middle left position: "Replay", "Black BAR", or "Blank A". Here, however, we decide to stop "Replay" (PB=1). Furthermore, when the reels stop in the middle position, the "Watermelon" symbol will stop in the middle of the middle row (the probability of it being pulled in is "1 / 2"). And then, when the reels stop on the right position, either the "White BAR" or the "Black BAR" symbol will stop in the middle of the right row (the probability of it being pulled in is "1 / 2" for both symbols combined). Therefore, when the left reel stops first, there is a 1 / 4 chance of winning the small prize 52. Next, if the first stop is in the middle, the button press order is incorrect at this point, and the "Replay" symbol, which has the most symbols, is stopped in the middle position (PB=1). Furthermore, when the left reel stops, either the "Black BAR" or "Blank A" will stop in the middle left position (the probability of this happening is 1 / 2 when the two symbols are combined). And then, when the right reel stops, either the "Cherry" or "Blank A" will stop in the middle middle position (the probability of this happening is 1 / 2 when the two symbols are combined). Therefore, when the reel stops in the middle position, there is a 1 / 4 chance of winning either the 42 or 43 prize.
[0143] In non-RT or RT1 modes, there is a chance of winning with winning numbers "72" to "75" (Figures 14 and 16), and when these winning numbers are won, the prize F condition device, prize G condition device, prize H condition device, and prize I condition device are activated, respectively. Furthermore, during RB operation, there is a chance of winning with winning numbers "76" to "78" (Figure 18), and when these winning numbers are won, the prize J condition device, prize K condition device, and prize L condition device are activated, respectively. We will omit the explanation of the reel stop control when these condition devices are activated.
[0144] Figure 27 shows the performance group numbers in the first embodiment. In the main processing, for each game, a performance group number corresponding to the winning number is selected (performance group number selection means 64 in Figure 1), and the selected performance group number is transmitted to the sub-control board 80. Based on the received performance group number, the sub-control board 80 determines and outputs the performance for the current game. In terms of the performance group number, a characteristic of the first embodiment is that winning combinations A1-A16, B1-B16, and C1-C8 all share the same performance group number "8". Therefore, when the sub-control board 80 receives performance group number 8, it can determine that in this game, the player has won one of the push-order bell combinations A1-A16, B1-B16, or C1-C8, but it cannot determine the correct push-order combination.
[0145] Here, in the performance group number "8," the winning combinations A1-A16 and B1-B16 all have an irregular button-pressing sequence. Therefore, depending on the number of winning numbers and the number of coins paid out when the correct button-pressing sequence is selected, the expected value when an irregular press is made may exceed the specified number (number of bets). However, in this embodiment, even if the player knows that the performance group number for this game is "8" and makes an irregular press, the expected value of this game is set to be less than or equal to the specified number. This configuration prevents players from obtaining more than the specified number of medals, even if they illegally obtain the performance group number transmitted from the main control board 50 to the sub-control board 80 through fraudulent means, for example.
[0146] Figure 28 is a diagram illustrating the expected value when the performance group number is "8" in the first embodiment. Here, we'll use the 213 button sequence as an example of an irregular button press. While the calculations are omitted here, the expected value is the same for all of the irregular button press sequences: 213, 231, 312, and 321. Furthermore, for a standard sequence, we will use the sequence 123 as an example. Although the calculations are omitted, the expected value for the sequence 123 and the expected value for the sequence 132 are the same. First, if you win one of the prizes A1 to A16, you will receive a payout of 14 coins with the button sequence 213 if you win one of the prizes A1 to A4. Therefore, with the button sequence 213, if you win one of the prizes A1 to A4, the probability of winning a 14-coin prize is "1 / 1", so the expected value is "14 (coins)". Furthermore, in the 213 button sequence, when the winning combination is A5 to A8, there is a 1 / 2 chance of winning a single-coin combination, so the expected value is 0.5 (coins). Furthermore, in the 213 button sequence, when the winning combination is A9 to A16, there is a 1 / 8 chance of winning a single-coin combination, so the expected value is 0.125 (coins). The same applies to the winners B1 through B16. Furthermore, in the 213 button sequence, when the winning combination is C1 to C8, there is a 1 / 4 chance of winning a single-coin combination, so the expected value is 0.25 (coins).
[0147] Next, in the sequence 123, if the winning combination is A1 to A8, there is a 1 / 2 chance of winning a single-coin combination, so the expected value is 0.5 (coins). Furthermore, in the sequence 123, when the winning combination is A9 to A12, a single-coin win occurs with "PB=1", so the expected value is "1 (coin)". Furthermore, in the sequence 123, when the winning combination is A13~A14, there is a 1 / 4 chance of winning a single-coin combination, so the expected value is 0.25 (coins). Furthermore, in the sequence 123, when the winning combination is A15~A16, there is a 3 / 4 chance of winning a single-coin combination, so the expected value is 0.75 (coins). The same applies to the winners B1 through B16. Furthermore, in the sequence 123, if the winning combination is C1 to C8, then "PB=1" and a 3-coin combination is awarded, so the expected value is "3 (coins)".
[0148] Based on the above, when the button press order is 213, the expected value when the winning combinations are A1-A16 and B1-B16 is "3.6875 (coins)". Furthermore, in the case of a button press sequence of 213, the expected value when the winning combination is C1 to C8 is "0.25 (coins)". On the other hand, when the button press order is 123, the expected value when the winning combinations are A1-A16 and B1-B16 is "0.625 (coins)". Furthermore, in the case of a button press sequence of 123, the expected value when the winning combination is C1 to C8 is "3 (coins)". Furthermore, the winning probabilities for prizes A1 to A16 (number "1112") are the same. Moreover, the winning probabilities for prizes B1 to B16 (number "1112") are the same. Furthermore, the winning probabilities for prizes C1 to C8 (number "1113") are the same. Therefore, the total number of winning entries for prize winners A1-A16, B1-B16, and C1-C8 is: 1112×16+1112×16+1113×8 =44488 That is the case. Therefore, the probability of winning prizes A1 to A16 when the production group number is "8" is: (1112 × 16) / 44488 ≒0.399928 That is the case. The probability of winning prizes B1 to B16 when the production group number is "8" is also "0.399928", similar to the above. Furthermore, the probability of winning C1 to C8 when the production group number is "8" is: (1113 × 8) / 44488 ≈0.200144 That is the case.
[0149] Therefore, when the performance group number is "8" and the button sequence is 213, the expected value is: 0.399928 × 3.6875 + 0.399928 × 3.6875 + 0.200144 × 0.25 ≈2.9995 (sheets) This falls below the required number of "3". Also, the expected value when operating with the button sequence 123 during performance group number "8" is: 0.399928 × 0.625 + 0.399928 × 0.625 + 0.200144 × 3 ≈ 1.1003 (sheets) This falls below the required number of "3". Therefore, even if you know that the game is being played under performance group number "8" and use an unconventional button press, the expected value cannot exceed the specified number "3".
[0150] Furthermore, as mentioned above, when the performance group number is "8", the expected value when using an irregular button press is higher than the expected value when using a standard button press. However, in the first embodiment, if an irregular button press is performed during a non-AT (Attack Time) period, the sub-bonus (equivalent to AT) lottery is either not performed, the sub-bonus lottery performed during this game is invalidated, or a sub-bonus lottery with a lower winning probability than when pressing buttons in order is performed. In other words, the expected value of AT in a non-AT period where an irregular button press is performed is relatively lower than the expected value of AT in a non-AT period where buttons are pressed in order. In order to "invalidate the sub-bonus lottery conducted during this game," for example, when the start switch 41 is operated, the sub-bonus lottery is performed as usual (because it is not yet determined at this point whether or not an irregular press occurred), and when it is determined that an irregular press occurred when all buttons are stopped, the sub-bonus lottery for this game is invalidated (cleared, discarded). Therefore, the game is designed so that playing with the buttons pressed in order during non-AT modes and following the button-pressing instructions during AT modes results in higher overall payout performance than playing with irregular button presses during non-AT modes and following the button-pressing instructions during AT modes. Here, the lower the base payout rate during non-AT (Automatic Trigger) mode, the higher the ratio of bonus rounds with instructions. One way to lower the ratio of bonus rounds with instructions is to introduce a common bell. However, since the common bell is a bonus round that is awarded regardless of the order (position) of the button presses, the payout rate becomes higher when the button is pressed in an irregular order. Therefore, by providing a left-biased bell (a bell that requires pressing in order to be correct) as in this embodiment, it is possible to lower the base payout during non-AT (Automatic Trigger) play when pressing in order, while also suppressing the ratio of bonus items including instructions. Furthermore, it is possible to suppress the payout rate during irregular pressing compared to when a common bell is provided to suppress the ratio of bonus items including instructions.
[0151] Furthermore, the first embodiment includes an SP flag. The SP flag is used to determine whether or not an irregular button press was performed during the previous game. For example, the SP flag is turned off when the current game comes to a complete stop, and then turned on when it is determined that the current game was played using a normal button press sequence. Conversely, if it is determined that the current game was played using an irregular button press sequence, the SP flag remains off. Then, the game moves on to the next round. If the SP flag is on, the normal sub-bonus lottery is performed. If the SP flag is off, the normal sub-bonus lottery is not performed (either the sub-bonus lottery is not performed, or the sub-bonus lottery itself is performed but the result is invalidated afterward, or a sub-bonus lottery with a lower probability of winning than when pressing buttons in order is performed). The SP flag is turned off when the next round of play is stopped, and then, if it is determined that the next round of play was performed using the normal button press method, the SP flag is turned on. Conversely, if it is determined that the next round of play was performed using the irregular button press method, the SP flag remains off. This method prevents players from using a strategy where they only press the buttons in order when an exciting animation is displayed when operating the start switch 41 (indicating a reasonable chance of winning a sub-bonus), and otherwise use an irregular pressing method when no animation specific to that game is displayed when operating the start switch 41.
[0152] Next, the mode selection in the first embodiment will be described. As described above, the first embodiment includes a sub-bonus, which is the same concept as the AT. When the sub-bonus starts, a specific combination of symbols ("Red 7s") indicating the start of the sub-bonus is displayed. When the game transitions to the sub-bonus, just like in the AT, the correct button sequence is announced when a button sequence bell (for example, winning combinations A to E mentioned above) is won. The sub-bonus continues until the number of payouts reaches a predetermined number (for example, 300 coins), and the game ends when the number of payouts reaches the predetermined number, and the game transitions to non-AT (normal gameplay). The mode selection in the first embodiment is as follows: 1) Initial normal mode lottery in the normal section 2) When transitioning from the normal section to the advantageous section, the normal mode lottery is performed on the first game of the advantageous section. 3) Mode transition lottery performed at the start of the sub-bonus These are some examples. Each mode has different probabilities of transitioning to a sub-bonus (probability of winning, number of plays required to reach the ceiling, and probability of transitioning to a more advantageous mode) (see Figure 31(a) below).
[0153] Figure 29 is a diagram showing the initial normal mode lottery in the normal section in the first embodiment, where (a) is a flowchart of the normal section lever processing (meaning the processing when the start switch 41 is operated), and (b) is the number of lottery entries. The following two types of trains will be staying in the regular service area: Firstly, when the power is turned on and the RWM is initialized (settings changed), the game section is cleared and becomes a normal section. Therefore, the first game after RWM initialization will be a normal section. Secondly, when the conditions for ending the advantageous period are met, the next game will transition to the normal period. In this embodiment, when the difference from the start of the advantageous period exceeds "2400 (coins)", the conditions for ending the advantageous period are met, the advantageous period ends, and the next game will be in the normal period. Here, it is known that the advantageous period ends when the number of games played since the start of the advantageous period reaches a predetermined number (for example, 1500 games or 3000 games). However, in the first embodiment, the advantageous period is configured not to end based on the number of games played.
[0154] In Figure 29(a), when the normal section begins, step S492 determines whether the performance group number corresponding to the winning number of the current game is performance group number "2". Performance group number "2" corresponds to winning Replay B (winning number "2"). If it is determined that the performance group number is not "2", the process proceeds to step S493, and if it is determined that the performance group number is "2", the process according to this flowchart ends. In other words, when the performance group number is "2" (when Replay B is won), the advantageous section transition lottery is not performed, and the game does not transition to the advantageous section (see Figure 13). For this reason, when it is determined that the performance group number is "2", the following initial normal mode lottery is not performed, the next game will also be in the normal section, and the normal section lever process will be performed again. Step S493 determines whether the current game is not in RT mode. The main control board 50 stores the current RT information in a predetermined memory area of the RWM 53 and makes the determination based on this information. If it is determined to be in non-RT mode (1BB not in internal mode), the process proceeds to step S495; otherwise, the process proceeds to step S494. Note that the transition to RT will occur at the end of this game. Therefore, even if you win 1BB in this game, step S493 will determine that it is not RT.
[0155] Here, after RWM initialization following power-on, the state is non-RT. This is because, after RWM initialization following power-on, even if, for example, 1BB was won before power-on, the winning information for that 1BB is cleared, and the RT information is also cleared (resulting in the RT state becoming non-RT). In the following explanation, the period during which 1BB is not internal will be referred to as "morning start," and the advantageous period transitioned to during the period during which 1BB is not internal will be referred to as "advantageous period transitioned to at morning start." On the other hand, the period within 1BB is sometimes referred to as "not the start of the day," and the advantageous period transitioned to during 1BB is sometimes referred to as "an advantageous period transitioned to at a time other than the start of the day." Furthermore, when it is unclear whether or not the game entered a favorable period at the start of the day, it may be referred to as "uncertain at the start of the day."
[0156] If it is determined in step S493 that it is not a non-RT and the game proceeds to step S494, it is determined whether the performance group number for the current game is "10". Performance group number "10" corresponds to winning prize E (winning numbers "60" to "71"; see Figure 16). If it is determined that the performance group number is not "10", the game proceeds to step S495, and if it is determined that the performance group number is "10", the process according to this flowchart ends. As shown in Figure 16, when prize E is won in RT1, the advantageous section transition lottery is not performed, so the game does not transition to the advantageous section in the next game. Therefore, in this case as well, the normal section lever process is performed again in the next game. From the above, the normal section lever process is performed again in the next game (the game does not transition to the advantageous section) when the performance group number becomes "2" (when replay B is won), regardless of whether it is a non-RT or RT1, or when the performance group number becomes "10" (when prize E is won) except at the start of the day (RT1).
[0157] Step S495 is where the initial normal mode lottery is performed. Then, the process proceeds to the next step S496, where the lottery result is saved (stored), and the process according to this flowchart ends. The initial normal mode lottery in step S495 is performed according to the number shown in Figure 29(b). The denominator of the number shown in Figure 29(b) is "240", and when the number is "240", the probability of winning is "1 / 1". First, in non-RT mode, if the performance group number is "0" (1BB win alone) or if the performance group number is "10" (1BB and winning entry E combined win), you win normal mode 0. Winning 1BB here confirms that the game was not in RT mode (not internally in 1BB mode) before the start of this game, and therefore confirms that it is the first game of the day. Similarly, since the initial normal mode lottery is not performed when the performance group number is "10" and not RT, the performance group number being "10" in this game means that it is not RT. Therefore, when the performance group number is "10" in this game, it is confirmed that it is the start of the day.
[0158] In contrast, in non-RT or RT1 mode, if the performance group number is "1", "3" to "9", or "11" to "14", you will win normal mode 1. Note that the above performance group numbers have the potential to be won both when it is the start of the day and when it is not the start of the day, and if you win one of the above performance group numbers, you will transition to the advantageous section regardless of whether you are in the middle of 1BB or not, so playing with the above performance group numbers will be uncertain when it is the start of the day. Based on the above, Normal Mode 0 and 1 are modes that are drawn when transitioning from the normal section to the advantageous section from the next game, and are used to determine whether or not it is the first game of the day. If Normal Mode 0 is selected, it is confirmed to be the first game of the day, and if Normal Mode 1 is selected, it is not confirmed to be the first game of the day.
[0159] Figure 30 shows the normal mode transition process, where (a) is a flowchart and (b) is the number of items to be drawn. When transitioning from the normal section to the advantageous section, the first game in the advantageous section will be a draw for the normal mode. The normal mode from the second game onwards in the advantageous section has numbers from "2" to "9", as described below. Therefore, in the advantageous section, the first game will be normal mode 0 or 1, and the second game onwards will be one of the numbers from "2" to "9". In diagram (a), when the normal mode transition process starts, step S502 determines whether the mode is normal mode 0 or 1. If the mode is normal mode 0 or 1, the process proceeds to step S503; otherwise, the process according to this flowchart ends. In other words, in this example, the normal mode transition process is executed for every game during the advantageous period, but since the result in step S502 is "No" for all games except the first game in the advantageous period, the normal mode lottery in step S503 is not executed. Then, if it is determined in step S502 that the normal mode is 0 or 1 (it is the first game in the advantageous section), the process proceeds to step S503, where a lottery for the normal mode is performed. Then, the process proceeds to step S504, where the normal mode determined by the lottery is saved (stored), and the process according to this flowchart ends.
[0160] Figure 29(b) shows the number of positions for the normal mode lottery in four different patterns. First, "Non-RT and Normal Mode 0" refers to a situation where the performance group number is "0" at the start of the day (a single 1BB win occurs), and the 1BB is won during that game. Note that the normal mode lottery is not performed during the 1BB game (the normal mode transition process does not begin). Therefore, "Non-RT and Normal Mode 0" indicates the normal mode lottery in the first game (non-RT) after the 1BB game has finished. While this can actually happen, it is a rare case. Furthermore, "RT1, and normal mode 0" corresponds to the case where the performance group number is "0" (1BB win alone) at the start of the day and 1BB is not awarded, or the performance group is "10" (1BB and award E are both won) at the start of the day (in this case, the small wins included in award E are awarded first, so 1BB will not be awarded), and the game transitions to the advantageous section. Furthermore, "Non-RT and Normal Mode 1" refers to the case where the performance group number is anything other than "0" or "10" at the start of the day, and the game transitions to the advantageous period. Furthermore, "RT1, and normal mode 1" corresponds to the case where the advantageous period is entered at a time other than the start of the day. Note that the performance group number will never be "0" (single win of 1BB) at times other than the start of the day. Furthermore, the performance group number will never be "10" and the advantageous period will never be entered at times other than the start of the day. Therefore, a transition to the advantageous period at a time other than the start of the day corresponds to when the performance group number becomes "1", "3" to "9", or "11" to "14" at a time other than the start of the day.
[0161] In the above normal mode lottery, Winning number "0": Heaven B preparation mode Winning number "1": Normal A mode Winning number "2": Normal B mode Winning number "3": Normal C mode Winning number "4": Heaven Mode A You will win one of the following. Furthermore, Normal Mode A, Normal Mode B, and Normal Mode C are modes that are not advantageous to the player (it is difficult to win sub-bonuses). On the other hand, Heaven Mode B Preparation Mode and Heaven Mode A are modes that are advantageous to the player (it is easy to win sub-bonuses).
[0162] In the cases of "No RT and Normal Mode 0", "RT1 and Normal Mode 0", and "No RT and Normal Mode 1", the number of positions required to transition to Heaven B Preparation Mode is "0", and the number of positions required to transition to Heaven A Mode is "1", so in most cases the player will not transition to a mode that is advantageous to them. In contrast, in "RT1, and normal mode 1," there is a 100% chance of transitioning to Heaven B preparation mode. In this case, there are no instances where the performance group number becomes "0" (a single win of 1BB) other than at the start of the day, and if the performance group number becomes "10" other than at the start of the day, the advantageous section transition lottery is not performed, so the game does not transition to the advantageous section. Therefore, if the normal mode lottery is conducted at any time other than the start of the day, there is a 100% chance of transitioning to Heaven B preparation mode (a mode advantageous to the player). However, if the normal mode lottery is conducted at the start of the day, there is almost no chance of transitioning to a mode advantageous to the player. Thus, the payout rate in the advantageous section entered at any time other than the start of the day is higher than the payout rate in the advantageous section entered at the start of the day. In other words, the advantageous period entered at the start of the day (not during internal mode) can be made less favorable to the player (lower payout rate) than the advantageous period entered at other times (during internal mode), thus preventing the advantageous period at the start of the day from becoming excessively advantageous after a setting change (a so-called "morning bonus" countermeasure). Furthermore, advantageous periods entered at other times always start from the Heaven B preparation mode, which can increase the desire to continue playing even after the advantageous period is completed. Conversely, if the game is designed to be advantageous for players when they enter a favorable period first thing in the morning (by increasing the payout rate), it can encourage early morning play.
[0163] Figure 31 is a diagram illustrating the types and characteristics of normal modes "2" through "9". Figure (a) shows the characteristics of each normal mode (2-9), and Figure (b) shows the probability of transitioning to a normal mode (number of draws) at the start of a sub-bonus. As mentioned above, the normal mode is determined by a lottery during the first game of the advantageous period, and thereafter, a lottery for transitioning to the normal mode is performed at the start of each sub-bonus. In Figure (a), the normal modes that are advantageous to the player are Heaven B Preparation Mode, Heaven A Mode, Heaven B Mode, and Heaven C Mode. In addition, Heaven B Comeback Mode is advantageous to the player in terms of the probability of winning a sub-bonus. Each normal mode has a set number of games until a sub-bonus is won, as well as a set probability of winning a sub-bonus. During each normal mode, a sub-bonus is drawn for each game based on the winning number, according to the winning probability shown in Figure 31(a). Furthermore, each normal mode has a set number of games until the sub-bonus is won, and if the number of games until the sub-bonus is reached without winning a sub-bonus, the sub-bonus winning flag is forcibly set (resulting in a sub-bonus win). After winning a sub-bonus, after a predetermined number of pre-bonus games starting from "0", the symbol combination corresponding to the sub-bonus ("Red 7" alignment) becomes available for display. When the symbol combination corresponding to the sub-bonus ("Red 7" alignment) is displayed, the sub-bonus will be executed from the next game.
[0164] On the other hand, regardless of which normal mode you are in, if you win the winning number "2" (Replay B), you will win a sub-bonus. When you win the winning number "2", as mentioned above, by pressing the stop switch 42 in reverse order, you can stop the symbol combination corresponding to Replay 04, namely the "Red 7" combination. Therefore, in a game where the winning number is "2", a notification will be given instructing you to press the stop switch 42 in reverse order, making it possible to stop the "Red 7" combination, and if the "Red 7" combination is displayed as stopped in that game, the sub-bonus will start from the next game.
[0165] In this case, if the winning number is "2" and the stop switch 42 is pressed in reverse to display the "Red 7" combination, then this game is considered a genuine game. In contrast, any gameplay that displays a "Red 7" combination in any other way is not considered the actual gameplay but rather a simulated gameplay animation. Here, "simulated gameplay" refers to a feature in which, after the reels 31 start to rotate and before the rotation speed of the reels 31 becomes constant, the reels 31 are stopped (this stop is also called a "temporary stop" or "simulated stop"; hereinafter referred to as a "temporary stop") by operating the stop switch 42 for activating the rotation stop device, and a feature is used to display a random combination of symbols. "Simulated gameplay" is also called "reel feature". On the other hand, in contrast to the "simulated game presentation" mentioned above, a game that displays the combination of symbols as a game result (the combination of symbols corresponding to the winning combination result) is called the "main game." The symbol combinations that are temporarily stopped by the simulated gameplay animation do not represent the game result. The game result is displayed when the symbol combinations are stopped and displayed during the actual gameplay after the simulated gameplay animation has temporarily stopped the symbol combinations.
[0166] In particular, in this embodiment, when a sub-bonus is won and the conditions for executing a simulated game performance are met (for example, when the number of pre-bonus game plays has been used up), the simulated game performance will be executed up to four times until the "Red 7" symbols temporarily stop. Furthermore, during simulated gameplay sequences, it may be possible to inform the player that it is a simulated gameplay sequence, or in other words, that it is not the actual game. By doing so, it is possible to prevent players from mistaking the simulated gameplay sequence for the actual game. Furthermore, when all reels 31 are temporarily stopped during a simulated game performance, the motor 32 may be driven and controlled so that the symbols move up and down at predetermined time intervals (to vibrate slightly up and down) (referred to as "vibration" or "vibration control"), thereby informing the player that it is a temporary stop in a simulated game performance and not a stop that displays the game result in the actual game (actual stop). Then, after stopping all reels 31 through a simulated gameplay sequence, when the game transitions to the actual game, a random delay process is used to ensure that the starting timing of each reel 31's rotation is randomized when the start switch 41 is operated.
[0167] Figure 32 is a flowchart illustrating a simulated gameplay sequence where "Red 7" symbols line up. This flowchart does not include the actual gameplay when the winning number "2" is selected and the "Red 7" symbols are displayed by pressing the buttons in reverse order. First, in step S581, the main control board 50 determines whether or not the start switch 41 has been operated. If it determines that the start switch 41 has been operated, it proceeds to step S582. In step S82, it determines whether or not the conditions for starting a simulated game have been met. Here, this refers to the state where a sub-bonus is confirmed (main game state) after winning a sub-bonus and consuming the number of pre-bonus game rounds. If it is determined that the conditions for starting the simulated game are met, the process proceeds to step S583; otherwise, the process according to this flowchart is terminated. In step S583, the main control board 50 adds "1" to the number of consecutive pseudo-game sequences, "N". The initial value of "N" is "0".
[0168] Next, the process proceeds to step S584, where the main control board 50 determines whether "N" is "4". If it determines that "N" is not "4", the process proceeds to step S585; if it determines that "N" is "4", the process proceeds to step S591. In step S585, the sub-control board 80 outputs a visual signal informing the player to aim for the "red 7" by pressing the buttons in order. Then the process proceeds to step S586. In step S586, the main control board 50 determines whether or not the stop switch 42 has been operated, and if it determines that the stop switch 42 has been operated, the process proceeds to step S587. In step S587, the reel control means 65 performs a temporary stop process to pull the "red 7" into the active line within a range of up to 4 frames. Next, the process proceeds to step S588, where the main control board 50 determines whether or not all reels 31 have temporarily stopped. If it determines that all reels 31 have temporarily stopped, the process proceeds to step S589; if it determines that all reels 31 have not temporarily stopped, the process returns to step S586.
[0169] In step S589, the main control board 50 determines whether the "Red 7" combination has temporarily stopped on an active line. If it determines that the "Red 7" combination has temporarily stopped, the game proceeds to step S590 and moves to the sub-bonus. On the other hand, if it determines that the "Red 7" combination has not temporarily stopped, the "Red 7" combination simulated gameplay is repeated. On the other hand, if it is determined in step S584 that "N" is "4", the process proceeds to step S591. In step S591, the reel control means 65 automatically temporarily stops all rotating reels 31, and also temporarily stops them when "red 7" is aligned. Here, the reels 31 may be temporarily stopped in the order of left, middle, and right reels 31, or all reels 31 may be temporarily stopped almost simultaneously. Then the process proceeds to step S590, and the sub-bonus is started. Through the simulated gameplay described above, the player is prompted to get the "Red 7" combination. However, if the player fails to get the "Red 7" combination three times in a row, the fourth simulated gameplay sequence will automatically temporarily stop the "Red 7" combination without requiring the player to operate the stop switch 42. This allows for a quick transition to the sub-bonus.
[0170] Although not shown in the diagram, when the winning number "2" is won when not in sub-bonus mode, the sub-control board 80 outputs a message informing the player to aim for "Red 7" by pressing the buttons in reverse order. When the stop switch 42 is operated by pressing the buttons in reverse order, the reel control means 65 executes a stop control process (main game) that pulls "Red 7" into the active line by a maximum of 4 frames. As described above, in a game where the winning number "2" is won, pressing the buttons in reverse order makes it possible to stop the "Red 7" combination, that is, the symbol combination corresponding to replay 04, on the active line. Also, if it is not possible to stop the "Red 7" combination by pressing the buttons in reverse order (the player fails to time the stop), the symbol combination corresponding to replay 01 is displayed as the stop. Furthermore, even in a game where the winning number "2" is won, if the stop switch 42 is not operated by pressing the buttons in reverse order, the symbol combination corresponding to replay 01 is displayed as the stop. If the winning number "2" is not matched and the "Red 7" combination is not displayed, a simulated "Red 7" combination game animation (simulated game) will be performed in the next game. However, this is not the only case; if the winning number "2" is not matched and the "Red 7" combination is not displayed, the sub-bonus may be started from the next game without going through the simulated game. Even if the main game state is a confirmed sub-bonus state, the sub-state may still be in a pre-bonus phase (a state where the confirmation screen is not displayed). In such cases, it is at the discretion of the player whether or not to determine that the conditions for starting a simulated game have been met. However, since the sub-state is in a pre-bonus phase, the notification of matching "Red 7s" will not be executed, but if the main game state is a confirmed sub-bonus state, a simulated game will be executed, and the player can aim to stop the "Red 7s" during that simulated game.
[0171] Return to the explanation in Figure 31. As mentioned above, Heaven B Preparation Mode is a normal mode that is selected with 100% probability when transitioning from the normal section to the advantageous section, except at the start of the day. Then, when a sub-bonus is started while in Heaven B preparation mode, a lottery is held to determine the transition to normal mode. As shown in Figure 31(b), there is a 50% (120 / 240) chance that there will be no transition (remaining in Heaven B preparation mode even after the sub-bonus ends), and a 50% chance that the game will transition to Heaven B mode. In other words, as long as the game remains in Heaven B preparation mode, it will either remain in Heaven B preparation mode or transition to Heaven B mode, which is advantageous for the player. Furthermore, Normal Mode A, Normal Mode B, and Normal Mode C are disadvantageous modes for the player. And as you move from Normal Mode A to Normal Mode B to Normal Mode C, the mode becomes closer to Heaven. For example, in Normal Mode A, the probability of no transition is highest, and if a transition occurs, the probability of transitioning to Normal Mode B is highest. Similarly, in Normal Mode B, the probability of no transition is highest, and if a transition occurs, the probability of transitioning to Normal Mode C is highest. Moreover, there is no possibility of dropping from Normal Mode B to Normal Mode A. Furthermore, in Normal Mode C, the probability of transitioning to Heaven Mode A is highest, and there is no possibility of dropping to Normal Mode A or Normal Mode B. As shown in Figure 31(b), when transitioning from Normal Mode A to another Normal Mode, the player transitions to Normal Mode B, and when transitioning from Normal Mode B to another Normal Mode, the player transitions to Normal Mode C. Therefore, when staying in Normal Mode C, there is a high probability of having stayed in a Normal Mode for the longest time. Of Normal Mode A, Normal Mode B, and Normal Mode C, Normal Mode C is the most likely to transition to Heaven Mode C. In other words, although the difference counter value is not referenced when transitioning between Normal Modes, the longer the player remains in an unfavorable state in Normal Mode C, the more likely they are to transition to Heaven Mode C.
[0172] Heaven Mode A is a mode that has a 60% (144 / 240) probability of not transitioning (looping). If it fails to loop, it transitions to Normal Mode A or Normal Mode B. Heaven Mode B is a mode that does not transition to (loops) with a 90% (216 / 240) probability, and if it fails to loop, it transitions to Heaven Mode B Re-entry Mode. In Heaven B return mode, the return rate to Heaven B mode is 20% (48 / 240). If a return is not achieved, the game transitions to Normal A mode or Normal B mode. Heaven C mode is a mode without transitions, and is maintained until the end of the advantageous period, that is, until the difference from the start of the advantageous period exceeds "2400", a so-called completion mode. Furthermore, there are defined conditions for transitioning to Heaven Mode C. If you win the chance to transition to Heaven Mode C, and the remaining difference at that time is "1000" or more, you will transition to Heaven Mode C. Conversely, if you win the chance to transition to Heaven Mode C, and the remaining difference at that time is less than "1000", you will transition to Heaven Mode A.
[0173] Therefore, for example, 1) When the 60% loop is repeated in Heaven Mode A and the difference in the advantageous section exceeds "2400", 2) When the Heaven B preparation mode is maintained, or when the Heaven B mode is entered, and the difference in the advantageous section exceeds "2400", 3) When transitioning to Heaven C mode and the difference in the advantageous period exceeds "2400" Each of these marks the end of the advantageous period. Once the advantageous period ends, the next game will transition to the normal period. When the game transitions to the normal section, the normal section lever process shown in Figure 29 is executed, and the game enters normal mode 1. Then, if RT1 is active and normal mode 1 is in play, the game will always enter the Heaven B preparation mode, as shown in Figure 30. When transitioning to Heaven B Preparation Mode, the game remains in Heaven B Preparation Mode until it transitions to Heaven B Mode. After transitioning to Heaven B Mode, there is a 90% chance that Heaven B Mode will loop. This increases the likelihood that the difference in the advantageous period will exceed "2400" and the advantageous period will end in the next advantageous period. In this way, it becomes possible to repeat the advantageous period that ends with a difference of "2400" multiple times.
[0174] Figure 33 is a flowchart showing the animation processing when the advantageous period is repeated multiple times as described above. This processing is performed by the sub-control board 80. First, in step S622, it is determined whether or not the advantageous period has started. If it is determined that the advantageous period has started, the process proceeds to step S623. Step S623 determines whether the Heaven Mode (Heaven A Mode, Heaven B Preparation Mode, Heaven B Mode, or Heaven C Mode) of the advantageous section is continuous. Here, if the previous advantageous section ended in one of the Heaven Modes (Heaven A Mode, Heaven B Preparation Mode, Heaven B Mode, or Heaven C Mode) and the next advantageous section begins in Heaven B Preparation Mode, then it is determined that the Heaven Mode of the advantageous section is continuous. If it is determined that the Heaven Mode of the advantageous section is continuous, the process proceeds to step S624; if it is determined that the Heaven Mode of the advantageous section is not continuous, the process according to this flowchart ends.
[0175] In step S624, the advantageous section continuation counter on the sub-control board 80 is set to "+1". Then, the process proceeds to step S625, where the sub-control board 80 executes the advantageous section continuation animation. Here, based on the value of the advantageous section continuation counter, for example, when the value of the advantageous section continuation counter is "1" (the number of consecutive advantageous sections is "2"), the frame lamp among the animation lamps 21 is lit in blue; when the value of the advantageous section continuation counter is "2", the frame lamp is lit in yellow; and when the value of the advantageous section continuation counter is "3", the frame lamp is lit in green. In other words, by observing the animation of the frame lamp (casing) of the gaming machine 10, it becomes possible to roughly determine how many consecutive times the advantageous section has been in heaven mode. Furthermore, the sub-control board 80 displays the total number of coins acquired in Heaven Mode during the previous advantageous period as an image and stores that total number of coins acquired. Then, after transitioning to the next advantageous period, if it is in Heaven Mode, it displays the cumulative value from the total number of coins acquired in Heaven Mode during the previous advantageous period as an image. If a sub-bonus is started within a predetermined number of games (for example, 100 games) from the start of the current advantageous period, it is assumed that Heaven Mode is continuing and the display of the total number of coins acquired continues. During the Heaven Mode loop, the total number of acquired coins may be displayed even when a sub-bonus is not active, or it may be set so that the total number of acquired coins is displayed only when a sub-bonus is active.
[0176] Furthermore, when displaying the total number of acquired coins across multiple advantageous periods as an image, until the Heaven Loop is exited, a predetermined image (for example, an icon) will be displayed each time the number of acquired coins increases by, for example, "+2000" coins (and thereafter, the predetermined image will change or increase each time the number of acquired coins increases by "+2000" coins). Furthermore, at the end of the advantageous period, the main control board 50 clears the parameters related to the advantageous period, but the sub-control board 80 does not clear the parameters related to the advantageous period (such as the total number of coins acquired as described above). However, not limited to the above, if the advantageous period is crossed, the total number of acquired coins may be reset and not carried over.
[0177] After outputting the advantageous section continuous performance in step S625, the next step S626 determines whether or not the advantageous section has ended. If it is determined that the advantageous section has ended, the process returns to step S622; if it is determined that the advantageous section has not ended, the process proceeds to step S627. Step S627 determines whether the Heaven Mode of the advantageous section has ended. Here, if the loop of Heaven Mode has ended, it is determined that the Heaven Mode of the advantageous section has ended. If it is determined that the Heaven Mode of the advantageous section has ended, the process proceeds to step S628; if it is determined that the Heaven Mode of the advantageous section has not ended, the process returns to step S625. Step S628 ends the continuous performance of the advantageous section. For example, if the frame lamp performance is being performed as described above, that performance will end. Also, if the total number of coins acquired since the previous advantageous section's Heaven Mode is being displayed, that display will end. Next, proceed to step S629 to clear the advantageous section continuous counter. Then, the process according to this flowchart ends. As described above, by executing continuous performance sequences during the advantageous period, it is possible to show those around the player that they have won a large number of medals. In particular, in the case of medalless gaming machines, which will be discussed later, the continuous performance sequences during the advantageous period are even more effective because the actual medals won are not visible. Furthermore, in the example shown in Figure 33, the continuous performance in the advantageous section ended when Heaven Mode ended, but this is not the only option. The continuous performance in the advantageous section may continue after Heaven Mode ends, for example, for up to about 100 games. Furthermore, when the advantageous period ends and the game returns to the normal period, in this embodiment, the advantageous period transition lottery is almost always won on the first game of the normal period, and the game returns to the advantageous period from the next game. In this case, the advantageous period continuous performance may be executed, including the normal period between the advantageous period and the next advantageous period. If the advantageous period continuous performance is executed even during the normal period, it can notify the player that the heaven loop is continuing even in the normal period, thus preventing the player from mistakenly stopping playing. On the other hand, it is not necessary to perform the advantageous section continuous performance during the normal section. In this case, it is possible to prevent players from mistakenly believing that an AT lottery is being held even during the normal section.
[0178] Next, the complete function in the first embodiment will be explained. The "complete function" corresponds to the game machine's stop function (ending gameplay for the rest of the day). In the first embodiment, firstly, the difference in the advantageous interval is counted by a difference counter. Here, "difference in the advantageous period" refers to the difference in the number of tokens when the start of the advantageous period is set to "0". In other words, the base value is the start of the advantageous period ("0"), not the difference from the minimum value during the advantageous period (MY). Therefore, when the difference becomes a negative value during the advantageous period, the negative value is counted. Also, as with the other embodiments described above, the difference counter does not count the number of games played during the normal period. For example, the difference counter is a 2-byte decrement counter. When the difference during the advantageous period exceeds "+2400 (coins)", it is determined that the conditions for ending the advantageous period have been met. One example of a difference counter is to set an initial value of "+2415" (coins) (in hexadecimal, "096Fh") at the start of the advantageous period, and if the difference in the current game is negative, add that difference to the difference counter, and if the difference in the current game is positive, subtract that difference from the difference counter. To explain in more detail, first, at the start of the advantageous period, "+2415" is set. If the difference in the first game is "-3 (coins)" (bet "3", payout "0"), "3" is added to the difference counter and updated to "+2418". On the other hand, if the difference in the first game is "+11 (coins)" (bet "3", payout "14"), "11" is subtracted from the difference counter and updated to "+2404". When the difference counter reaches "0", it is determined that the difference during the advantageous period has exceeded "+2400" coins, and the advantageous period ends. In the examples shown in Figures 34 and 35, which will be described later, the difference counter will increase as the difference in the game increases.
[0179] Another example of a difference counter is a method in which the start of the advantageous period is set to "0," and when the difference counter exceeds "+2400" (coins) (specifically, when the difference counter value in hexadecimal becomes "0961h" or greater), it is determined that the conditions for ending the advantageous period have been met. In the difference counter and stop counter shown below, the letter "h" is added to the number when it represents a hexadecimal value. If "h" is not added to the number, it represents a decimal value. Also, if the difference counter value does not have a minus sign, it indicates a positive value. Furthermore, as mentioned above, in the first embodiment, the number of games played during the advantageous period is not included in the conditions for ending the advantageous period, so the number of games played during the advantageous period is not counted. In both the first and second examples above, the difference counter is cleared when the advantageous period ends.
[0180] Furthermore, in the first embodiment, secondly, a stop counter is used to count MY from the time the power is turned on. Here, "MY" is the value with a minimum value of "0", similar to the difference counter in the other embodiments described above. The stop counter is initialized to "0000h" when the power is turned on. And, for example, from the moment the power is turned on, Game 1: Bet amount "3", Payout amount "0", Stop counter "0000h" Game 2: Bet count "3", Payout count "14", Stop counter "000Bh" Third game: Bet count "3", Payout count "0", Stop counter "0008h" Game 4: Bet count "3", Payout count "0", Stop counter "0005h" Game 5: Bet count "3", Payout count "0", Stop counter "0002h" 6th game: Bet count "3", Payout count "0", Stop counter "0000h" : This is the result. In the first game described above, the difference is "-3". Adding this difference to the initial value of the stop counter, "0000h", results in "FFFDh". However, if a carryover occurs, it is corrected to "0000h" each time. Similarly, for the 6th game, the difference is "-3," so adding the difference "-3" to the stop counter "0002h" results in "FFFFh," but due to correction, it becomes "0000h." Then, when the value of the stop counter from the time the power is turned on reaches "19000" (4A38h), the complete function is activated, stopping the game on that gaming machine 10 and ending the subsequent gameplay (operation for the day). Note that, unlike the difference counter, the stop counter counts MY even in normal intervals.
[0181] Figure 34 shows the changes in the difference counter and the stop counter in the first embodiment. First, the point where the power is turned on and the RWM is initialized corresponds to point "A" in the diagram. At point "A" in the diagram, both the difference counter and the stop counter are "0". Then, immediately after power-on during RWM initialization, it is in the normal period, so the normal period begins, and it is assumed that it transitions to the advantageous period at point "B" in the diagram. Therefore, at point "B" (the start of the advantageous period), the difference counter is "0". The difference counter is not updated during the normal period.
[0182] Furthermore, when the difference decreases from point "B" in the diagram and reaches point "C", the difference counter value at point "C" is "BC". Also, the stop counter value is "0". Then, if sub-bonuses etc. are executed during the advantageous period and the difference increases to reach point "D", and the difference "DB" exceeds "2400", the conditions for ending the advantageous period are met at point "D", and the advantageous period ends. The next game will be in the normal period, and if the conditions for transitioning to the advantageous period are met in the normal period, the game will transition to the advantageous period. Next, when point "E" in the diagram is reached, and the stop counter value "EC" reaches "19000", the complete function is activated, and the game machine 10 stops playing.
[0183] Furthermore, in Figure 34, the dashed line indicates the case where the difference continues to increase from the time the power is turned on, and the stop counter reaches "19000" in the shortest possible time. In the diagram, "FA" is written as "19000". Here, the minimum play time (the shortest time from the start of reel 31's rotation in the current game to the start of the next game's rotation) is set to "4.1" seconds. On the other hand, the Act on Regulation of Businesses Affecting Public Morals and Proper Operation of Such Businesses (hereinafter sometimes referred to as the "Public Morals Act," "Public Morals Law," or "Public Morals Business Act") defines "pachinko parlors" as "Category 4 businesses." Furthermore, the Public Morals Act does not, in principle, permit any public morals business to operate between midnight and 6 a.m. (Article 13 of the Act). For this reason, the maximum number of hours a day a pachinko parlor can operate is 18 hours. In addition, the shortest operating hours stipulated by prefectural ordinances are 13 hours. Furthermore, although the specific calculations will be omitted, based on the aforementioned placement table and condition device, if we assume that the shortest possible transition is from the normal section to the advantageous section and then to the sub-bonus, and that the sub-bonus continues until the difference counter exceeds "2400", and that when the difference counter exceeds "2400", the advantageous section ends and the transition is returned to the normal section, then the net increase in coins per game is set to approximately "6" coins. In other words, if each game takes 4.1 seconds to complete and the net increase in tokens per game is 6, then the net increase in tokens per hour is approximately 5268. Therefore, it will take approximately 3.6 hours for MY to reach 19000. Therefore, there is a possibility that the limit counter will reach "19000" within the operating hours of one day (minimum 13 hours, maximum 18 hours). In this way, by setting the value of the stop counter that triggers the completion function and the net increase in tokens per game so that the completion function can be activated within the daily operating hours of a pachinko parlor, it is possible to prevent excessively stimulating the gambling instincts of players.
[0184] Figure 35 shows the relationship between the difference counter and the stop counter and the power on / off state. In the graph in Figure 35, "power off" and "power on" represent simple power on / off states, and it is assumed that no RWM clear (setting change) has occurred. As shown in Figure 35, for example, if the power is cut off while the stop counter and difference counter values are at predetermined values, and then restored, the stop counter is cleared. Therefore, after the power is restored from a power outage, it starts from "0000h" (indicated by the dashed line in the figure). In contrast, the difference counter is not cleared. Therefore, after power is restored, it restarts from the value before the power outage (solid line in the figure). Furthermore, the table in Figure 35 shows the status of the difference counter and stop counter when the power is turned on / off without RWM clearing and when the power is turned on / off with RWM clearing. As mentioned above, when the power is turned on / off without RWM clearing, the difference counter is retained, but the stop counter is cleared. In contrast, when the power is turned on / off with RWM clearing enabled (for example, when changing settings), both the difference counter and the stop counter are cleared.
[0185] Furthermore, the "Complete Function Activation Flag" is a flag that turns on when the stop counter reaches "19000" and the complete function is activated. For example, it consists of 1 byte of data, and is "00h" when off and "FFh" when on. Furthermore, the "Complete Function Temporary Flag" is a flag that is turned on when the stop counter reaches "19000" but the complete function cannot be activated, for example, when in a special game state (while the special feature is operating). This flag consists of, for example, 1 byte of data, and is "00h" when off and "FFh" when on. These complete function activation flags and complete function temporary flags are configured not to be cleared by powering on / off without RWM clearing.
[0186] Therefore, as will be explained in more detail later, for example, when the stop counter reaches "19000" during the special game state, the complete function activation flag remains off, but the temporary complete function flag is turned on. Then, if the power is cut off before the special game state ends and then restored, the temporary complete function flag is restored in the on state. Therefore, after the power is restored from the power cut-off and the special game state ends, the complete function activation flag can be turned on, and the complete function can be activated. However, when the RWM is cleared, turning the power on / off (when changing settings) will clear both the complete function activation flag and the temporary complete function flag.
[0187] Figure 36 is a flowchart showing the flow from power-on to main processing, including processing related to the complete function. First, when the power is turned on in step S511, the power-on process is executed in the next step S512. One of the processes in this power-on process is the initialization process of a predetermined memory area. In the case of power-on without RWM clearing, one of the initialization processes is the initialization process (clearing process) of the stop counter. In contrast, the initialization processes for the difference counter, the complete function activation flag, and the complete function temporary flag are not executed. On the other hand, when the power is turned on with RWM clear enabled, the stop counter, difference counter, complete function activation flag, and complete function temporary flag are all initialized. Next, the process proceeds to step S513, where error handling takes place. During this error handling, the process related to the complete function is executed, as will be described later.
[0188] In the next step S515, the main control board 50 executes the input and settlement acceptance process. In the next step S516, the main control board 50 determines whether or not the start switch 41 has been operated, and if it determines that the start switch 41 has been operated, it proceeds to step S517. In step S517, the role lottery means 61 performs a lottery for the role (winning number). Then, in the next step S518, the reel control means 65 starts the rotation of the reel 31. In step S519, the main control board 50 determines whether or not the stop switch 42 has been operated. If it determines that the stop switch 42 has been operated, the process proceeds to step S520, where the reel control means 65 controls the reel 31 corresponding to the operated stop switch 42 to stop. In the next step S521, the main control board 50 determines whether all reels 31 have stopped. If it determines that all reels 31 have not stopped, it returns to step S519. If it determines that all reels 31 have stopped, it proceeds to step S522. In step S522, the prize determination means 66 determines the winning combination. Then it proceeds to step S523, where the payout means 67 pays out the medals corresponding to the winning combination. Next, the process proceeds to step S524, where the main control board 50 performs the update process for the ratio monitor (management information display LED 74). Next, the process proceeds to step S525, where the main control board 50 executes the complete function calculation process. This process involves updating the stop counter and other operations, as shown in Figure 38, which will be described later. Next, the process proceeds to step S526, where the main control board 50 executes the game state update process. Then, the process returns to step S513.
[0189] Figure 37 is a flowchart showing the error handling in step S513 of Figure 36. First, in step S531, the main control board 50 determines whether or not the machine is in a special game state (with a special feature in operation). In this embodiment, even if the conditions for activating the complete function (stop condition) are met in the special game state, the complete function will not be activated. If it is determined that the machine is in a special game state, the process proceeds to step S537, where error processing other than the process related to the complete function activation is executed. On the other hand, if it is determined in step S531 that the machine is not in a special game state, the process proceeds to step S532. In step S532, the complete function activation flag is read. Then, in the next step S533, it is determined whether or not the complete function activation flag is "FFh" (on). If it is determined to be "FFh", the process proceeds to step S534, and if it is determined not to be "FFh", the process proceeds to step S537.
[0190] In step S534, the main control board 50 notifies that the complete function has been activated. This process involves sending an activation signal for the complete function to the sub-control board 80, and the image display device 23 or the like notifying the system of the activation of the complete function. Next, the process proceeds to step S535, where the main control board 50 executes the automatic settlement process. Note that it is optional whether or not to perform automatic settlement of credited medals when the complete function is activated. If automatic settlement is to be performed when the complete function is activated, the automatic settlement process is executed in step S535. On the other hand, if automatic settlement is not to be performed when the complete function is activated, the process in step S535 is not executed. Next, the process proceeds to step S536, where a complete signal is output externally. This terminates the error processing. Also, when the process proceeds to step S536, the process does not proceed to steps S515 onwards in Figure 36. As a result, the operation switches (bet switch 40, start switch 41, stop switch 42) are not accepted, and the game cannot proceed. In this example, the process related to activating the complete function was executed within the error handling in step S513. However, this is not limited to this; for example, the process related to activating the complete function may be provided independently as the process following the error handling, and the processes in steps S531 to S536 in Figure 37 may be executed.
[0191] Figure 38 is a flowchart showing the process for calculating the complete function in step S525 of Figure 36. First, in step S541, the main control board 50 determines whether the temporary complete function flag is on (FFh). If it determines that the temporary complete function flag is not on, it proceeds to step S542; if it determines that it is on, it proceeds to step S548. In step S542, the main control board 50 determines whether the complete function activation flag is on (FFh). If it determines that it is on, that is, that the complete function is already activated, the process according to this flowchart is terminated. This is because if the complete function is already activated, the update process of the stop counter and other operations are not performed. If it is determined in step S542 that the complete function activation flag is not on and the process proceeds to step S543, the main control board 50 determines whether or not replay is in progress. In this embodiment, the stop counter is not updated while replay is in progress, so if it is determined that replay is in progress, the process according to this flowchart is terminated. If it is determined that the re-play function is not active, the process proceeds to step S544. In step S544, the stop counter is updated based on the number of bets and payouts for the current game.
[0192] In the next step, S545, it is determined whether the stop counter has become less than "0", that is, whether a carry-over has occurred. If it is determined that the stop counter is not less than "0", the process proceeds to step S546; if it is determined that it is less than "0", the process proceeds to step S551. In step S551, the stop counter value is corrected to "0". This makes the minimum value of MY "0". Then the process according to this flowchart ends. On the other hand, when proceeding from step S545 to step S546, the main control board 50 determines whether the stop counter value has reached "19000". As described above, if the stop counter value is "4A38h" or greater, it is determined that it has reached "19000". If it is determined that the stop counter has reached "19000", the process proceeds to step S547, and if it is determined that it has not reached "19000", the process according to this flowchart is terminated.
[0193] In step S547, the temporary flag for the complete function is turned on (FFh). Next, the process proceeds to step S548, where it is determined whether the current game is in a special game state (such as during a 1BB game or an RB game). Note that if the special game state ends during the current game (for example, if it was the final game of a 1BB game), the special game state has ended at step S525, so it is determined that the game is not in a special game state. When it is determined that the game is in a special game state, the process according to this flowchart is terminated. Therefore, in the special game state, when the stop counter reaches "19000", the temporary complete function flag is turned on in step S547, but since step S549 is not passed, the complete function activation flag is not turned on (FFh). For this reason, the complete function does not activate in the special game state. On the other hand, if it is determined in step S548 that the game is not in a special game state, the process proceeds to step S549. In step S549, the main control board 50 turns on the complete function activation flag (FFh). Next, the process proceeds to step S550, where the temporary complete function flag is turned off (00h). Then the process according to this flowchart ends. When the complete function activation flag is turned on in step S549, the complete function is activated at the start of the next game according to steps S513 in Figure 36 and Figure 37. Furthermore, in the special game state, if the temporary complete function flag is turned on in step S547, the temporary complete function flag will remain on (the complete function activation flag will be off) until the special game state ends. At the end of the special game state, the complete function activation flag will be turned on (step S549) and the temporary complete function flag will be turned off (step S550).
[0194] Next, we will explain the image control by the sub-control board 80 related to the complete function. Figure 39 shows images that foreshadow (pre-notify) the activation of the complete function, with (a) being the game screen, (b) being the demonstration screen, and (c) being the menu screen. The sub-control board 80 independently counts the end-of-game counter after power-on. However, it is not limited to this; the main control board 50 may also transmit the end-of-game counter value to the sub-control board 80 at the end of each game. Furthermore, if the complete function were to suddenly activate when the stop counter reaches "19000," it would come as a surprise to the player. Therefore, when the activation of the complete function is approaching, the player will be notified of its activation.
[0195] The sub-control board 80 will announce the activation of the complete function when the stop counter reaches "18900," or in other words, when there are "100" remaining until the complete function is activated. As shown in (a), (b), and (c) in the diagram, whether it is the game screen, demonstration screen, or menu screen, it will display, for example, "100 coins remaining until the complete function is activated". Furthermore, if the stop counter reaches, for example, "+11" coins during the next game, the notification image for the activation of the complete function will be updated to display "89 coins remaining until the complete function is activated." In this way, the notification for the activation of the complete function is made so that the quantitative changes until the condition for the activation of the complete function (the stop counter reaching "19000") is met can be visually recognized. In the diagram, the area of the preview image for the activation of the complete function is shown with a dot pattern, and this dot pattern area represents the foremost layer. Therefore, for example, if there is an overlapping area between a predetermined display on the screen and the preview image for the activation of the complete function, the preview image for the activation of the complete function will be displayed in that overlapping area, and the predetermined image (backward layer) will not be displayed. In other drawings described later, the area indicated by the dot pattern refers to the frontmost layer.
[0196] In the example above, when the complete function is activated when the stop counter reaches "19000", the system notified the user that the complete function would be activated when the stop counter reached "18900". If, after the announcement of the completion function activation, the stop counter value reaches "19000" without decreasing, the announcement of the completion function activation will continue from the time the stop counter reaches "18900" until it reaches "19000". In contrast, if the stop counter reaches "18900" and then decreases, the notification of the completion function activation will end when the value of the stop counter reaches a predetermined value. In this case, if the stop counter fluctuates up or down as the game progresses, with "18900" as the threshold, the state in which the complete function is announced and the state in which it is not announced will frequently switch, for example, the announcement image for the complete function may be displayed or not displayed. Therefore, in this embodiment, once the activation of the complete function is announced, the announcement of the activation of the complete function is maintained until the stop counter falls below a predetermined value (18850 in this embodiment).
[0197] Figure 40 shows the transition between sections where the activation of the complete function is announced in advance and sections where it is not. In the figure, the solid line represents the section where the activation of the complete function is announced in advance, and the dashed line represents the section where it is not announced. In Figure 40, when the value of the stop counter reaches "A" (MY1 = "18900") in the figure, the conditions for signaling the activation of the complete function are met, and the activation of the complete function is signaled from this point onward. As the game progresses, at point "B" in the diagram, the value of the stop counter falls below "MY1 (18900)," but the notification of the complete function activation continues. Then, at point "C" in the diagram, if the value of the stop counter falls below "MY2 (18850)", the notification of the completion function activation ends, and the system moves to a section where no notification is given.
[0198] Once the system enters a non-warning phase, it will not enter a phase that warns of the completion function activation until the stop counter reaches "18900" (MY1). In the example in Figure 40, the stop counter reaches "18900" (MY1) at point "D" in the figure, and the system returns to a phase that warns of the completion function activation. Please note that once the stop counter reaches "19000", the complete function will activate, and the warning about the activation of the complete function will end. Furthermore, the difference between the stop counter "MY1," which is the section in which the complete function is announced, and the stop counter "MY2," which is the section in which the complete function is not announced, is set to "50" in this example. Here, it is preferable that "MY1-MY2" is greater than the maximum difference in one game (11 coins in the first embodiment). This prevents the section in which the complete function is announced and the section in which it is not announced from (frequently) switching within a single game.
[0199] Figure 41 shows an example of displaying the Complete function activation as an image across the entire screen. In the figure, the dot pattern display area is the image display area for the Complete function activation. Therefore, when the Complete function is displayed as an image across the entire screen as in this example, the previous game screen and other elements become completely invisible. Here, when the complete function is activated, there are two possibilities: automatic settlement may be performed or automatic settlement may not be performed. When the complete function is activated, the bet switch 40, start switch 41, and stop switch 42 are disabled, and the game cannot be played any further. However, for gaming machines 10 that allow the settlement switch 43 to be operated, all stored tokens can be dispensed into the token tray by operating the settlement switch 43 after the complete function is activated. In this case, a message prompting settlement is displayed as shown in Figure (a). On the other hand, if the complete function is activated, and automatic settlement is performed, all stored tokens will be automatically discharged into the token tray without the player having to operate the settlement switch 43. In this case, as shown in Figure (b), a message indicating that automatic settlement is in progress will be displayed. Furthermore, in the case of a "medalless gaming machine" as described in the 18th embodiment later (Figure 52), operating the counting switch 47 transmits the gaming medium (electronic medals) stored in the gaming machine 10 to the dispensing unit 200. In the case of a medalless gaming machine, when the complete function is activated, it is necessary to operate the counting switch 47 to transmit the gaming medium to the dispensing unit 200. In this case, as shown in Figure (c), a display prompting counting is shown.
[0200] Figure 42 shows an example of displaying the Complete function activation as an image in a specific area. In the figure, the area displaying the dot pattern is the image display area for the Complete function activation. Figure (a) shows an example where the complete function is activated during a sub-bonus game (AT). The image layer for the complete function activation is displayed overlaid on the game screen layer. Therefore, in areas where the game image and the complete function activation image overlap, the complete function activation image is displayed on top. Alternatively, the complete function activation image may be made transparent so that the game screen is visible below the complete function activation image. Furthermore, if the game screen is left unattended for a predetermined amount of time, it will transition to a demonstration screen as shown in Figure (b). Even when transitioning to the demonstration screen, the image indicating the completion function has been activated will not be erased and will continue to be displayed. In addition, in areas where the image on the demonstration screen and the image indicating the completion function have overlapped, the image indicating the completion function has been displayed as the layer in front. Furthermore, it is possible to switch to the menu screen even after activating the complete function. Even when switching to the menu screen, the image from the complete function activation is not erased and continues to be displayed. In addition, in areas where the menu screen image and the complete function activation image overlap, the complete function activation image is displayed as the foreground layer.
[0201] Figure 43 shows an example of when the stop counter reaches "19000" during a special game state (for example, during a 1BB game or RB game), with (a) showing the time chart and (b) and (c) showing example images. The first embodiment is a gameplay feature that allows the execution of a sub-bonus (AT) on the premise that 1BB is inside (1BB is not awarded). In contrast, the example in Figure 43 shows an example where, for example, 1BB or RB (special feature) is awarded during gameplay, and the stop counter reaches "19000" while in a special game state (during 1BB gameplay or RB gameplay). In Figure (a), at the start of the special game state, the stop counter is less than "18900", the temporary complete function flag is off, and the complete function activation flag is off. First, when the stop counter reaches "18900", the sub-control board 80 displays an image that foreshadows the activation of the complete function. Figure (b) shows this image. On the game screen in the special game state, the image foreshadowing the activation of the complete function is superimposed on a portion of the screen. Next, when the stop counter reaches "19000" in the special game mode, the temporary flag for the complete function is turned on. However, because it is in the special game mode, the flag for activating the complete function remains off. Furthermore, based on the fact that the temporary flag for the complete function is turned on, the sub-control board 80 displays an image indicating that the operation of the complete function is in standby mode (the complete function will be activated after the special game state ends). Figure (c) shows the image at this time. Therefore, based on the fact that the stop counter reaches "19000", the image displayed in Figure (b) changes to the image displayed in Figure (c). This configuration allows the system to inform the player that the stop counter has reached "19000" during the special game state (meaning they cannot play any further that day), thus preventing disputes between the pachinko parlor staff and the player when the game machine 10 stops after the special game state ends.
[0202] When the special game state ends, the complete function activation flag is turned on (the temporary complete function flag is turned off). As a result, the image switches from the image shown in Figure (c) to the images shown in Figures 41 and 42(a), for example. In addition, when the stop counter reaches "19000" in the special game state, the stop counter count will end. However, even if the number of acquired medals decreases afterward (for example, assuming that the count continued without ending after the stop counter reached "19000", and the count value falls below "19000" at the end of the special game state), the temporary complete function flag remains on and the complete function activation flag remains on at the end of the special game state. In the example shown in Figure 38, when the temporary flag for the complete function is on (Yes in step S541), step S544 is not taken, and therefore the stop counter is not updated. In this case, even if the number of medals acquired decreases during the subsequent special game state, the stop counter will not change. However, this is not the only way; the stop counter may also be updated after the temporary complete function flag is turned on. In this case, even if the stop counter is less than "19000" at the end of the special game state, if the temporary complete function flag was turned on during the special game state, the complete function activation flag will be turned on at the end of the special game state, and the game machine 10 will be stopped.
[0203] Furthermore, in Figure 43, if the power is cut off after the stop counter reaches "19000" but before the special game state ends, and then the power is turned on and the special game state ends, the complete function will be activated at the end of the special game state. When the stop counter reaches "19000" during the special game state, the complete function activation flag is not turned on, but the temporary complete function flag is turned on. The stop counter is cleared by turning the power on / off, but the temporary complete function flag is not cleared by turning the power on / off. Therefore, after the power is turned on and before the special game state ends, the temporary complete function flag is on and the complete function activation flag is off. Then, when the special game state ends, the temporary complete function flag is turned off and the complete function activation flag is turned on, and the complete function is activated. With this configuration, even if the stop counter reaches "19000" but the gaming machine 10 has not yet been stopped (for example, if the stop counter reaches "19000" during a special game state), and then the power is restored and the stop counter is cleared, the gaming machine 10 can still be stopped based on the temporary complete function flag and the complete function activation flag, thereby preventing excessive stimulation of the player's gambling instincts.
[0204] Figure 44 is a time chart showing an example where the complete function is in a state of prior notification (advance alert) (for example, the state shown in Figure 43(b)), and the complete function is activated after payout (a game in which the stop counter reaches "19000"; the same applies hereinafter), but a power outage occurs and the payout process is completed before the power outage process begins. First, let's assume that while the machine is in a state indicating the completion function is about to activate, the stop switch 42 is operated, the hand is released from the last stop switch 42, and the payout process is performed. Then, let's assume that a power outage occurs just before the end of the payout process, and the payout process is completed before the power outage process begins. Once the payout process is complete, the stop counter is updated, and when the stop counter reaches "19000", the system transitions from the "notice" state for the complete function to the "operated" state. A power outage occurs around the moment of this transition from the notice state to the operated state, but the system is in the operated state before the power outage process begins. Therefore, the complete function activation flag is turned on before the power outage process begins. Once the power-off process is complete, the power will turn off. Next, when the power is turned on, the power-on process is executed. After the power-on process is complete, the device returns to the complete function activated state. As mentioned above, when the power is turned on / off, the stop counter is cleared, but the complete function activation flag is not cleared. Therefore, the value of the complete function activation flag is read during the power-on process, and if the complete function activation flag is on, the device enters the complete function activated state.
[0205] Figure 45 is a time chart showing an example where the game is in a state of notification for the activation of the complete function, and the complete function is activated after a payout, but a power outage occurs in the middle of the payout process, and the power outage process begins. Figure 45 illustrates Example 1 (a) and Example 2 (b), but first, let's explain Example 1 (a). Assume that in the state where the complete function is indicated to be activated, the stop switch 42 is operated, the hand is released from the last stop switch 42, and the payout process is initiated. Then, a power outage occurs during the payout process, and the power outage process begins before the entire payout process is completed (before all medals are dispensed). Therefore, when the power outage process is completed and the power is turned off, the stop counter has not reached "19000". For this reason, the power is turned off while the state where the complete function is indicated to be activated remains unchanged. In other words, the complete function activation flag is off when the power is turned off. In the event of a power outage, the partially completed payout process and the notification state for the completion function activation are backed up.
[0206] Next, when the power is turned on, the power-on process is executed. Once the power-on process is complete, the payout process continues based on the backup data. Also, based on the backup data from when the power was lost, the system returns to the state where the complete function is expected to activate. When the payout process is completed, the stop counter is updated, but the stop counter is cleared when the power is turned off. Therefore, even if the payout process continues after the power is turned on and the stop counter is updated, the stop counter will not reach "19000". Furthermore, the value of the stop counter has not reached the value required to enter the state of warning the activation of the complete function (for example, "18900" in the example in Figure 40). Therefore, after the payout process is completed, the state of warning the activation of the complete function does not occur, and the machine returns to the normal state. Furthermore, Example 2 in Figure (b) is an example where the notification state for the complete function operation is not backed up when the power is lost. Therefore, after power-on, the device does not revert to the state indicating the complete function is activated. Consequently, once the power-on process is complete, it returns to the normal state. Note that Figure 45 shows the state in which the complete function is about to activate, and this also applies even if the complete function does not activate after payout (i.e., the stop counter does not reach "19000"). Furthermore, in Example 2 of Figure (b), the system backs up the notification state for the complete function operation when the power is lost, but it may be configured to clear the notification state for the complete function operation during the process when the power is restored. This processing is also the same for Figures 46(b), 47(b), and 48(b) which will be described later.
[0207] Figure 46 is a time chart showing an example where the game is in a state of warning for the completion function to activate, and in a game where the completion function activates after a payout, a power outage occurs before the player releases their hand from the final stop switch, and the power outage process is executed when the payout process is partially completed. Figure 46 illustrates Example 1 (a) and Example 2 (b), but first, let's explain Example 1 (a). Assume that in the state where the complete function is about to be activated, the stop switch 42 is operated, the hand is released from the last stop switch 42, and the payout process is performed. Here, assume that the power cut occurs before the hand is released from the last stop switch 42. Furthermore, assume that the power cut process starts before all of the payout process is completed (before all medals are dispensed). Therefore, at the time the power cut process is completed and the power is turned off, the stop counter has not reached "19000". For this reason, the power is turned off while the state where the complete function is about to be activated remains. In the event of a power outage, the partially completed payout process and the notification state for the completion function activation are backed up.
[0208] Next, when the power is turned on and the power-on process is executed, the payout process continues based on the backup data. Also, based on the backup data from when the power was lost, the system returns to the state where the complete function is about to activate. When the payout process is completed, the stop counter is updated, but the stop counter is cleared when the power is turned off. Therefore, even if the payout process continues after the power is turned on and the stop counter is updated, the stop counter will not reach "19000". Furthermore, the value of the stop counter has not reached the value required to enter the state of warning for the complete function to activate. Therefore, after the payout process is completed, the state of warning for the complete function to activate does not occur, and the machine returns to the normal state. Furthermore, Example 2 in Figure (b) is an example where the notification state for the complete function operation is not backed up when the power is lost. Therefore, after power-on, the device does not revert to the state indicating the complete function is activated. Consequently, once the power-on process is complete, it returns to the normal state. Note that Figure 46 shows the state in which the complete function is about to activate, and this also applies even if the complete function does not activate after payout (i.e., the stop counter does not reach "19000"). Furthermore, comparing the example in Figure 45 with the example in Figure 46, the results are identical. In the example in Figure 45, the power outage occurs after the hand is released from the last stop switch 42, while in the example in Figure 46, the hand is released from the last stop switch 42 after the power outage occurs. In all cases, the power-off process is terminated midway through the payout process. As a result, after power is turned back on, the payout process continues, and if the notification state for the complete function activation is backed up, the system returns to the notification state for the complete function activation. However, because the stop counter has been cleared, the system then returns to the normal state. The following two methods can be used to update the stop counter when the power is turned on / off. The first method involves updating the payout counter based on the number of payouts and bets in the game. Another method involves updating the payout counter based on the number of coins dispensed after the power is turned on. For example, in a game where 3 coins are bet and 10 coins are paid out, if the power cut-off process is completed when 5 of the 10 coins have been paid out, and then the power is turned back on and the remaining coins are paid out, If the first method is adopted, the stop counter will be updated by 7 units as the difference after the power is turned on. This simplifies the process because, even if the power is turned on or off during the dispensing process, the same difference can be updated as if the power had not been turned on or off. However, there may be cases where the value of the stop counter updated after power-on does not match the number of coins dispensed after power-on. Furthermore, if the second method is adopted, the stop counter will be updated for the 5 coins dispensed after the power is turned on. This ensures that the updated stop counter value after power-on matches the number of coins dispensed after power-on, preventing confusion for players when a notification of the complete function activation is given after power-on.
[0209] Figure 47 is a time chart showing an example where the player releases their hand from the last stop switch immediately before the power-off process begins (T1) or after the power-off process begins (T2) in a game where the complete function is in a state of notification of activation and the complete function is activated after a payout. The result will be the same whether you release your hand from the last stop switch immediately before the power-off process begins (T1), or between the end of the power-off process and before the power is turned on (T2). Figure 46 illustrates Example 1 (a) and Example 2 (b), but first, let's explain Example 1 (a). In the state indicating the completion function is about to activate, suppose the hand is released from the last stop switch 42 immediately before the start of the power-off process (T1) or after the power-off process (T2) after the stop switch 42 has been operated. When the hand is released from the last stop switch 42, the payout process is executed, but since the hand is released from the last stop switch 42 immediately before the start of the power-off process (T1) or after the power-off process (T2), the power-off process is completed before the payout process begins. Therefore, at the point when the power-off process is complete and the power is turned off, the stop counter has not reached "19000". As a result, the power is turned off while the device remains in the state of being in the "complete function activation" warning state. Furthermore, in the event of a power outage, the system will back up information regarding any winning combinations and the status of the completion function activation.
[0210] Next, when the power is turned on and the power-on process is executed, the payout process is performed based on the backup data. Also, based on the backup data from when the power was lost, the system returns to a state indicating that the complete function is about to be activated. When the payout process is completed, the stop counter is updated, but the stop counter is cleared when the power is turned off. Therefore, even if the payout process is executed after the power is turned on and the stop counter is updated, the stop counter will not reach "19000". Furthermore, the value of the stop counter has not reached the value required to enter the state of warning for the complete function to activate. Therefore, after the payout process is completed, the state of warning for the complete function to activate does not occur, and the machine returns to the normal state. Furthermore, Example 2 in Figure (b) is an example where the notification state for the complete function operation is not backed up when the power is lost. Therefore, after power-on, the device does not revert to the state indicating the complete function is activated. Consequently, once the power-on process is complete, it returns to the normal state.
[0211] Figure 48 is a time chart showing the state of warning for the complete function to activate, illustrating an example where the hand is released from the last stop switch after a power outage and after power is restored. Even if the hand is released from the last stop switch 42 after a power outage and after power is restored, the result will be the same as the example in Figure 47 described above. Specifically, (a) If, as in Example 1, the state indicating the completion function is activated is backed up when the power is cut off, the system will return to the state indicating the completion function is activated based on the backup data after the power-on process and before the end of the payout process. Then, after the end of the payout process, it will transition to the normal state. In contrast, (b) as in Example 2, if the system does not back up the state indicating the complete function will be activated when the power is turned off, the system will return to the normal state after the power-on process.
[0212] Figure 49 is a time chart showing an example where a power outage occurs while the machine is in a state where the complete function is indicated to be activated during a sub-bonus. In this example, it is assumed that there are no payout processes before or after the power outage. During the sub-bonus, the game is in a state where the complete function is about to activate, so the remaining number of coins until the complete function is activated is displayed as an image. For example, the image displayed is as shown in Figure 43(b). In addition, the number of coins acquired during the sub-bonus is also displayed as an image. If the power is lost while the remaining number of coins until the complete function is activated and the number of coins acquired during the sub-bonus are being displayed as images, and then the power is turned back on, the power-on process is executed. Once the power-on process is complete, the stop counter is cleared, so the value of the stop counter does not reach the value required to enter the state where the complete function is about to be activated. As a result, the state where the complete function is about to be activated does not occur. Therefore, after the power is turned on, the remaining number of coins until the complete function is activated is not displayed as an image. On the other hand, once the power-on process is complete, the number of coins acquired during the sub-bonus is displayed as an image based on the backup data. Based on the above, before the power is turned off, the remaining number of coins until the complete function is activated and the number of coins acquired during the sub-bonus are displayed as images, but after the power is turned on, the number of coins acquired during the sub-bonus is displayed as an image.
[0213] Figure 50 shows an example where a hopper empty error occurs during automatic settlement after a payout process, when the system notifies the user of the impending activation of the complete function, and the complete function is activated after the payout process and the activation of the complete function is notified. (a) shows the time chart, and (b) to (d) show the image display content. In Figure (a), when the payout process is completed while the notification of the completion function activation is displayed, the stop counter reaches "19000" and the completion function activation flag is turned on. This notifies the machine that the completion function has been activated. In Figure (b), "Complete function activated. Please call an attendant" is an example of a notification indicating the activation of the completion function. Furthermore, in this example, similar to the example in Figure 41(b), it is assumed that automatic settlement occurs when the complete function is activated. Therefore, when the activation of the complete function is notified, automatic settlement begins. Figure (b) shows an example where the activation of the complete function is notified, and the fact that automatic settlement is in progress is also notified.
[0214] Next, if a hopper empty error occurs during automatic settlement, the hopper empty error is notified. Figure (c) shows an example where the operation of the complete function is notified, and the occurrence of a hopper empty error is also notified. Then, once the hopper empty error is resolved and automatic settlement is complete, only the activation of the complete function is announced, as shown in Figure (d). In the case of (c) in the figure, if priority is given to the occurrence of a hopper empty error, the notification for the hopper empty error may be displayed larger than the notification for the activation of the complete function. Alternatively, if priority is given to the notification for the activation of the complete function, the notification for the activation of the complete function may be displayed larger than the notification for the hopper empty error.
[0215] Figure 51 shows an example where the system notifies the user of the completion function before it is activated, and the system notifies the user of the completion function after automatic settlement, in a case where the completion function is activated after the payout process. Furthermore, the figure shows an example where a hopper empty error occurs during the automatic settlement. (a) shows the time chart, and (b) to (d) show the image display content. In Figure 51, the difference from Figure 50 is that the completion function is not notified during automatic settlement after the dispensing process, but is notified after the automatic settlement. In Figure (a), while the system is notifying the system of the impending activation of the complete function, once the payout process is completed, the stop counter reaches "19000", and the complete function activation flag is turned on. Next, before the activation of the complete function is notified, the automatic settlement process is executed, and a message indicating that automatic settlement is in progress is displayed. Figure (b) shows the state at this time.
[0216] In the example shown in Figure 37, if it is determined in step S533 that the complete function activation flag is on, the process proceeds to step S534, where the activation of the complete function is reported. Next, the process proceeds to step S535, where the automatic settlement process is executed. Therefore, this flowchart example is the example shown in Figure 50. In contrast, when processing as shown in Figure 51, if it is determined in step S533 in Figure 37 that the complete function activation flag is on, the process proceeds to step S535 and the automatic settlement process is executed. After the automatic settlement process, the process proceeds to step S534 to notify that the complete function has been activated. Then, if a hopper empty error occurs during automatic settlement, the display switches from "Automatic settlement in progress" to "Hopper empty error," as shown in Figure (c). Once the hopper empty error is resolved and automatic settlement is complete, the completion function is indicated as shown in Figure (d). By configuring it in this way, the system will not notify the player that the complete function has been activated if the automatic settlement is not yet complete. This prevents players from stopping playing and incurring losses before the automatic settlement is finished.
[0217] In the example shown in Figure 51, once the payout process is complete, the stop counter reaches "19000," at which point the complete function activation flag is turned on, and the complete function is activated. However, the activation of the complete function is not announced during the automatic settlement process that takes place after the payout process. In this case, if a power outage occurs during an automatic settlement process due to a hopper empty error, and then the power is restored and the hopper empty error is resolved, the system will notify that automatic settlement is in progress before the automatic settlement process is completed (without notifying that the complete function has been activated), and will notify that the complete function has been activated once the automatic settlement process is complete. As a result, even if a hopper empty error occurs during automatic settlement when the complete function is activated, and the power is cut off while the hopper empty error is occurring, it is possible to stop the game machine 10 based on the complete function activation flag and the temporary complete function flag after the hopper empty error is cleared, thereby preventing excessive stimulation of the player's gambling instincts.
[0218] Next, the power restoration process in the sub-control board 80 in the first embodiment will be described. In the first embodiment, the screen displayed upon recovery from a power outage is made different depending on whether the game state before the power outage was favorable to the player or not. Here, "a game state favorable to the player" may include not only the time spent in a sub-bonus (AT), but also the pre-bonus (AT) phase and so-called chance zones (CZ) where the probability of winning an AT is high. In the case of the pre-bonus phase, this includes both cases where the player is notified of winning a sub-bonus (AT) and cases where they are not. However, "a game state that is advantageous to the player" does not include a simple advantageous period (when the player has not won an AT). Furthermore, although it differs from the specifications of the first embodiment, in the case where a special game is executed (transitioning to a special game state) after winning a special role, the "game state advantageous to the player" may not be limited to the special game state, but may also include the internal state in which the winning of a special role is carried over. Moreover, in the case of the internal state, both cases in which the winning of a special role is notified and cases in which it is not notified are included.
[0219] In this embodiment, if the game was not in a favorable state for the player before the power was cut off, the game standby screen (normal recovery screen) is displayed after the power is restored. Conversely, if the game was in a favorable state for the player before the power was cut off, a predetermined recovery screen is displayed. This allows, for example, a hall employee to determine, when turning on the power to the game machine 10, whether the game ended in a favorable state for the player at the end of the hall's business the previous day (when the power was cut off). They can then appropriately choose whether to change the settings and start business in the normal state, or to start business in a favorable state for the player without changing the settings. Furthermore, if the complete function activation screen was displayed before the power was cut off, it almost always indicates that the game was in a favorable state for the player before the power was cut off. However, if the game was in a favorable state for the player AND the complete function activation screen was displayed before the power was cut off, the complete function activation screen will be displayed with priority over the standard recovery screen after the power is restored. This allows the hall staff to be notified that the game cannot be played without changing the settings.
[0220] The main control board 50 transmits information to the sub-control board 80, such as the current game state, whether a sub-bonus (AT) has been won, and whether a special role has been won. Based on this information, the sub-control board 80 determines whether the current game state is advantageous to the player. For example, it sets up a flag that turns on when the state is advantageous to the player (including during the pre-bonus sequence and internal state mentioned above) and stores whether the game state is advantageous to the player or not. Furthermore, if a predetermined error (such as a selector error or a door opening error) occurs while the predetermined recovery screen is being displayed, the system will switch to the error screen instead of the predetermined recovery screen in order to prioritize notification of the predetermined error. However, a message indicating that a predetermined error has occurred may be displayed on a part of the predetermined recovery screen. Alternatively, a message indicating that the predetermined recovery screen is currently being displayed may be displayed on a part of the error screen. In other words, if a message indicating that a predetermined error has occurred while the predetermined recovery screen is being displayed is to be displayed, both the predetermined recovery screen and the error screen may be displayed in a way that allows them to be distinguished. Furthermore, if the power is lost while reel 31 is rotating and then restored, the error screen will not be displayed while reel 31 is rotating, and the error will be announced only after all reels 31 have stopped rotating. However, the system is not limited to this, and the error may be announced while reel 31 is rotating.
[0221] When the complete function activation screen is displayed, it will not be erased unless the power is turned on / off, which involves changing settings. In contrast, the display of the predetermined recovery screen ends when the game starts (when the start switch 41 is operated). However, it does not end with betting alone. Furthermore, after the power is turned on and the predetermined recovery screen is displayed, if a predetermined time has elapsed, the display of the predetermined recovery screen will end and the system will switch to the demonstration screen. Here, let T1 be the time from when the game standby screen is displayed until the demonstration screen is displayed, and T2 be the time from when the predetermined recovery screen is displayed until the demonstration screen is displayed. T2>T1 It is structured in such a way.
[0222] As a result, when the power is turned on in the hall, if the system returns to the predetermined recovery screen, the time it takes to transition to the demonstration screen is longer than the time it takes to transition to the game standby screen (the game screen displayed after all games have stopped during gameplay, and is not a dedicated screen. It is also a different screen from the demonstration screen). Therefore, hall staff can more easily notice that the predetermined recovery screen is being displayed. Furthermore, if no operation is performed for a predetermined period of time after the end of the game (such as after all 31 reels have stopped or after the payout process has finished), the system will switch to displaying a demonstration screen. Let T0 be the time from the end of the game until the system switches to displaying the demonstration screen. T0 ≈ T1 That is the case. therefore, T2>T0 That is the case.
[0223] Furthermore, after transitioning from the game standby screen or the designated return screen to the demonstration screen, if a bet operation is performed, the display of the demonstration screen ends and the system returns to the game standby screen. Then, when the start switch 41 is operated from the game standby screen, the game start screen (the normal presentation screen displayed at the start of the game) is displayed. Furthermore, if a bet operation is performed while the demonstration screen is displayed and the game transitions to the game waiting screen, the game will not transition back to the demonstration screen even after time has passed.
[0224] Figure 52 is a flowchart showing the processing flow of the recovery screen after a power outage in the sub-control board 80. First, in step S561, the sub-control board 80 determines whether or not it is in setting change mode. When the power is turned on in setting change mode, the main control board 50 sends a command to the sub-control board 80 indicating that it is in setting change mode, and the sub-control board 80 determines whether or not it is in setting change mode based on the receipt of this command. If it is determined that the system is not in settings change mode, the process proceeds to step S562. If it is determined that the system is in settings change mode, the process according to this flowchart is terminated. In this way, when the system is in settings change mode, it transitions to settings change mode without displaying a predetermined recovery screen or the like (a screen specific to settings change mode is displayed).
[0225] When the process proceeds from step S561 to step S562, the sub-control board 80 determines whether or not the complete function operation screen was displayed before the power was cut off. Information on whether or not the operation of the complete function was being notified is also backed up when the power is cut off. If it is determined that the complete function operation screen was not displayed before the power was cut off, the process proceeds to step S563; if it is determined that it was displayed, the process according to this flowchart ends. In step S563, the sub-control board 80 determines whether the game state before the power outage was favorable to the player. As described above, the sub-control board 80 stores whether the game state was favorable to the player based on the information transmitted from the main control board 50. When the power is out, it backs up this information, and when the power is turned on, it reads this information to determine the game state before the power outage. If it determines that the game state before the power outage was favorable to the player, it proceeds to step S564; if it determines that it was not favorable to the player, it proceeds to step S572.
[0226] When the process proceeds to step S564, that is, if the complete function activation screen was not displayed before the power was cut off, and the state before the power was cut off was advantageous to the player, the sub-control board 80 displays a predetermined recovery screen. Then the process proceeds to step S565. In step S565, the sub-control board 80 determines whether or not a medal has been bet. If it determines that a medal has been bet, it proceeds to step S576; if it determines that no medal has been bet, it proceeds to step S566. In step S566, the sub-control board 80 determines whether time T2 has elapsed since the start of displaying the predetermined recovery screen. If it determines that time T2 has elapsed, it proceeds to step S567; if it determines that time T2 has not elapsed, it returns to step S565. When the system proceeds to step S567, the sub-control board 80 ends the display of the predetermined recovery screen and starts displaying the demonstration screen. Next, the system proceeds to step S568, where the sub-control board 80 determines whether or not a medal has been bet. If it determines that a medal has been bet, the system proceeds to step S569. In other words, the demonstration screen continues until a medal is bet. When the system determines that a medal has been bet and proceeds to step S569, the sub-control board 80 displays the game standby screen.
[0227] After displaying the game standby screen in step S569, the process proceeds to step S570, where the sub-control board 80 determines whether or not the start switch 41 has been operated. In other words, in step S570, it is determined whether or not the game has started. If it is determined that the start switch 41 has been operated, the process proceeds to step S571, where the game start screen is displayed. Then the process according to this flowchart ends. On the other hand, after displaying a predetermined recovery screen in step S564, if it is determined in step S565 that a medal has been bet and the system proceeds to step S576, the sub-control board 80 determines whether or not the start switch 41 has been operated. At the stage of step S576, the predetermined recovery screen is displayed. If it is determined in step S576 that the start switch 41 has been operated, the system proceeds to step S571 to display the game start screen. Conversely, if it is determined in step S576 that the start switch 41 has not been operated, the system proceeds to step S577. In step S577, the sub-control board 80 determines whether or not time T2 has elapsed since the start of displaying the predetermined recovery screen. If it is determined that time T2 has elapsed, the system proceeds to step S578; otherwise, it returns to step S576. When the process proceeds to step S578, the sub-control board 80 finishes displaying the predetermined recovery screen and starts displaying the demonstration screen. Next, the process proceeds to step S579, where the sub-control board 80 determines whether or not the start switch 41 has been operated. If it determines that the start switch 41 has been operated, the process proceeds to step S571 to display the game start screen.
[0228] On the other hand, if in step S563 it is determined that the game state before the power was cut off was not a game state favorable to the player, and the process proceeds to step S572, the sub-control board 80 displays the game standby screen. Next, the process proceeds to step S573, where the sub-control board 80 determines whether or not a medal has been bet. If it is determined that a medal has been bet, the process proceeds to step S575. If it is determined that no medal has been bet, the process proceeds to step S574. In step S574, the sub-control board 80 determines whether or not time T1 has elapsed since the start of displaying the game standby screen. As mentioned above, "time T1 < time T2". If it is determined that time T1 has not elapsed, the process returns to step S573 and maintains the game standby screen. Conversely, if it is determined that time T1 has elapsed, the process proceeds to step S567 and displays the demonstration screen. Furthermore, if it is determined in step S573 that a medal has been bet and the system proceeds to step S575, the sub-control board 80 determines whether or not the start switch 41 has been operated. If it is determined that the start switch 41 has been operated, the system proceeds to step S571 and displays the game start screen. Furthermore, if, after displaying the predetermined recovery screen in step S564, a bet is determined in step S565 before time T2 is determined to have elapsed in step S566, the system may proceed to step S579 (instead of step S576). In other words, after a bet is placed, the demonstration screen may not be displayed even after time T2 has elapsed, and the predetermined recovery screen may be maintained until the start switch 41 is operated. Alternatively, after displaying the predetermined recovery screen in step S564, the display of the predetermined recovery screen may be maintained until a bet is placed and the start switch 41 is operated. In other words, after step S564, the process proceeds to step S570, and the display of the predetermined recovery screen may be maintained in step S570 until a bet is placed and the start switch 41 is operated.
[0229] Although the first embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and various modifications are possible, for example, as follows. (1) In the above embodiment, when a sub-bonus is won, the sub-bonus is started after a predetermined number of pre-bonus games and simulated games (games where "red 7" symbols are aligned). However, the system is not limited to this, and a simulated game may be performed in the next game after the game in which the sub-bonus was won, and then the game may proceed to the sub-bonus. (2) In the above embodiment, the game in which the winning number "2" (Replay B) is selected is designated as the game in which the sub-bonus is awarded, and the goal is to get the "Red 7" combination by pressing the buttons in reverse order. However, even if the winning number is "1" (Replay A), since the winning combination includes Replay 04, it may be possible to display "Red 7" (Replay 04) by pressing the buttons in reverse order. Furthermore, since the winning number "1" is won with a probability of approximately "1 / 7.3", if the winning number "1" is won after winning a sub-bonus, the game will display an animation instructing players to aim for a "Red 7" combination by pressing the buttons in reverse order. If a "Red 7" combination is displayed, the game may transition to a sub-bonus from the next game. (3) In the above embodiment, the condition for ending the advantageous period was set to exceed "2400" in the difference during the advantageous period, but for example, the advantageous period may end when the number of games played in the advantageous period reaches a predetermined number. Examples of the "predetermined number of games" include "3000" games or "4000" games. In this case, the advantageous period ends when either the difference in the advantageous period exceeds "2400" or the number of games played in the advantageous period reaches a predetermined number. Furthermore, the advantageous period may be configured to end when, in addition to the difference in the advantageous period exceeding "2400" or the number of games played in the advantageous period reaching a predetermined number, any other advantageous period termination condition (for example, after the AT ends or when a predetermined number of game tokens are acquired in a single AT) is met.
[0230] (4) When the complete function is activated, the system is designed to automatically settle credits. However, if, for example, a bet is made at the moment the game ends and the complete function is activated afterward, there is a risk that the number of bets will remain on the game machine. Therefore, when the complete function is activated, both the number of credits and the number of bets may be settled automatically. (5) The preview (advance notification) image for the activation of the complete function may be displayed at all times during gameplay, but it may also be displayed at milestones in the remaining number of coins. For example, when the stop counter reaches "18500", "18600", "18700", "18800", and "18900", a preview (advance notification) corresponding to each number of coins may be displayed. Furthermore, in order to ensure that players are fully informed, specific methods of giving advance notice include, for example, flashing the performance lamp 21, playing a notification sound such as "beep" once or a predetermined number of times, and outputting a voice message such as "There are now XXX coins remaining until the complete function is activated" from the speaker 22.
[0231] (6) The notification of the activation of the complete function may be limited to an image display, as in the above-mentioned announcement, or it may also be an announcement sound such as "beep" or an audio message such as "The complete function has been activated." or "The complete function has been activated. Gameplay is over for today." output from speaker 22. In addition, the performance lamp 21 may be illuminated in a pattern corresponding to the activation of the complete function. Furthermore, notification of the completion function's activation can be performed not only on the sub-control board 80 but also on the main control board 50. Specifically, the activation of the completion function can be indicated by displaying, for example, "Ed" on the acquired amount display LED 78 or the credit count display LED 76 after automatic settlement. (7) The notification of the activation of the complete function may continue after the notification starts until the power of the gaming machine 10 is turned off, or it may be performed for a certain period of time. If it is performed for a certain period of time, it is preferable to continue for, for example, 10 seconds or more to ensure that the player is notified. (8) The preview image for the activation of the complete function should preferably be displayed promptly when all reels 31 have stopped, the payout process has finished, and the stop counter has reached a predetermined value (for example, "18900"). For example, if it is displayed after the payout process has finished, it should be displayed in a time shorter than the time it takes to count up one medal after the payout process has finished. On the other hand, once all reels 31 have stopped, the number of payouts has been determined, and it has been confirmed that the stop counter will reach a predetermined value, the display may be shown even before the end of the payout process.
[0232] (9) When displaying a preview image for the activation of the complete function, the image will be displayed on the front layer. However, if, for example, the button press order navigation is displayed, the preview image for the activation of the complete function will be displayed in a way that does not interfere with the display of the button press order navigation. Also, when displaying a preview image for the activation of the complete function during a sub-bonus (AT), it will be displayed in a way that does not interfere with the display of game information such as the remaining number of plays and the number of coins acquired. (10) When a replay is displayed as stopped in a game where the stop counter reaches "19000", the first thing to do is not to execute the automatic bet process. Alternatively, secondly, the automatic betting process itself may be executed, but the operation of the start switch 41 may be disabled before the automatic betting process is completed, preventing replay play. (11) When the temporary flag for the complete function is turned on during the special game state, the complete function is activated regardless of the value of the stop counter at the end of the special game state, and if the machine has an automatic settlement function, automatic settlement is performed. For example, in a special game state where the result of the role lottery may be that no role is won, the stop counter value may decrease after the temporary flag for the complete function is turned on. However, once the temporary flag for the complete function is turned on in the special game state, the complete function will be activated even if, for example, the number of coins remaining at the end of the special game state is less than the number of coins that would trigger the notification of the complete function activation.
[0233] (12) As shown in Figure 50(b), when an error (hopper empty error in this example) occurs while the complete function is operating, an image indicating the operation of the complete function and an image indicating the error that occurred are displayed simultaneously. However, this is not limited to this, and the error image may be given priority, and the image indicating the operation of the complete function may not be visible while the error occurs. (13) In the case of a gaming machine equipped with an image display device 23, when announcing the activation of the complete function or the activation of the complete function, the announcement is made with an image and the announcement is made to the player by sound using the speaker 22. On the other hand, in the case of a gaming machine that does not have an image display device 23, the speaker 22 is used to provide audio notification of the activation of the complete function and the activation of the complete function. Furthermore, these notifications may also be made by illuminating the effect lamps 21 (frame lamps, etc.) in a specific pattern. Furthermore, in gaming machines that do not have an image display device 23, the notification of the activation of the complete function is as follows: a) As a first example, the payout amount is displayed by the payout indicator (the acquired amount LED 78 in the example of Figure 1) during the operation notification, and the payout amount is not displayed during the operation notification. b) A second example is to provide a dedicated lamp to indicate when the complete function is about to be activated. (14) When a winning combination is achieved at the start of the special game state, and the stop counter reaches "19000" or more at the start of the special game state, a notification will be made at the time the winning combination is achieved, or from the start of the special game state, that the complete function will be activated at the end of the special game state. Furthermore, in situations where it is highly likely that the stop counter will reach "19000" or more at the end of the special game state, if the special game state is started, a notification such as "The complete function will be activated at the end of the special game state" should be displayed when a special role is won or when the special game state is started. Specifically, in a gaming machine capable of performing a special game that is expected to pay out 150 tokens in net tokens, when the special game is started under conditions where the completion function will activate when 100 tokens remain, a notification such as "The completion function will activate when the special game ends" will be displayed at the start of the special game.
[0234] (15) When the game is in a state advantageous to the player but not in AT mode, and an image indicating that the recommended button press sequence was not performed due to an irregular press (for example, Figure 94(c)) is displayed, or when the game is played with 2 coins bet when the specified number is 3, and a message indicating this is displayed, if the power is cut off, when the power is restored, the image indicating that the recommended button press sequence was not performed or the image indicating that 2 coins were bet will be displayed in priority over the display of the predetermined restoration screen. This allows the player to be informed of the appropriate way to play even if a power cut occurs during a game with an irregular press. Conversely, when the system is restored from a power outage, the display of a predetermined recovery screen may be prioritized. Prioritizing the display of the predetermined recovery screen can conceal the fact that the player made an irregular button press, which could be disadvantageous to the player, thus preventing a decrease in the player's motivation to play. (16) In the final game of the sub-bonus (AT), if the power is cut off while at least one reel 31 is spinning, and the power is restored after the power has been cut off, both the predetermined restoration screen and the anti-entry screen may be displayed in a way that allows them to be distinguished. (17) When the power is cut off while the game is in a state that is not advantageous to the player, and the power is restored, in the above example the game standby screen is returned, but the system is not limited to this, and a demonstration screen may be displayed after the power is restored.
[0235] (18) When the power is cut off while the game is in a state advantageous to the player, and the power is restored and a predetermined restoration screen is displayed, and the power is cut off again while the predetermined restoration screen is being displayed, the following control measures may be taken. a) The predetermined recovery screen is displayed again for time T2. b) When the sum of the display time of the first predetermined return screen and the display time of the second predetermined return screen equals time T2, the display of the predetermined return screen is terminated. c) When the system is restored after another power outage, the standard recovery screen will not be displayed, and a demonstration screen will be shown instead. (19) In the above example, the display of the predetermined recovery screen was terminated by the operation of the start switch 41 until time T2 had elapsed, but the display is not limited to this, and the predetermined recovery screen may be terminated by a bet operation and the game standby screen may be accessed. (20) During the sub-bonus (AT), if the power is cut off while the push order navigation is displayed (while all 31 reels are spinning), and the power is restored, the push order navigation will be displayed along with the predetermined restoration screen.
[0236] (21) When the power is cut off while the complete function operation screen is displayed, and the power is restored, it is preferable to display the complete function operation screen in priority over the predetermined recovery screen. Therefore, in this case, the predetermined recovery screen does not need to be displayed. However, the complete function operation screen and the predetermined recovery screen may be displayed simultaneously. (22) In the process shown in Figure 159, if a bet is placed, the game does not proceed to the celebration animation, but instead outputs the payout prompt animation. However, the game is not limited to this; the celebration animation is executed first, then the presence or absence of a bet is determined, and if a bet is placed, the celebration animation is output while simultaneously outputting the payout prompt animation. (23) In the above embodiment, the sub-bonus was given as an example of matching "Red 7s", but multiple types of sub-bonuses may be provided. For example, a first sub-bonus that starts with matching "Red 7" - "Red 7" - "Red 7", and a second sub-bonus that starts with matching "Red 7" - "Red 7" - "Black BAR", may be provided. Furthermore, if multiple types of sub-bonuses are provided, the number of coins obtained may differ for each sub-bonus. For example, the first sub-bonus may end with a payout of approximately "300" coins (AT "50" gameplay), and the second sub-bonus may end with a payout of approximately "90" coins (AT "15" gameplay).
[0237] <Second Embodiment> In the second embodiment, the device includes a power switch 11, a door switch 17, a setting key insertion slot 151, a setting key switch 152, and a setting change (reset) switch 153. These components are illustrated in Figure 112 (Fifth Embodiment), which will be described later. Furthermore, the door switch 17, the setting key switch 152, and the setting change (reset) switch 153 are electrically connected to the main control board 50 via the input port 51.
[0238] The power switch 11 is a switch that is operated to turn the power on or off. In the following description, turning on the power switch 11 may be referred to as "turning on the power," "switching the power on," or "resuming the power supply." Furthermore, turning off the power switch 11 may be referred to as "turning off the power" or "cutting off the power supply."
[0239] The door switch 17 is a switch that detects the opening of the front door 12 (see Figure 111 (Fifth Embodiment) described later), and is mounted on the cabinet 13 or the front door 12. The front door 12 is normally closed, but it is opened, for example, when the power is turned on, when settings are changed, when settings are checked, when an error occurs, when medals are replenished, etc.
[0240] Furthermore, the door switch 17 is set to be off when the front door 12 is closed, and to be on when the front door 12 is open. This allows the opening of the front door 12 to be detected. Alternatively, the system may be configured to detect when the front door 12 is open by setting the door switch 17 to turn on when the front door 12 is closed and to turn off when the front door 12 is open.
[0241] The setting key switch 152 is used to switch to a setting change state in which the setting value can be changed (also referred to as "setting change mode" or "setting change in progress") or a setting confirmation state in which the setting value cannot be changed but can be confirmed (also referred to as "setting confirmation mode" or "setting confirmation in progress"). The device is configured such that by inserting a setting key into the setting key slot 151 and rotating the setting key 90 degrees clockwise, the setting key switch 152 is turned ON (also referred to as "first mode"). From this state, rotating the setting key 90 degrees counterclockwise turns the setting key switch 152 OFF (also referred to as "second mode").
[0242] The setting change (reset) switch 153 is a switch that serves as a setting change switch 153, a reset switch 153, and an RWM clear switch 153. The setting change switch 153 is a switch that is operated when changing the setting value in the setting change state. Furthermore, the reset switch 153 is operated to return the system to its state before the error occurred (to clear the error state) after the error has been removed. Furthermore, the RWM clear switch 153 is a switch that is operated when initializing (clearing) a predetermined memory area in the RWM 53.
[0243] In the following description, the switch may be referred to as "setting change (reset) switch 153," "setting change switch 153," "reset switch 153," or "RWM clear switch 153." Furthermore, the state in which various switches such as the setting key switch 152 and the setting change switch (reset switch / RWM clear switch) 153 are ON is sometimes referred to as "being operated," and the state in which they are OFF is sometimes referred to as "not being operated." In this embodiment, the setting change switch 153, the reset switch 153, and the RWM clear switch 153 are integrated into one unit, but the embodiment is not limited to this, and the setting change switch 153, the reset switch 153, and the RWM clear switch 153 may be provided separately.
[0244] Figure 53 is a diagram illustrating the configuration of the main CPU 55, ROM 54, and RWM 53 in the second embodiment. The main control board 50 is equipped with a main CPU 55, RWM 53, and ROM 54. Furthermore, as shown in Figure 53, a one-chip microprocessor (hereinafter simply referred to as "chip") is mounted on the main control board 50, and this chip contains a main CPU 55. In addition, the main CPU 55 has built-in memory, which includes a (built-in) ROM 54 and a (built-in) RWM 53. Moreover, the addresses of the ROM 54 and RWM 53 are consecutive.
[0245] The ROM54's storage area consists of a used area and an unused area, and both the used area and the unused area each consist of a control area and a data area. Here, "used area" refers to the memory area where information related to the progress of the game is stored. Furthermore, the "control area" is a memory area where various programs executed by the main control means 50 are stored, and is also called the "program area". Furthermore, the "data area" is a memory area where information other than the program is stored, and it is the memory area where data used during program execution is stored.
[0246] Furthermore, the "outside the usage area" is a memory area where information unrelated to the progress of the game is stored. For example, it is a memory area where programs for controlling the lighting of the management information display LED 74 (described later), programs used during testing, and programs for preventing fraud are stored. Furthermore, the "outside the usage area" also has a control area and a data area, similar to the usage area. In some cases, the control area of the usage area is referred to as the "first control area" or "first program area," and the control area outside the usage area is referred to as the "second control area" or "second program area." Furthermore, programs stored in the control area of the usage area (first control area, first program area) are sometimes referred to as the "first program," and programs stored in the control area outside the usage area (second control area, second program area) are sometimes referred to as the "second program."
[0247] While the program (first program) stored in the control area of the ROM54's usage area is running, access to data stored in the data area of the ROM54's usage area is permitted, but access to data stored in data areas outside the ROM54's usage area is prohibited. Similarly, while a program (second program) stored in the control area outside the ROM54's usage area is being executed, access to data stored in the data area outside the ROM54's usage area is permitted, but access to data stored in the data area within the ROM54's usage area is prohibited.
[0248] The RWM53 memory area, like the ROM54, has a used area and an unused area, and the used area and the unused area each have a working area and a stack area. As shown in Figure 53, addresses "F000(H)" to "F1FF(H)" are in use, addresses "F200(H)" to "F20F(H)" are in unused area, and addresses "F210(H)" to "F3FF(H)" are outside the use area.
[0249] While the program (first program) stored in the control area of the ROM54 usage area is running, data stored in the RWM53 usage area can be accessed and rewritten, but data stored outside the RWM53 usage area can be accessed but rewritten. Similarly, while a program (second program) stored in the control area outside the ROM54's usage area is being executed, data stored outside the RWM53's usage area is permitted to be both accessed and modified. However, data in the RWM53's usage area is permitted to be accessed but modified. This is to prevent the process from becoming overly complex.
[0250] Furthermore, to prevent the data in the RWM53's used area from being overwritten due to a program malfunction or other issue while a program outside the used area (second program) is running, an unused area is provided between the RWM53's used area and the area outside the used area. Furthermore, if an interrupt occurs while a program outside the used area (second program) is running, the interrupt may overwrite the data in the RWM53's used area. Therefore, interrupt processing is prohibited while a program outside the used area (second program) is running.
[0251] Furthermore, as shown in Figure 53, the ROM 54 has other areas besides the used area and the area outside the used area, such as a program management area. Furthermore, as shown in Figure 53, the RWM53 has other areas besides the used area and the area outside the used area, such as an unused area.
[0252] Furthermore, in addition to ROM54 and RWM53, the entire internal memory area includes the internal register area and unused areas. Furthermore, the internal register area includes, for example, registers A through L, and a transmit register.
[0253] Figure 54 shows the address, label name, number of bytes, and name of the data stored in the RWM53 usage area in the second embodiment. As shown in Figure 53, the addresses of the used area are set in the range of "F000(H)" to "F1FF(H)". Note that the data shown in Figure 54 is for use in the description of the second embodiment, and the data stored in the RWM53 usage area is not limited to this.
[0254] The address "F000(H)" is the storage area for the setting value data (_NB_RANK). When the setting value is "N", "N-1" is stored as the setting value data. In this embodiment, the setting values are "1" to "6". Therefore, one of the values from "0(H)" to "5(H)" is stored as the setting value data. Then, the setting value display LED 73 shows "N" as the setting value, which is the setting value data with "1" added to it.
[0255] The address "F001(H)" is a 1-byte memory area where the setting value display data (_NB_RANK_DSP) is stored. When the setting value is "N", "N-1" is stored as the setting value data (_NB_RANK) at address "F000(H)". Then, "N", which is the setting value data (_NB_RANK) plus "1", is stored as the setting value display data (_NB_RANK_DSP) at address "F001(H)".
[0256] In this embodiment, the setting values are "1" to "6". Address "F000(H)" stores one of the values from "0(D)" to "5(D)" as setting value data (_NB_RANK), and address "F001(H)" stores one of the values from "1(D)" to "6(D)" as setting value display data (_NB_RANK_DSP). Then, the value of the setting value display data (_NB_RANK_DSP) is displayed as the setting value on the setting value display LED73.
[0257] Address "F010(H)" is the storage area for credit count data (_NB_CREDIT). Credit count data is data to be displayed on the credit count display LED 76. In this embodiment, one of the values from "0" to "50(D)" is stored as credit count data. In this embodiment, the credit count data is the value obtained by converting the credit count to a decimal number. For example, if the number of credits to be displayed is "29", the value "29(H)" is stored. In other words, "00101001(B)" is stored at address "F010(H)". As a result, the lower four bits D0 to D3 of address "F010(H)" are data for displaying the lower digit of the credit count (in this example, "9"), and the upper four bits D4 to D7 are data for displaying the higher digit of the credit count (in this example, "2"). In this embodiment, the upper limit of the credit count is "50(D)", so the stored data value will be in the range of "0" to "50". In this embodiment, the RWM53 does not store the credit count data itself; instead, the credit count data is provided as display data for the credit count indicator LED76.
[0258] Address "F011(H)" is the storage area for the winnings data (_NB_PAYOUT). The winnings data is the data to be displayed on the winnings display LED78. In the winnings data, similar to the credit count data mentioned above, the lower 4 bits D0 to D3 are the data to display the lower digits, and the upper 4 bits D4 to D7 are the data to display the higher digits. In this embodiment, when a minor role is won, the payout amount corresponding to the won minor role is displayed on the acquired amount display LED 78, and the payout amount data corresponding to the won minor role is stored as acquired amount data. Specifically, when a minor role is won and medals are paid out, the acquired amount data is added along with the payout of medals, and the display on the acquired amount display LED 78 is updated. For example, when "1(H)" is stored as acquired amount data, "01" is displayed on the acquired amount display LED 78.
[0259] Here, the payout data (_NB_PAY_MEDAL) at address "F040(H)" (described later) will store "8(H)" when, for example, an 8-coin payout occurs. The payout data is then decremented by "1" each time a medal is paid out (including when it is added to credits), going from "8" → "7" → ... → "0". In contrast, the acquisition count data stored at address "F011(H)" is incremented by "1" each time a medal is dispensed, for example, when an 8-coin combination is won, going from "0" → "1" → "2" → ... → "8". Therefore, the display on the acquisition count indicator LED 78 also counts up from "0" → "1" → "2" → ... → "8".
[0260] Furthermore, in this embodiment, "88" is displayed on the acquisition count display LED 78 while the settings are being changed. Therefore, during the settings change, setting change display data for displaying "88" is stored as acquisition count data. The purpose of displaying "88" on the acquisition count display LED 78 is to make it possible to identify from the front side of the gaming machine that the settings are being changed. In addition, by lighting up "88" on all segments, it becomes possible to confirm that there are no segment malfunctions (that there are no segments that cannot be lit). Furthermore, since the maximum number of medals that can be dispensed is 15, when "88" is displayed on the acquired count display LED 78, it can be understood that this does not indicate the number of medals dispensed.
[0261] Furthermore, when the conditions for indicating a predetermined number (the number of medals to bet in this game) are met, the predetermined number is indicated (displayed, notified) on the acquired number display LED 78 before the game starts (before betting becomes possible, or before the start switch 41 is operated). In this embodiment, to indicate the specified number "2", "0A" is displayed on the acquisition count display LED 78. Therefore, when indicating the specified number, the instruction specified number display dat...
Claims
[Claim 1] Equipped with a predetermined display device capable of displaying predetermined game history information, It has a dividend setting register, It has a divisor setting register, It has a division result register, Depending on the value stored in the division result register, a value can be stored in a predetermined storage means. The system can display information related to a predetermined game history according to a value stored in a predetermined storage means. Even if the power supply voltage becomes suitable for power-off processing during the period between the process of setting the dividend in the dividend setting register and the process of setting the divisor in the divisor setting register (hereinafter referred to as "the said period"), the power-off processing will not be performed during the said period. After power is turned on, before displaying predetermined game history information on the predetermined display, a test pattern can be displayed on the predetermined display. If the power is cut off under conditions where a predetermined error has occurred, and then the power is turned back on and the system does not enter the settings change mode, a test pattern will be displayed, and then information regarding predetermined game history will be made available. If the power is cut off under conditions where a specific error has occurred, and then the power is turned back on and the system does not enter configuration change mode, the test pattern will not be displayed. A gaming machine characterized by the following features.
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