Game machine

JP2023160432A5Inactive Publication Date: 2025-03-05SAMMY CORPORATION
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Patent Information

Application Number
JP2022070817
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-04-22
Publication Date
2025-03-05
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing reel-type gaming machines often experience disruptions due to abnormalities, leading to interrupted gameplay, which can frustrate players and disrupt the gaming experience.

Method used

The gaming machine is equipped with an internal lottery mechanism, a start switch, and a display section that provides information on the number of differences since power-on, allowing the game to enter a stopped state if the differences exceed a threshold, and displays relevant information until the start switch is operated, ensuring smooth gameplay.

Benefits of technology

This configuration enables uninterrupted gameplay by providing players with clear information and allowing the game to proceed smoothly, enhancing user experience and preventing disruptions.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine which can have a game smoothly proceed.SOLUTION: A game machine is configured such that a shooting termination state in which a game does not proceed can be turned on, is configured such that if a difference number after a predetermined timing after a power activation is equal to or more than a first value, the shooting termination state can be turned on, is configured such that information (referred to as "information corresponding to the difference number" below) corresponding to the difference number after the predetermined timing after the power activation can be displayed on a predetermined display part, and is configured such that the information corresponding to the difference number is displayed on the predetermined display part from a specific timing at which a new bet is permitted until an operation of a start switch is accepted, and is not displayed when the operation of the start switch is accepted.SELECTED DRAWING: Figure 86
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Description

Technical field

[0001] Regarding gaming machines. [Background technology]

[0002] In a reel-type gaming machine (slot machine), one game is started when the game start instruction device (start lever) is operated after inserting a predetermined number of game medals, and multiple symbols are arranged on the outer periphery. The multiple rows of reels (reels) rotate, and as a result of stopping the reels using the reel stop device (stop button) to stop the rotation, a predetermined pattern appears on the active line. (for example, winning combinations such as "777"), a special gaming state (a gaming state in which the lottery probability of small winning combinations, etc. is higher than in the normal state) has a higher profit state for the player than the normal gaming state. ) is common. Here, in a reel-type gaming machine, when images, etc. for presentation to increase the interest of the game are displayed on a display such as a liquid crystal display in synchronization with the rotating and stopping operations of the reels. It is designed so that when you operate the spinning drum stop device etc., you can enjoy predicting the result of the game by comparing the symbols displayed on the spinning drum with the presentation images displayed on the display. There are many things that are. Additionally, many gaming machines are configured so that if any abnormality occurs in the gaming machine, an error may occur that stops the progress of the game. [Prior art documents] [Patent document]

[0003] [Patent Document 1] JP2013-208353 [Patent Document 2] JP2011-189206 [Summary of the invention] [Problem to be solved by the invention]

[0004] It is desired to provide a gaming machine that allows games to be played smoothly. [Means to solve the problem]

[0005] The gaming machine according to this aspect is an internal lottery means; start switch and A predetermined display section that can display information; Equipped with It is configured so that it can enter a stopped state, which is a state in which the game cannot be played. It is configured such that if the number of differences after a predetermined timing after the power is turned on is greater than or equal to a first value, the process can be stopped. It is configured to be able to display information corresponding to the number of differences after the predetermined timing after the power is turned on (hereinafter referred to as "information corresponding to the number of differences") on the predetermined display section, The information corresponding to the difference number is displayed on the predetermined display section from the specific timing when a new bet becomes possible until the operation of the start switch is accepted, and is configured such that it is no longer displayed once the operation of the start switch is accepted. There is This gaming machine is characterized by:

Effect of the invention

[0006] According to the gaming machine according to this aspect, it is possible to provide a gaming machine that allows the game to proceed smoothly. [Brief explanation of drawings]

[0007]

Figure 1

Figure 2

[0008] First, the meaning of each term in this specification will be explained. "Random number" is a random number used in a lottery (a lottery using an electronic computer, sometimes referred to as a lottery) to determine the content of a game in a reel-type gaming machine, and includes random numbers in a narrow sense. It also includes pseudo-random numbers (for example, the random numbers are hard random numbers, the built-in random numbers generated by the main control chip including the CPU, and the pseudo-random numbers are soft random numbers). For example, so-called "basic random numbers" that affect the outcome of games, specifically "winning random numbers" related to special roles and winning roles (minor roles, replay roles) for transitioning to special games, etc. can be mentioned. "CPU" has the same meaning as is well known in the industry, and is not limited to the architecture (CISC, RISC, number of bits, etc.) used, processing performance, etc. "Power outage" refers to a situation in which the power supply voltage supplied to the gaming machine falls below a certain level, regardless of whether the power switch installed on the gaming machine is operated or not. This also includes interruption of power supply due to unforeseen circumstances such as damage to the unit or power outage. "ROM" is synonymous with what is well known in the industry, and it physically retains information (for example, when a current for reading data is applied, if the element is configured to conduct, it will be "1", If the element configuration does not, it will be "0"). RAM has the same meaning as what is well known in the industry, and it stores information electrically (for example, when a current for reading data is applied, it will be "1" if the power is stored, and "1" if the power is not stored. It becomes "0". Note that it is generally configured so that backup power is supplied to some or all of the data held in RAM in the event of a power outage). "Game state" means, for example, a special game state where game medals are easy to obtain and which are advantageous for the player (so-called jackpot games, where the bonus is active, type 1 BB is activated, type 1 BB is activated, type 2 BB is activated, etc.) 2nd type BB in operation), an internal state in which bonus winnings are carried over (sometimes referred to as 1st type BB inside, 2nd type BB inside, etc.), re-playing role A replay probability variable gaming state (RT state) in which the winning probability of the winning combination is higher (or lower) than the normal gaming state where the winning probability is a predetermined value, and a reel for winning the winning combination. an AT (assist time) state that can notify the stop order and stop position (sometimes referred to as a stop operation mode), an ART (assist replay time) state that is a combination of the RT state and the AT state, and processing related to AT. Examples include an advantageous section where AT-related processing can be performed, and a normal section where AT-related processing is not performed. In addition, even in the normal gaming state, the RT state, the AT state (sometimes referred to as the "AT gaming state", the "AT state", the "notification state", or simply "AT"). A state that is not in the AT state is sometimes referred to as a "non-AT gaming state", "non-AT state", "non-notification state", or simply "non-AT"), and a stop operation in the AT state. Notifying the mode is sometimes referred to as ``performing AT'', ``performing navigation'', ``performing instructions'', ``performing push order navigation'', ``performing a notification game'', etc. . Examples include a high-probability normal game state, a low-probability normal game state, etc. (referred to as a lottery state in this example), which have different lottery probabilities for transitioning to the ART state. Also, there is no problem even if the gaming states are combined {Furthermore, these gaming states and functions (for example, the lottery to transition to the AT state, the output of notification instructions related to the order in which the reels stop, etc.) control the game progress. There is no problem even if everything is mounted on the main control board}. In addition, in this example, the AT-related state and the RT state are described separately, and the RT state is referred to as "RT1" and the AT-related state as "normal gaming state," but the RT state and the AT-related state are The states related to ART may be collectively referred to as the "normal gaming state" or the like. The "winning combination" is the type of conditional device (or conditional device number) that is won by an internal lottery (sometimes referred to as an internal lottery). The "notification state" is a state related to AT that can execute the push order navigation described later, and even in a game where the condition device in which the push order navigation is not executed because the winning combination does not differ depending on the reel stop order is won. , if the state related to AT is such that push-order navigation can be executed, it is configured to be in the "notification state". The "counter value" is also referred to as the "number of executable notification games" and is the number of remaining AT games or the counter value of the AT counter M60, which will be described later. For example, if the "notification game executable number" is 1 or more (this game may also include the game that is "0"), the push order navigation described later may be executed. In addition, as the "number of possible executions of notification games", the difference number of game media obtained based on the winning of a small role (mainly the push order bell role) (the number of pieces that are paid out minus the number of input pieces), The number of winnings of the winning position may be used. Furthermore, the "special notification state" is the state that is most advantageous to the player among the states related to AT, and is referred to as the "additional special state" in this example. Note that the "predetermined gaming state" may be one or a combination of all states such as the gaming state and notification state described in this example. Further, the "specific condition" is a condition under which the AT counter value can be subtracted, and for example, one game is completed, a predetermined combination (for example, a push order bell combination) is won, etc. are the specific conditions. "Type 1 special accessory" is a predetermined accessory that increases the number of symbol combinations for winning each specified number of prizes, or increases the probability that a conditional device for winning for each specified number of prizes will operate. RB (Regular Bonus) is a type of bonus that can be activated when a bonus is received and can continue to operate until a result of no more than 12 games is obtained, and is sometimes referred to as RB (regular bonus). "Class 1 special accessory continuous activation device" is a device that can operate the 1st class special accessory continuously, and is activated when a specific combination of symbols is displayed. It is sometimes called BB (Big Bonus) or Type 1 BB. "Class 2 special accessory" is an accessory that activates a conditional device related to winning regardless of the result of the winning lottery, and is activated in predetermined cases to obtain the result of one game. The operation will end if the bonus is met, and is sometimes referred to as CB (Challenge Bonus). "Second-class special accessory continuous activation device" is a device that can continuously activate the second-class special accessory, and is activated when a specific combination of symbols is displayed, and when a predetermined case is set. It is sometimes called MB (Middle Bonus) or Type 2 BB. "Ordinary accessories" are accessories that increase the number of combinations of symbols related to winnings for each specified number, or increase the probability that a conditional device related to winnings for each specified number will operate. It operates when a combination is displayed and ends when the result of one game is obtained, and is sometimes referred to as SB (Single Bonus). "All JACIN type" is a configuration in which if the first type BB role wins, it is considered to have been JACIN, and the player is always in RB during the execution of the first type BB. Furthermore, the "JACIN lottery type" is a configuration in which non-RB and RB are repeatedly executed when performing the first type BB. In addition, an "uncontrolled reel" is a reel in a state where retraction control that can be performed after a stop operation is not performed, and the reel is stopped at the closest reel position that can be stopped from the reel position where the stop operation was accepted. This is the reel. "All CB type" is a configuration in which CB is always in progress when executing type 2 BB. The "CB transition lottery type" is a configuration in which non-CB and CB are repeatedly executed when executing the second type BB.

[0009] The following embodiment is just an example, and the location and function of each means, the order of each step regarding various processes, the timing of turning on and off flags, the name of the means responsible for processing each step, etc. , but is not limited to the following aspects. Further, the above-described embodiments and modified examples should not be construed as being applied to specific things, and may be combined in any manner. For example, modifications to one embodiment should be understood as modifications from another embodiment, and even if one modification and another modification are independently described, the It should be understood that combinations of one variation with another variation are also described.

[0010] <<<First embodiment>>> Here, before explaining each component, the characteristics (outline) of the reel-type gaming machine P according to the first embodiment will be explained. Each element will be described in detail below with reference to the drawings.

[0011] First, the basic structure of the front side of the reel-type gaming machine P according to the first embodiment will be explained with reference to FIG. 1 (FIG. 2 for a part of the structure). The reel-type gaming machine P mainly consists of a front door (also called the front door), a back box (also called the cabinet or base), a reel unit installed inside the back box, a hopper device, a power supply unit E, and a main control. It consists of a board M (a board on which a main control chip C including a CPUMC is mounted) and a sub-control board S (a board on which a sub-control chip SC including a CPUSC is mounted). These will be explained in order below.

[0012] <Front door DU> The front door DU includes a mechanism for making the game state visible, a mechanism for inputting game media, a mechanism for operating the reel unit, and other mechanisms. Specifically, as a mechanism for making the gaming state visible, there are a reel window D160, a number of inputs indicator light D210, a start lamp D180, a replay lamp D290, a possible input lamp D300, a special gaming status display device D250, and the number of credits. A display device D200, a payout number display device (push order display device) D270 (sometimes referred to as a push order display device D270), an AT counter value display device D280, an advantageous section display YH, etc. are attached. In addition, there is also a medal slot D170 and a bet button D220 as a mechanism for inserting game media and inputting the number of bets (number of bets), and a settlement machine as a mechanism for making it possible to pay out the inserted game media. Button D60 is attached. A start lever D50 and a stop button D40 are attached as mechanisms for operating the reels. The reel type game machine in the first embodiment is a game in which a start lever D50, a stop button D40, a medal slot D170, a bet button D220, a settlement button D60, a sub-input button SB, a cross key SB2, etc. are attached. It is equipped with an operation console that protrudes toward the user's side. Each element will be explained in detail below.

[0013] <Mechanism for making gaming status visible> Next, the main parts of the mechanism for making the gaming state visible will be explained. The reel window D160 is a transparent member made of synthetic resin or the like that constitutes a part of the front door DU, and is configured so that the reel unit installed in the gaming machine frame can be visually recognized through the reel window D160. In addition, the number of inputs indicator light D210 is composed of three LEDs, and the LEDs of the same number as the number of medals currently bet (injecting the game medals required to start a game) are lit. It is configured like this. Specifically, the number-of-input indicator light D210 is composed of three LEDs (lamps): a 1-bet lamp D211, a 2-bet lamp D212, and a 3-bet lamp D213, and indicates that only one game medal has been bet. In this case, 1 bet lamp D211: lights up, 2 bet lamp D212: lights out, 3 bet lamp D213: lights out, and if there are 2 game medals bet, 1 bet lamp D211: lights up, 2 bet lamp D212 : lit, 3 bet lamp D213: turned off, and if 3 game medals have been bet, 1 bet lamp D211: lit, 2 bet lamp D212: lit, 3 bet lamp D213: lit (re-game) This does not apply to the next game that is stopped and displayed (details will be described later). In addition, the start lamp D180 is composed of an LED, and lights up when the operation of the start lever D50 is valid (operation is being accepted), and when the operation of the start lever D50 is invalid (the operation is not being accepted). It is configured to turn off the light in certain cases. Further, the replay lamp D290 is constituted by an LED, and is configured to be turned on when the replay is displayed as stopped, and turned off when the next game for which the replay is displayed as stopped is completed. In addition, the input ready lamp D300 lights up (or blinks) when the insertion of game medals into the medal slot D170 is valid or when the operation of the bet button D220 is valid, and the input of game medals is enabled. It is configured to turn off when the bet button D220 is invalid or the operation of the bet button D220 is invalid. Further, the special game status display device D250 is constituted by a 7-segment display, and is configured to display the total number of payouts during the special game. It should be noted that the special game state display device D250 may not be provided, and in such a case, the total number of payouts will be displayed on the effect display device S40 (also referred to as a second information display section), which will be described later. By displaying this, the player can recognize the total number of payouts made during the special game, and the game machine can be made user-friendly. Further, the credit number display device D200 is configured with a 7-segment display, and is configured to display the total number of medals (number of credits) stored in the gaming machine as medals held by the player. The payout number display device (push order display device) D270 is composed of a 7-segment display, and displays the number of game medals currently being paid out and the reel stop order (left stop button D41, middle stop button D42, right stop button A conditional device in which the winning combination can be different depending on the stopping order of D43. are generally structured so that the profit rate given to the player (number of coins paid out, subsequent RT status, etc.) can vary. It is configured to be able to notify the stop order (this notification is sometimes referred to as push order navigation). In this way, the payout number display device (push order display device) D270 is configured to be able to display two things: the number of game medals currently being paid out and the reel stop order that provides the highest profit to the player. The display format is such that the player does not misunderstand which of the two displays is being executed, and the details of the display format will be described later. In addition, the AT counter value display device D280 also displays the push order navigation display (such as Then, the push order display device D270 informs the player of the advantageous operation mode (stop operation mode) of the stop button, such as "Execute push order navigation," "Execute AT," and "Enable navigation." A state related to AT that is advantageous to the player that will be guaranteed when the game progresses according to the following terms (in this example, It is configured to display the number of games that can be played in the push-order navigation state (also referred to as a notification game (details will be described later)). Note that the AT counter value display device D280 may not be provided, and in such a case, the number of games that can remain in the AT state can be displayed on the effect display device S40, so that the player can The game machine can recognize the number of games in which the advantageous AT-related state is guaranteed, making it a user-friendly gaming machine. Note that the payout number display device (push order display device) D270 may be configured to be divided into two devices: a payout number display device and a push order display device.

[0014] In addition, the advantageous section indicator YH is composed of an LED, and is configured to turn on when it is an "advantageous section" and turn off when it is not an "advantageous section" (as for the lighting and extinguishing timing) (described later). Here, in the reel-type gaming machine according to this example, like the conventional reel-type gaming machine, game medals are easily acquired and a special gaming state (so-called jackpot game, bonus game) is advantageous for the player. BB, type 1 BB, type 2 BB, etc.), the winning rate of the re-gaming role is higher (or lower) than in the normal gaming state where the winning rate of the re-gaming role is a predetermined value. The re-gaming probability fluctuating gaming state (RT state), the AT (assist time) state that can notify the stop order and stop position of the reels to win the winning combination, and the RT state and the AT state are different from each other. It is possible to have a combined ART (Assisted Replay Time) state, etc., but apart from these "gaming states", there is one of the three "gaming sections": "normal section", "standby section", and "advantageous section". can be set. In this example, a "standby section" is not set, but either a "normal section" or an "advantageous section" is set. Among these, the "advantageous section" is positioned as being relatively more advantageous for the player than the other "gaming sections." For example, if the "gaming state" is in the AT or ART state. It is associated with an “advantageous section”. In other words, when the "gaming state" is in the AT or ART state, the advantageous section indicator YH lights up, but as will be explained later, the setting control of the "gaming section" is also the same as the setting control of the "gaming state". Similarly, since this is done on the main control board side that controls the game progress, whether or not the game progress situation is relatively advantageous for the player can be determined by the lighting / extinguishing status of the advantageous section indicator YH. This can be conveyed to the players without any falsehoods or falsehoods. As will be explained later, if the "advantageous section" continues until it reaches a predetermined maximum number of games (for example, 1500 games), the "normal section" will be forcibly set, but in that case, the remaining Since the AT-related state is also forcibly terminated (the information for maintaining the AT state is cleared / initialized), changing the set "gaming section" will also affect the transition of the "gaming state". As a result, it is possible to automatically prevent the gambling nature from increasing significantly due to "gaming states" such as the AT state and the ART state, which have a relatively high degree of freedom in design. It is. As mentioned above, if the "advantageous section" continues until it reaches a predetermined upper limit number of games (for example, 1500 games), the "normal section" will be forcibly set, that is, the "advantageous section" will end. However, the conditions for ending the "advantageous section" are not limited to this. The end condition of the "advantageous section" in the drum-type gaming machine according to this example is "the push where it is possible to obtain the small winning combination with the largest number of payouts among the small winning combinations that make up the pushing order winning combination (the winning combination with pressing order)". One execution of the order navigation (for example, if there are 7, 3, and 1 small roles as the minor roles that make up the push order role, the push order navigation allows you to obtain the 7 pieces that have the highest number of paid out pieces. If there is a push order combination where you can get 7 or 1 card depending on the order you press, and a push order hand where you can get 3 cards depending on the order you press, the push order navigation where you can get 3 cards is referred to here. (Does not apply to push order navigation)" or "Win any of BB, RB, MB" and "Optional ending conditions (40G 1 set of loop lottery not won (AT), fixed 32G The completion condition is to meet the progress (false signs, etc.) or the advantageous section 1500G. In addition, in the case of a specification in which there is no push order Bell combination (for example, there is a push order for replay to transition to RT state, but there is no minor combination in which the number of coins paid out varies depending on the push order), The condition for ending the advantageous section, ``1 press order navigation that allows you to obtain the small role with the highest number of paid out pieces'' is excluded. In addition, in the first embodiment, since the small roles that make up the push order combination include a small role that corresponds to an 11-card role and a small role that corresponds to a 1-card role, ``One execution of the push order navigation that allows you to obtain the most small winning combinations'' refers to notifying the push order that allows you to obtain 11 medals (11 winning combinations).

[0015] <Mechanism for enabling input of game media> Next, the main parts of the mechanism for making it possible to input game media will be explained. The medal slot D170 is a slot for game medals, and the game medals inserted into the slot in a state where medals can be accepted are guided into the inside of the gaming machine. Additionally, inside the gaming machine, there are provided sensors for detecting the insertion of medals, including an insertion reception sensor D10s, a first insertion sensor D20s, and a second insertion sensor D30s. When it is determined that the game medals have been inserted normally, the inserted medals can be detected as betted medals. Further, the bet button D220 is configured to be operable by the player, and configured to allow the player to bet stored medals (credit medals) by operating the bet button D220. In addition, the settlement button D60 is configured to be operable by the player, and by operation, it is possible to refund the stored medals (credit medals) and / or bet medals to the player. There is. Note that the game medals paid out by operating the settlement button D60 are configured to be paid out to the discharge port D240.

[0016] <Mechanism for operating the reel unit> Next, the start lever D50 is configured to be operable by the player, and configured to be able to start the operation of the reels by operation. In addition, the stop button D40 includes a left stop button D41, a middle stop button D42, and a right stop button D43 that can be operated by the player, and is configured so that the operation of the reels can be sequentially stopped by operating each stop button. has been done.

[0017] <Other mechanisms installed on the front door DU> Next, the main parts of other mechanisms provided in the front door DU will be explained with reference to the perspective view of FIG. 2 showing the internal configuration of the reel-type gaming machine P with the front door DU opened. On the front door DU, as a mechanism to increase the interest of the game, there is a performance display device S40 for displaying performances such as preview performances and background performances, and a game effect lamp D26 (non-functional) that can be lit in various lighting modes. ), door board D for signal relay, medal selector DS for detecting inserted medals, speaker S20 that can output sound, middle panel (middle decorative panel), which is a member made of synthetic resin, etc. , an upper panel D130, a lower panel D140, etc. are provided. The effect display device S40 is attached to the upper part of the back side of the front door DU so that a display section that displays effects etc. can be viewed through a see-through area formed on the upper panel. In addition, the decorative lamp unit D150 and the LED lamp unit S10 have a light source that emits light according to the progress of the game of the reel-type gaming machine P, and the decorative lamp unit D150 and the LED lamp unit S10 have decorative lamps on the right side and the left side, respectively, with the lower panel D140 in between. A unit D150 is provided, and an LED lamp unit S10 is provided on each of the right and left sides of the upper panel D130 (the decorative lamp unit D150 and the LED lamp unit S10 may be collectively referred to as a lamp unit). ). In addition, a door board D is attached below the reel window D160 on the back of the front door DU, and this door board D receives input signals such as the stop button D40, the start lever D50, and the payment button D60. It has the function of a relay board which directly or processes the input signal and outputs it to the main control board M, which will be described later. In addition, in correspondence with the medal slot D170, a medal selector DS, which will be described in detail later, is provided near the door board D on the back side of the front door DU, which can detect medals inserted from the medal slot D170 and easily It has a function of conducting a genuineness check, guiding proper medals to a hopper H40 (described later), and returning invalid medals to a medal receiving tray D230 (described later). Further, one speaker S20 is provided on each of the left and right sides below the door board D. The middle panel is a portion above the operation console and below the top panel D130, and is a panel portion including the above-mentioned reel window. In addition, the sub-input button SB and cross key SB2 attached to the console D190 described above are used for operations on the menu screen, which will be described later, and for repeated button presses on the sub-control board S side (pressing the sub-input button SB repeatedly). This is a member used to advance a mini-game (for example, a performance indicating whether or not entering the "AT state" is successful), etc. The front door DU of the reel-type game machine P has a medal receiving tray D230 that receives game medals (or may be simply called medals) released from the ejection port D240, and is capable of detecting the open / closed state of the front door DU. A door switch D80 is provided. In addition, the front door DU is provided with a keyhole D260, and by inserting a key (door key) that matches the shape of the keyhole D260 into the keyhole D260 {and twisting it in a predetermined direction (for example, clockwise)}, It is configured so that the front door DU can be opened. Furthermore, in the first embodiment, the error state (door opening error, etc.) can be canceled by inserting the door key into the keyhole D260 {and twisting it in a predetermined direction (for example, counterclockwise)}. ing. Also, a bet button lamp S50 is provided inside the bet button D220, and the bet button lamp S50 is composed of an LED controlled by the sub-control board S, and the bet button lamp S50 lights up (or blinks). ), it is possible to make the player perceive that the operation of the bet button D220 is valid. In addition, a stop button lamp S60 is provided inside the stop button D40 (provided for each of the three stop buttons, the left stop button D41, the middle stop button D42, and the right stop button D43), and the stop button lamp S60 consists of LEDs controlled by the sub-control board S, and indicates to the player that the operation of the stop button D40 is valid by the presence or absence and / or color of the stop button lamp S60 being lit (or blinking). can be perceived. In addition, since the configuration is such that only the stop button lamp S60 corresponding to the valid stop button D40 lights up in the lighting color corresponding to the valid stop button D40, for example, the left stop button D41 is disabled. , when the middle stop button D42 is enabled and the right stop button D43 is enabled, the stop button lamp S60 corresponding to the left stop button D41 is turned off, the stop button lamp S60 corresponding to the middle stop button D42 is lit, and the right stop button is turned off. The three stop button lamps S60 are configured to be lit in different ways, such as when the stop button lamp S60 corresponding to the button D43 is lit. In addition, by changing the lighting color and lighting mode of the stop button lamp S60 (different lighting / blinking, or slow flashing / high speed flashing), the push order navigation is executed. In the game, the game may be configured so that it is easy for the player to identify the stop button that should be operated at the moment. For example, if all the reels are spinning, the correct pressing order is "left → middle → right" ( If you have won the push order bell with the maximum payout number), the stop button lamp corresponding to the left stop button will blink in white, and the stop button lamp corresponding to the middle stop button and the stop button corresponding to the right stop button will blink. When the player operates the left stop button to stop the left reels, the stop button lamp corresponding to the left stop button is turned off, and the button lamp corresponding to the middle stop button is turned off. The stop button lamp may be configured to blink in white, and the stop button lamp corresponding to the right stop button may be lit in blue.

[0018] Next, the back box (also referred to as a cabinet or base) and each device installed inside the back box will be explained. A reel unit is mounted approximately in the center of the back box so that a portion of the reel unit is visible through the reel window D160. The reel unit includes a reel M50 and a drive source (such as a stepping motor) for the reel M50. Furthermore, the reel M50 includes a left reel M51, a middle reel M52, and a right reel M53. Here, each reel part is formed of synthetic resin or the like, and a plurality of patterns are drawn on the outer periphery of the reel part (on the reel band MO). Based on the operation of each stop button in the start lever D50 and the stop button D40, the respective reel units are configured to be able to rotate and stop. Furthermore, although not shown, an LED (hereinafter sometimes referred to as a reel backlight) is provided inside the left reel M51, middle reel M52, and right reel M53, and when the LED lights up, the outer periphery of the reel The outer periphery of the reel section is configured so that it can be visually recognized as if it were illuminated by the light that has passed through it. Further, above the reel M50, a rotating drum board K, which will be described later, is stored for driving each reel (left reel M51, middle reel M52, right reel M53).

[0019] In addition, above the reels M50, a main control board M, which will be described later and controls the entire game, is stored, and on the left side of the reels M50, the effect display device S40, LED lamp unit S10, and speaker S20 shown in FIG. A sub-control board S, which will be described later, is stored, which controls various effects performed using the following. The main control board M includes a setting key switch M20 used to execute the setting change device control process (to change settings), which will be described later, and a setting / reset switch that can change setting values, clear errors, etc. Button M30 is connected. In FIG. 2, the setting key switch M20 and the setting / reset button M30 are not shown, but they may be provided at an appropriate position on the main control board M (i.e., when the front door DU is opened) (If not, it is sufficient if it is located in a location that is difficult to access manually).

[0020] Below the reel M50, there is a hopper H40 that collects the inserted game medals, a medal payout device H that pays out the game medals, and a power supply board that supplies power to the entire reel-type game machine P. E is stored. The game medals dispensed from the medal dispensing device H pass through the coin shooter D90 and are dispensed from the discharge port D240. Furthermore, a power switch E10 for turning on the power of the reel-type gaming machine P is also provided on the front surface of the power supply board E (sometimes referred to as the power supply unit E). Note that details of the medal payout device H will be described later.

[0021] <Medal Selector DS> Next, the medal selector DS will be explained in detail with reference to FIG. FIG. 3 is a perspective view showing the path (selector) of game medals inserted into the medal slot D170 inside the reel-type gaming machine P. The medal selector DS is provided with an input reception sensor D10s near the door board D, which serves as a passage for game medals inserted from the medal input port D170, and below the input reception sensor D10s, the game medals are transferred to a discharge port D240. Coin shooter D90 etc. are provided to guide the user. The input reception sensor D10s has the function of sorting game medals input from the medal slot D170 mainly based on dimensions and only accepting game medals that conform to the standard dimensions.This function determines that the game medals do not conform. The medals (or other foreign objects) that have been removed are configured to be returned to the outlet D240 by the blocker D100. When a player inserts game medals before operating the start lever D50 (while inserting game medals is enabled), the game medals are sorted by the input acceptance sensor D10s, and only those that meet the specifications are selected. Medals placed in the hopper H40 that do not meet the specifications are returned to the discharge port D240 through the coin shooter D90. On the other hand, if game medals are inserted after the start lever D50 is operated (in a state where the insertion of game medals is not valid), regardless of whether or not the inserted game medals meet the specifications, passes through coin shooter D90 and is returned to outlet D240. In addition, inside the input reception sensor D10s (in the back of the flow path), there is a sensor related to medal input, which will be described in detail later. and is detected by the second input sensor D30s, and the signal thereof is supplied to the main control board M, which will be described later.

[0022] Next, the sensor related to medal insertion will be explained in detail. The game medals inserted into the medal slot D170 first pass through the insertion reception sensor D10s. The input reception sensor D10s is a mechanical double sensor, and when a game medal passes, the two protruding mechanisms are pressed down and turn on, allowing the game medal to pass through the passage normally. . In addition, with this configuration, if a foreign object that is not a game medal (a foreign object that does not meet the standards, for example, one that is smaller in diameter than the game medal) is thrown in, the two protruding mechanisms will be pressed down. Not done. Since such medals cannot maintain an upright state, they cannot pass through the passage (the medals fall down) and are returned to the discharge port D240 through the coin shooter D90 as described above. In addition, the input reception sensor D10s is configured so that it can be determined to be an error (as a result, the blocker D100 can be turned off) even if the input reception sensor D10s is turned on for a predetermined period of time or more. .

[0023] When the game medal passes through the blocker D100 normally, it passes through the first input sensor D20s and the second input sensor D30s immediately after passing. This input sensor (first input sensor D20s and second input sensor D30s) consists of two sensors (placed adjacently at an interval smaller than the standard diameter of game medals), and each sensor is turned on. Various errors can be detected by monitoring the off status (the transition order of the on / off combination of the first input sensor D20s and the second input sensor D30s, etc.) and the on / off time. It is composed of

[0024] <Medal payout device H> Next, the medal payout device H will be explained in detail using a front view and a top view of the medal payout device H in FIG. 4. The medal payout device H is operated when the payment button is operated while there are credits (gaming medals electronically stored inside the gaming machine) or bet medals (medals inserted to start the game). It will be activated when game medals are paid out due to winning or winning. In operation, first, the hopper motor H80 is driven to rotate the disk H50 around the disk rotation axis H50a. Due to the rotation, the game medals in the medal payout device H displace the release biasing means H70 and flow down from the game medal outlet H60 toward the release port D240. The dispensing sensor (first dispensing sensor H10s and second dispensing sensor H20s) is composed of two sensors, and the on / off status of each sensor (the on / off status of the first dispensing sensor H10s and the second dispensing sensor H20s) It is configured so that various errors can be detected by monitoring the transition order of combinations of off and on, etc.) and the time of on and off. More specifically, for example, when passing through the game medal exit H60 normally, the displacement of the discharge biasing means H70 causes the first payout sensor H10s=off and the second payout sensor H20s=off state to be changed from the state 1 dispensing sensor H10s=off・2nd dispensing sensor H20s=off→1st dispensing sensor H10s=on・2nd dispensing sensor H20s=off→1st dispensing sensor H10s=on・2nd dispensing sensor H20s=on→1st dispensing The sensor state transition is sensor H10s=off, second dispensing sensor H20s=on → first dispensing sensor H10s=off, second dispensing sensor H20s=off, so if a movement contrary to this sensor state transition is detected, , an example of configuring it to be an error.

[0025] Next, FIG. 5 is a list of basic specifications of the reel-type gaming machine in the first embodiment. In the reel-type gaming machine according to the first embodiment, the specified number (the maximum number of game medals that can be bet in one game) is 3, and the number of pieces on the left reel M51, middle reel M52, and right reel M53 is all 20. The valid lines for determining the pieces and winnings are 1 line: "left reel M51 upper row, middle reel M52 middle row, right reel M53 lower row." The maximum number of coins to be paid out is 11 coins, and the minimum number of coins to be paid out is 1 coin (the correspondence between the winning combination and the number of coins to be paid out will be described later). In addition, the priority winning order (draw-in priority order) is "Re-gaming role → Small role (Bell, Watermelon, etc.) → Bonus". For example, if a re-gaming role and a bonus are realized at the same time, , symbol combinations that will be replayable combinations are stopped and displayed, and bonuses cannot be won. In addition, if Bell and Watermelon are established, if you press the stop button at a position where both can be drawn (within 4 frames from the winning stop position), priority will be given to the small role with the highest number of payouts. It is configured to be retractable. The configuration shown in the figure is just an example, and you can change the number of frames on each reel (for example, to 21 frames) or change the configuration of active lines (for example, 5 lines with 3 horizontal lines and 2 diagonal lines). There is no problem if you change to one line (left reel M51 lower row, middle reel M52 middle row, right reel M53 upper row). In addition, in particular, as a pull-in control when a pressing order minor winning combination that gives different benefits to the player depending on the pressing order is won, a minor winning that will pay out a large number of coins if operated in a predetermined correct pressing order. (number of sheets priority control), and if the incorrect press order is different from the correct press order, the screen can be stopped and displayed (at a position within 4 frames from the stop operation). Control (number priority control) is performed to draw in the symbols that increase the probability of winning (out of the multiple possible winning symbol combinations, the probability of winning is highest) among the arranged) symbols.

[0026] Next, FIG. 6 is a list of reel arrangements of the reel-type gaming machine in the first embodiment. As shown in the figure, the number of symbols on the left reel M51, middle reel M52, and right reel M53 is all 20 (numbers 0 to 19), and the symbols are "Black Seven", "White Seven", " There are 10 types: "Sheep", "Blank", "Bell", "Replay A", "Replay B", "Watermelon A", "Watermelon B", and "Cherry". Here, "blank" is a symbol included in the symbol combination that constitutes a winning combination like other symbols, and does not mean a symbol that does not constitute a winning combination, but a symbol that constitutes a winning combination that includes "blank". For example, the combination "Watermelon B, Replay A, Blank" is replay 02. Note that the configuration shown in the figure is just an example, and there is no problem in increasing, decreasing, or changing the types of symbols.

[0027] Next, FIGS. 7 to 9 are symbol combination lists 1 to 3 in the first embodiment. In the first embodiment, there are multiple symbol combinations for each condition device, and as described later, depending on the stop order and stop position of the left reel M51, middle reel M52, and right reel M53, It is configured such that any one of the symbol combinations is stopped and displayed on the active line (the one line mentioned above). Furthermore, even if the same type of symbols are not aligned on the active line, from the player's point of view, the configuration is such that it is easy for the same type of symbols to be aligned in a row on lines other than the active line (in the case of watermelon, it is arranged in the middle row). The reels are arranged so that three watermelon symbols line up in a straight line on either side of the reel.) In addition, in the first embodiment, the symbol combination that becomes the 1st type BB combination (this is an accessory continuous activation device related to the so-called 1st type special accessory, but may be hereinafter simply referred to as BB combination) , "Sheep, Sheep, Sheep" which is type 1 BB-A (operating RB-A continuously and ends with a payout of more than 264 pieces), and type 1 BB-B (operating RB-B continuously and paying out 132 pieces) "Black Seven, Black Seven, Black Seven", which will end when the payout exceeds ·It has three pattern combinations with "White Seven". In addition, in the first embodiment, if the first type BB combination wins and the BB is executed (the accessory is activated), during the execution of the BB, in all games during the BB, 1 The system is configured to refer to two lottery tables and draw winning combinations (small prizes, replayed prizes) other than the prize money (the table to be referred to when drawing prizes is not changed during the execution of one BB). (hereinafter sometimes referred to as the all-JACIN type). Note that the format of the first type BB combination is not limited to this, and it may be configured such that the table referred to when drawing the combination can be changed during one BB execution. In addition, when the RT state is "RT1" and the symbol combination that corresponds to numbers 14 to 16 and becomes replay 04 is stopped and displayed, it is configured to shift to RT0 (For details on the RT state, (described later). Note that since "RT0" is a more disadvantageous RT state for the player than "RT1," the transition from "RT1" to "RT0" is sometimes referred to as a fall. In addition, when the symbol combination that becomes replay 05 corresponding to number 17 is stopped and displayed, "Black Seven" can be stopped and displayed at the bottom of the left reel M51, middle reel M52, and right reel M53, and the number 18 is When the symbol combination that becomes the corresponding replay 05 is stopped and displayed, "White Seven" can be stopped and displayed at the bottom of the left reel M51, middle reel M52, and right reel M53 (details will be described later). ). In addition, if the push order bell, which is a condition device for "Win-A1" to "Win-A6" (described later), is won, if the reels are stopped in the push order that is most advantageous for the player, numbers 21 to 27 The symbol combinations corresponding to "Win 01" to "Win 03" are displayed in a stopped state, and 11 game medals are paid out. On the other hand, if the reels are stopped in a push order that is different from the push order that is most advantageous for the player, , the symbol combinations "Win 08" to "Win 11" corresponding to numbers 39 to 56 will be stopped and displayed, and one game medal will be paid out. In addition, "-" in the figure indicates that any symbol may be displayed in a stopped state. For example, "Bell -- Bell" corresponding to number 23 is the active line of left reel M51 and right reel M53. If the bell is stopped and displayed above, you can get 11 game medals no matter which symbol is stopped and displayed on the active line of the middle reel M52.

[0028] Next, FIG. 10 is a list of conditional devices in the first embodiment. In the figure, the conditional device number is referred to as the winning number, and the conditional device number may also be referred to as the winning number hereinafter. In the first embodiment, the replay combinations are provided from replay-A to replay-D3 (winning numbers 1 to 6), and the stop order and stop position of the left reel M51, middle reel M52, and right reel M53. The system is configured such that the replay combination to be stopped and displayed can be different depending on the situation. Here, in the first embodiment, as illustrated in the "condition device" item in the rightmost column, depending on the stop order and stop position of the left reel M51, middle reel M52, and right reel M53, It is configured so that multiple types of condition devices can be stopped and displayed, and among the multiple types of condition devices, the condition devices that have the same winning number are grouped together and displayed in the third column from the right. ” is shown in the figure. Specifically, for example, in "Re-gaming - A" which is the condition device corresponding to winning number 1, "Re-gaming 01," "Replay 02," and "Replay 03." Three types of condition devices are configured so that they can be stopped and displayed. Note that the "condition device (name)" may be simply referred to as a condition device. In addition, conditional devices related to replaying such as "Replay 01" are sometimes referred to as replaying prizes, and conditional devices such as "Win 01" in which game medals are paid out upon winning are sometimes referred to as small prizes. A conditional device such as "Type 1 BB-A" that starts a BB when it is displayed as stopped is sometimes referred to as a BB role. In addition, if winning numbers 21-23 and 25-27 are won, the BB role and the minor role will be won at the same time, and in such a case, the symbol corresponding to the winning minor role will stop. If you operate the left stop button D41, middle stop button D42, and right stop button D43 at a position where it can be displayed, the symbols corresponding to the BB role will not be stopped and displayed, but the symbols corresponding to the minor role will be stopped and displayed, while the symbols corresponding to the minor role will be stopped and displayed. If you operate the left stop button D41, middle stop button D42, and right stop button D43 at a position where the corresponding symbol does not stop and display (cannot be pulled in), the symbol corresponding to the small role does not stop and display, but the symbol corresponding to the BB role. is configured to stop displaying. Specifically, for example, if you win "1st type BB-B + prize-winning-C" which is the condition device of winning number 21, you will receive a cherry which is "prize 12" or "prize 13" and "1st type BB -B'', which is the black seven, can be stopped and displayed. More specifically, when the reels are stopped in the order of left reel M51 → middle reel M52 → right reel M53, (1) at the first stop, symbol numbers 0 to 4 are displayed in the upper row of left reel M51 (Figure 6 If you operate the left stop button D41 at the timing when the reel (refer to the reel arrangement of And regardless of the stop position of the right reel M53, "Win 12" is stopped and displayed. (2) If you operate the left stop button D41 at the timing when symbol numbers 5 to 12 are located on the upper row of the left reel M51 at the first stop, "Win 13" will be displayed on the upper row of the left reel M51. The corresponding symbol number 6, 11, or 16 will stop, and "Win 13" will be stopped and displayed regardless of the stop position of the middle reel M52 and right reel M53. (3-1) If you operate the left stop button D41 at the timing when symbol numbers 13 to 19 are located in the upper row of the left reel M51 at the first stop, "1" will appear in the upper row of the left reel M51. The pattern number 17 or 19 corresponding to "Seed BB-B" will stop. (3-2) If you operate the middle stop button D42 at the operation timing when symbol numbers 14 to 18 are located in the middle row of the middle reel M52 at the second stop, "1" will be displayed in the middle row of the middle reel M52. The symbol number 18 corresponding to "Tane BB-B" stops, and then, at the third stop, operate the right stop button D43 at the timing when symbol numbers 13 to 17 are located at the bottom of the right reel M53. In this case, the symbol number 17 corresponding to "Type 1 BB-B" will stop at the bottom of the right reel M53, and the BB role will be stopped and displayed. (3-3) If you operate the middle stop button D42 at the operation timing when symbol numbers 19 to 13 are located in the middle row of the middle reel M52 at the second stop, "1" will be displayed in the middle row of the middle reel M52. The symbol number 18 corresponding to "Seed BB-B" cannot be stopped, and none of the conditional devices will be stopped and displayed.

[0029] Next, in the "Role" item, the role of the "condition device (name)" is illustrated, and the "normal replay" corresponding to winning number 1 will be played in the order in which the stop button is pressed. Regardless of the order in which the stop button is pressed, it is a condition device related to replay in which the replay combination that does not change to the RT state is stopped and displayed. This is a conditional device for replaying in which replaying combinations whose status does not change are displayed in a stopped state. The range of symbol numbers 18 to 2 on the middle reel M52, the range of symbol numbers 9 to 13 on the left reel M51, and the range of symbol numbers 5 to 10 on the left reel M51 will stop at the operation timing when they are located at the bottom of each reel. By operating the button, "white sevens" are stopped and displayed at the bottom of the right reel M53, middle reel M52, and left reel M51, and from the player's perspective, it is configured so that the white sevens appear to be lined up in the bottom row. There is. In addition, in the game where you won Replay-B and won the AT additional lottery, you could win the AT additional lottery by executing a direction (details will be described later) that instructs you to aim for the "white seven" by pushing backwards. The player is configured to be able to notify the player of this fact. "Sequential press black 7 set replay" corresponding to winning number 3 is a condition device related to replay in which replay combinations whose RT status does not change are displayed in a stopped state regardless of the order in which the stop buttons are pressed. (stop the reels in the order of left reel M51 → middle reel M52 → right reel M53), the range of symbol numbers 13 to 19 on the left reel M51, the range of symbol numbers 14 to 18 on the middle reel M52, and the right reel By operating the stop button at the timing when M53's symbol numbers 13 to 17 are located at the bottom of each reel, "Black Seven" will be displayed at the bottom of left reel M51, middle reel M52, and right reel M53. are displayed in a stopped state, and from the player's perspective, it appears as if the black sevens are lined up in the lower row. In addition, in the game in which you won Replay-C and won the AT additional lottery, you could win the AT additional lottery by executing a production (details will be described later) that instructs you to aim for "black seven" in order. The player is configured to be able to notify the player of this fact.

[0030] In addition, "RT maintenance RP1** (3 choices)" corresponding to winning number 4 determines whether the first stop reel should be left reel M51, middle reel M52, or right reel M53 (which stop button should be operated) This is a conditional device in which the replay combinations that are stopped and displayed may be different depending on is displayed in a stopped state, and when the first stopped reel is set to the middle reel M52 or the right reel M53, the re-game 04 in which the RT state can change from "RT1" to "RT0" is stopped and displayed. In addition, "RT maintenance RP*1* (3 choices)" corresponding to winning number 5 will change the first stop reel to left reel M51, middle reel M52, or right reel M53 (which stop button should be pressed) This is a conditional device in which the re-gaming combinations that are stopped and displayed may differ depending on whether you When the stop reel is the left reel M51 or the right reel M53, re-game 04 in which the RT state can change from "RT1" to "RT0" is stopped and displayed. In addition, "RT maintenance RP**1 (3 choices)" corresponding to winning number 6 is the first stop reel that can be set to left reel M51, middle reel M52, or right reel M53 (which stop button should be pressed) This is a conditional device in which the replay combinations that are stopped and displayed may differ depending on whether the replay is done or not.If the first stop reel is the right reel M53, replay 01 or replay 03, which does not transition to the RT state, will be stopped and displayed. When the first stop reel is set to the left reel M51 or the middle reel M52, the re-game 04 in which the RT state can change from "RT1" to "RT0" is stopped and displayed.

[0031] In addition, "Press order bell 123" to "Press order bell 321" corresponding to winning numbers 7 to 12 are conditional devices in which the winning small winning combination can be different depending on which of the 6 options the reel stop order is selected. For example, if it is "Left reel M51:1, middle reel M52:2, right reel M53:3" and it is "123", it will stop in the pressing order of "Left reel M51 → Middle reel M52 → Right reel M53" For example, in the case of "Win-A1" (winning number 7), if you stop in the order of "123" = "Left → Middle → Right" (correct answer in the order of presses), the maximum number of winning pieces is 11. The symbol combination that will result in "Winning 01", which allows you to win 3 game medals, will be stopped and displayed. Note that ``123'' in ``Press order bell 123'' indicates the press order (reel stop order) that can obtain the maximum number of coins for that winning number. Furthermore, if the reels are stopped in a push order other than the order in which the maximum number of coins can be obtained, that is, if the push order is not correct, one coin will be paid out. In AT-related states such as "AT in progress", navigate the order in which to press the re-gaming combinations and the order in which to press the bell (display the order in which the presses will result in the highest profit on the push order display device D270), and then select "Normal gaming state". It is possible to create a plurality of gaming states with different profit rates for players who do not navigate the push order in AT-related states such as ``. Note that the status related to AT will be described later.

[0032] In addition, the "common bell" corresponding to winning number 13 allows you to obtain the maximum number of 11 game medals even if any of winning numbers 04 to 07 stops, that is, the maximum profit is achieved regardless of the order in which you press them. It is a conditional device that can be obtained, and is sometimes called a bell that can be pressed in any order. In addition, "Watermelon A", which corresponds to winning number 15, is configured so that it is easy to line up three watermelons (either watermelon A or watermelon B) in a parallel line. For example, the winning number 60 in Figure 9 is 14 means that 3 watermelons A line up in the middle of each reel. In addition, "Watermelon B", which corresponds to the winning number 16, is configured so that it is easy to line up three watermelons (either watermelon A or watermelon B) in a diagonal line. For example, the winning number 66 in Figure 9 is In number 16, three watermelons are lined up diagonally downward to the right, such as watermelon B on the upper row of left reel M51, watermelon B on the middle row of middle reel M52, and watermelon A on the lower row of right reel M53. In addition, "BB medium-weak rare small role (diagonal bells)", which corresponds to winning number 17, is a conditional device where three bells can be aligned on the active line, and the details will be described later, but it is won during BB. This is a conditional device that allows AT additional lottery to be executed. In addition, the "BB medium strong rare small win (all V-shaped bells)" corresponding to winning number 18 is a conditional device in which bells can be stopped and displayed on the upper row of left reel M51, the middle row of middle reel M52, and the upper row of right reel M53. Although the details will be described later, this is a conditional device in which an AT additional lottery is executed by winning during BB.

[0033] Next, in the item "Bonus winning information", numerical values ​​from 0 to 3 are assigned for each winning number. In the first embodiment, a winning number that does not include a bonus (BB role) has bonus winning information of 0, and a winning number that includes a bonus (BB role) is a winning number that includes type 1 BB-A (19 ) bonus winning information of 1, bonus winning information of winning numbers (20~23) that includes type 1 BB-B 2, bonus winning information of winning numbers (24~27) that includes type 1 BB-C 3. By storing the bonus winning information on the main control board M, it is possible to store information regarding which BB has been established or not and which BB combination has been won. The details of the bonus winning information will be described later.

[0034] Next, in the item "Win / Replay Winning Information", numerical values ​​from 0 to 18 are distributed for each winning number. In the first embodiment, winning numbers that do not include a replay win or a small win (winning number 0 corresponding to a loss and winning numbers 19, 20, and 24 corresponding to a bonus) have winning / replay winning information set to 0. 1 to 18 winning numbers and replay winning information are distributed for each condition device for winning numbers that include replay winnings or small winnings. By storing the winning / re-gaming winning information on the main control board M, it is possible to store information regarding which re-gaming combination or minor winning combination has been won. The details of winning / replay winning information will be described later.

[0035] Next, in the "Production Group Number" field, numerical values ​​from 0 to 11 are assigned for each winning number. By transmitting the effect group number from the main control board M side to the sub control board S side, the sub control board S side is configured to be able to determine the effect to be executed. Note that the details of the performance group number will be described later.

[0036] Next, in the "Ball Group Number" field, numbers from 0 to 13 are assigned to each winning number. The main control board M stores the ball group number, and uses the stored ball group number when executing a lottery related to AT (for example, AT lottery, AT additional lottery), thereby executing a lottery process related to AT. The program can reduce the data capacity. Note that even if a device with the condition that the ball group number is 0 is won, the AT lottery and the AT additional lottery will not be executed. On the other hand, if a conditional device with a payout group number other than 0 wins, an AT lottery or an AT additional lottery can be executed. The details of the ball group number will be described later. Furthermore, even if a conditional device with a ball group number of 0 is won, an AT lottery or an AT additional lottery may be executed. In such a configuration, the ball group number is 0. It is preferable to configure the system so that if the AT lottery or the AT additional lottery is executed after a condition device with 0 is won, the lottery result is always a loss (non-winning).

[0037] Next, FIG. 11 shows a drawing in which winning numbers (also referred to as condition device numbers, winning roles) and bonuses (also referred to as BB, BB roles) regarding small roles and replaying roles in the first embodiment are determined by a role lottery means. This is a list showing probabilities (also called winning rates). In the figure, the winning probability of winning numbers is illustrated.

[0038] First, the lottery probabilities at "RT0", "RT1", and "RT2" when the BB is not activated will be explained in detail. In the first embodiment, the appearance rate (lottery probability) of winning combinations (in particular, replayed combinations) can differ depending on the RT state, and the "replayed combination" (the sum of all replayed combinations) (occurrence rate) is higher in the case of "RT1" than in other RT states. In addition, "Re-gaming 04" (a so-called falling re-gaming combination, which can be stopped and displayed at winning numbers 4 to 6, and the symbol corresponding to the re-gaming combination in the situation where it is "RT1" and the bonus has not been won) When the combination is stopped and displayed, it will move to "RT0" from now on) is mainly won in "RT1", and almost never appears in "RT0". In addition, in "RT2", "Re-game 04", which can be stopped and displayed at winning numbers 4 to 6, may appear, but even if "Re-play 04" is stopped and displayed, the RT state does not shift. In addition, when "Re-gaming 04" is stopped and displayed in "RT1", it has shifted to "RT0", that is, the RT state is a falling effect which is an effect notifying that the person has fallen (for example, the effect display device S40 ``Unfortunate'') is executed, and when ``Re-gaming 04'' is stopped and displayed at ``RT0'', the falling effect may not be executed. With such a configuration, even though "Re-game 04" is stopped and displayed, the falling effect is not executed, so it can be recognized that the BB has been won, and the interest in the game increases. You can increase your sexuality. In addition, in the case of such a configuration, the sound effect output when "Replay 04" is stopped and displayed and the replay combination other than "Replay 04" (for example, "Replay The sound effect that is output when "01") is stopped and displayed may be configured to be different, and by such a configuration, the player can recognize that "Replay 04" is stopped and displayed. It can be easily configured. In addition, there are cases where there is an AT-related state where push-order navigation does not occur (for example, "normal gaming state", sometimes referred to as a non-AT gaming state), and an AT-related state where push-order navigation can occur (for example, "normal gaming state", sometimes referred to as a non-AT gaming state). The player may stay in "RT1" in both the "AT in progress state" and the "AT gaming state" (sometimes referred to as the "AT gaming state"). At this time, when a winning number that has the possibility of transitioning (falling) from "RT1" to "RT0" is won, a special sound effect will be played to indicate that the RT state may fall when in a non-AT gaming state. The output may be configured not to be output based on the operation of the start lever D50. This makes it possible to shift the gaming state without making the player realize that there is a possibility of falling to "RT0" in the non-AT gaming state. On the other hand, when in the AT gaming state, a special sound effect indicating that the RT state may fall is output based on the operation of the start lever (and when the RT state does not fall, the replaying combination that does not fall is stopped and displayed). It may also be configured to notify the order navigation. This allows the player to operate the stop button D40 after the special sound effect is announced, being careful not to fall out of the RT state. In addition, "Re-game 05" that can be stopped and displayed at winning numbers 2 or 3 (a re-game combination that can notify you that you have won the AT additional lottery when it is stopped and displayed in AT state) is mainly "RT1". It appears in this state, and almost never appears in other RT states. Incidentally, the state transition related to the RT state accompanying the stop display of symbol combinations that become replayable combinations will be described later. Furthermore, as will be described later, in the first embodiment, the push order display device D270 and the effect display device S40 are configured to execute a push order navigation that informs the player of the most advantageous reel stop order. There is. Note that there is no problem in changing the lottery probability as appropriate. Further, in the first embodiment, the bonus is configured so that it can overlap with the small winning combination, and overlaps with part of Watermelon A, Watermelon B, and Cherry. Specifically, winning numbers 21 to 23 and winning numbers 25 to 27 are conditional devices in which a bonus and a small win overlap.

[0039] In addition, in the situation of "RT2", since the BB has been won and the BB is not activated, the BB role of winning numbers 20 and 24 (a standalone role that does not overlap with the minor role) If you win a BB role (sometimes referred to as a solo BB role or a solo BB role), any new wins for the BB role will be invalidated, and only the winnings for the minor role will be valid. Specifically, for example, if you are "RT2" and have won (carried over) 1st type BB-A, if you win ``1st type BB-C'' with winning number 24, , Type 1 BB-C related to the winning number 24 will be invalidated. In other words, the situation is similar to the case where the winning number 0 "loses" and wins. In addition, the carried over type 1 BB-A will continue to be won. In addition, in the situation of "RT2", since the BB has been won and the BB is not activated, the small roles of winning numbers 21-23 and winning numbers 25-27 and the BB role are If a duplicate condition device is won, the new winning of the BB role will be invalidated, and only the winning of the minor role will be valid. Specifically, for example, if you are "RT2" and have won (carried over) 1st type BB-A, you win ``1st type BB-B + Prize-C'' with winning number 21. In this case, the 1st type BB-B related to the winning number 21 will be invalidated and only the winning prize-C will be valid. In other words, the situation will be similar to the case where the winning number 14 "Win-C" is won. In addition, the carried over type 1 BB-A will continue to be won. Note that the overlap with the bonus is not limited to small winnings, and may overlap with a part of the replay winning combination. For example, some of the replay winning numbers 4 to 6 may overlap with the bonus winning combination. In this way, by making the bonus overlap with the conditional device that includes RT transition replay (a replay role that can transition to RT state), the bonus can also be won when the conditional device that includes RT transition replay is won. Even if there is a possibility that the RT transition replay is stopped and displayed, the bonus will not be denied, making it possible to give players expectations. In addition, when configured in this way, the RT state is controlled so as not to shift even if the RT shift replay is stopped and displayed. As a result, although the player should have transitioned to the RT state (shifted to the RT state with a relatively low replay probability), the replay probability has not become low (he frequently wins replays), etc. Therefore, it is possible to increase interest in the game, such as the possibility of winning a bonus.

[0040] Next, we will explain in detail the lottery probability for "Type 1 BB-A, B, C" when BB is activated. In the first embodiment, during BB operation, winning number 13 "common bell", winning number 17 "BB medium-weak rare small combination (all diagonal bells)", and winning number 18 "BB medium-strong rare small" It is structured so that three small roles can be won, such as ``Win (V-shaped bells aligned)'', and ``BB medium-weak rare small role (diagonal bells aligned)'' while the winning BB is in operation in the ``AT medium state''. ” or “BB medium-strong rare small role (all V-shaped bells)” is configured so that an AT additional lottery will be executed (details will be described later).

[0041] In addition, the upper part of the figure shows an example of the small role appearance rate when the setting value is 1, and for the common bell (winning number 13), the appearance rate is uniform regardless of the RT status. , as shown in the lower part of the figure, the appearance rate of the common bell is configured to differ depending on the set value (6 levels in this example). Specifically, the number in setting 1 is 3204, the number in setting 2 is 3404, the number in setting 3 is 3604, the number in setting 4 is 3904, the number in setting 5 is 4204, the number in setting 6 is 3204. is 4504, and the configuration is such that the higher the setting value, the higher the appearance rate. With this configuration, for example, if a player plays a game while counting the number of times a common bell appears (number of wins), the player may frequently win the common bell, thereby increasing the number of times the player is playing the game machine. It is possible to proceed with the game while having expectations that the set value is a relatively high set value. Further, the higher the set value, the higher the expected value per game, and the higher the set value, the higher the ball payout rate. The appearance rate of the common bell is configured to differ depending on the setting value, but depending on the winning of the common bell, the AT lottery, AT additional lottery, and high probability state transition lottery, which will be described later, will not be executed. It is configured so as not to affect the state transition lottery (also referred to as the AT-related lottery).

[0042] The middle part of the figure is a list of expected values ​​when the push order navigation is available. In the figure, when the push order navigation is executed in a state where the push order display device D270 and the effect display device S40 can execute the push order navigation, such as in the "AT state", the reels are stopped according to the navigation. The average number of medals paid out per game (the average number of medals paid out based on winning minor roles, also called the expected number of gaming media obtained in one game) and the expected increase / decrease value of medals per game ( This is the ratio of the number of medals paid out to the number of medals inserted when playing with a 3-bet bet.If it is larger than 1, the expected value will be positive and the number of medals will increase, while if it is smaller than 1, the expected value will be increased. The value becomes negative and the number of medals decreases). The average number of payouts per game is calculated as follows: ``Total number of replay winning combinations (total number of winning numbers 1 to 6) x number of payouts for replaying roles (3 pieces) + minor role (11 pieces) The sum of the numbers placed (minor role appearance rate) for the winning numbers (sum of the numbers placed for winning numbers 7 to 16) x the number of payouts in the small role (11-card role) (11 pieces) / the sum of all the numbers placed (65536) ) can be calculated as follows. Further, the expected value of increase / decrease in medals per game can be calculated as follows: "Average number of payouts per game / Number of medals inserted per game (3)". The number of medals inserted per game (the number of gaming media inserted when playing one game) is 3, and if the average number of payouts per game is greater than 3, an increase or decrease in medals per game is expected. The value is configured to be greater than 1. As shown in the figure, in the first embodiment, "RT1" has the relatively largest expected value of medal increase / decrease per game. Note that the numerical values ​​in the figure do not take into account increases or decreases in medals due to bonuses. That is, if the game is played in a situation where the push order navigation occurs (also referred to as the case where the operation is performed in the optimal operation mode or the case where the operation is performed in an advantageous operation mode), the number of medals will increase in "RT1". In addition, in "RT0" and "RT2", although not shown, in a situation where push order navigation is not occurring, the expected value of medal increase / decrease per game is a value smaller than 1, and the medal will continue to decrease. In addition, in the first embodiment, the expected medal increase / decrease value per game is greater than 1 when push order navigation is available in "RT0" or "RT2", but this is not limited to " It may be configured such that the expected value of medal increase / decrease per game when push order navigation is available in "RT0" or "RT2" is smaller than 1. In addition, when the symbol combination that becomes a replaying role is stopped and displayed, the number of bets (3 coins) in the previous game is actually automatically bet, but in calculating the expected value of medal increase / decrease in the first embodiment, The calculation is based on the assumption that 3 medals will be paid out. Note that one game may be referred to as one game.

[0043] In addition, the average number of payouts per game in each RT state is 3.511291504 when the RT state is "RT0", 4.737915039 when the RT state is "RT1", and when the RT state is "RT2" In the case of , it is 3.67137146. In addition, the expected value of medal increase / decrease per game in each RT state is 1.170430501 when the RT state is "RT0", 1.579305013 when the RT state is "RT1", and when the RT state is "RT2" In the case of , it is 1.223790487, and when the push order navigation is available, the RT state "RT1" is the most advantageous RT state for the player. Note that this value is for setting 1. The winning numbers and bonus lottery probabilities for the small roles and replay roles mentioned above are just examples. (expected medal increase / decrease value) may be configured to be less than 1. By configuring it like this, in a situation where the push order navigation occurs and in the case of "RT2" (when BB is internally established), if the bonuses are not arranged in a game where the bonuses can be arranged. Also, the number of medals you have will gradually decrease, and if you are in a situation where the push order navigation occurs and it is "RT2" (when BB is internally established), you will be intentionally playing a game where you can collect bonuses. By not arranging bonuses, you can prevent strategies that increase the number of medals you have. Specifically, it is preferable to design so that the probability of losing in "RT2" is higher than the winning probability of all the winning small roles (Win-A1 to Winning-I) in "RT2". It is preferable to set the winning probability of the re-gaming combination so that it is designed so that the winning probability of the re-gaming combination is designed to be high. (It is preferable to design it so that it does not become too much.) In addition, in this example of "RT2", the total winning probability of all small roles is 18784 / 65536, the total winning probability of all replays is 12501 / 65536, and the probability of losing is: 34251 / 65536 (see Figure 11), and is designed so that the probability of losing is higher than the probability of winning by adding up all the small winnings.

[0044] Further, as shown in FIG. 11, in the first embodiment, the appearance rate of type 1 BB-A is assigned the same number 40 for all settings 1 to 6. Furthermore, the appearance rate of type 1 BB-C is assigned the same number 160 for all settings 1 to 6. On the other hand, the appearance rate of type 1 BB-B is 160 for setting 1, 180 for setting 2, 200 for setting 3, and 200 for setting 4. 220 is assigned, 240 is assigned to setting 5, and 270 is assigned to setting 6. That is, the appearance rate of type 1 BB-B is assigned a different number depending on the setting value. In this way, type 1 BB-A and type 1 BB-C are BBs with no setting difference (type 1 BB-A and type 1 BB-C are sometimes referred to as BB with no setting difference or bonus with no setting difference). Type 1 BB-B functions as a BB with a setting difference (Type 1 BB-B is sometimes referred to as a BB with a setting difference or a bonus with a setting difference). Furthermore, the appearance rate of Type 1 BB-A, Type 1 BB-B, and Type 1 BB-C is the same regardless of the RT status (for "RT0" and "RT1"). Note that the appearance rate of type 1 BB-A and type 1 BB-C (total) is the same regardless of the setting value, but the appearance rate of type 1 BB-B (total) differs depending on the setting value. Note that the total appearance rate as the appearance rate of type 1 BB-B is the same even if the setting values ​​are different, but the appearance rate for each winning number may be configured to differ depending on the setting value. Even when configured, type 1 BB-B may be referred to as BB with setting differences.

[0045] Next, with reference to the block diagram in FIG. 12, a schematic electrical configuration of the reel-type gaming machine P according to the first embodiment will be described. First, the drum-type game machine according to the first embodiment has a main control board M that controls the progress of the game, a sub-control board S, a door board D, a drum board K, a power supply board E, and a relay board IN. , a setting key switch M20, a setting / reset button M30, etc. are connected to enable data exchange. In addition, the solid line part in the figure shows the movement related to data exchange, and the broken line part in the figure shows the power supply route. Note that the power supply route is not limited to this, and for example, power may be supplied from the power supply board E to the relay board IN or the door board D without going through the main control board.

[0046] The main control board (sometimes referred to as main control means, main board, main control means, main board, main game section) M is a board that controls the overall progress of the game played in the rotary gaming machine P. The main control board M is equipped with a main control chip C, and the main control chip C is connected to a CPUC100 (sometimes referred to as CPUMC), a built-in ROMC110, a built-in RAMC120, etc. so that data can be exchanged with each other via a bus. It has been installed. Then, the main control board M receives a signal indicating that the start lever D50 etc. has been operated from the door board D mounted on the front door DU, and then sends the sub control board S, the door board D, and the rotation drum board. The operation of these various boards is controlled by outputting control commands (or control signals) to the sub-control board S. By outputting (also referred to as ), the sub control board S can execute the push order navigation on the effect display device S40}.

[0047] In addition, the sub-control board (sometimes referred to as sub-control means, sub-board, sub-control means, sub-board, sub-gaming section) S is also equipped with a sub-control chip SC, similar to the main control board M described above. The sub-control chip SC is provided with a CPUSC100, ROM, RAM, etc., and is configured to be connected to each other via a bus so that they can exchange data. In addition, the sub-control board S includes various LED lamps S10 (including a bet button lamp S50 and a stop button lamp S60), a speaker S20, a production display device S40, a rotating drum backlight (also referred to as a back lamp) S30, etc. is connected. Here, the reel backlight S30 is a light that is provided inside each of the left reel M51, middle reel M52, and right reel M53, and illuminates the symbols drawn on the surface of the reels from the back side. The sub-control board S analyzes the control commands received from the main control board M, and outputs drive signals to the various LED lamps S10, speakers S20, performance display device S40, rotating drum backlight S30, etc. is being performed. In addition, in the reel-type gaming machine according to this example, the player can control nine ranges: the upper, middle, and lower rows of the left reel, the upper, middle, and lower rows of the middle reel, and the upper, middle, and lower rows of the right reel. A plurality of LEDs are provided as the drum backlight S30 so that they can be individually identified. For example, the player can identify that the upper row of the left reel is lit by lighting up the LED corresponding to the upper row of the left reel and turning off all other LEDs. Furthermore, when a predetermined symbol combination is stopped and displayed, the player can notify the player that the predetermined symbol combination has been stopped and displayed by changing the lighting mode of the drum backlight S30. The device is configured to be able to perform a backlight effect (sometimes referred to as a backlight effect) as suggested by the following.

[0048] The door board D includes the input reception sensor D10s, the first input sensor D20s, the second input sensor D30s, the stop button D40 for stopping the rotating reel M50, and the start button for starting the rotation of the reel M50. A lever D50, a payment button D60 for dispensing stored game medals (credits) and inserted game medals to end the game, various display panels D70 for displaying game status (not shown, but mentioned above) The input number indicator D210, the start lamp D180, the replay lamp D290, the input ready lamp D300, the special game status display device D250, the payout number display device (press order display device) D270, the credit number display device D200, the advantageous section A collection of display devices such as display YH, etc., a door switch D80 for determining whether the front door is open or closed, canceling an error, or changing set values, a game medal (or , and other foreign substances) to the discharge port D240. Further, this door board D is connected to the aforementioned main control board M so as to be able to exchange data. Therefore, when the start lever D50, stop button D40, payment button D60, etc. provided on the front door DU is operated, a signal related to the operation is supplied to the main control board M via the door board D. ing. Further, a signal that the input reception sensor D10s detects passage of a game medal is also supplied to the main control board M via the door board D.

[0049] Furthermore, connected to the drum board K are a drum motor K10 for rotating the reel M50, a drum sensor K20 for detecting the rotational position of the reel M50, and the like. The reel board K is capable of stopping the reel M50 at the determined stop position by driving the reel motor K10 while detecting the rotational position of the reel M50 using the reel sensor K20. There is. Furthermore, in the reel type gaming machine of the first embodiment, a so-called step motor (sometimes referred to as a stepping motor) is used as the reel motor K10. Note that the step motor is set to 480 steps as the number of steps for one rotation of the reel M50. In addition, each reel (left reel M51, middle reel M52, right reel M53) has a predetermined number (for example, 20) of symbols of approximately uniform size, and the number of steps corresponding to one symbol is is set to 24 steps (=480 / 20). It should be noted that there is no problem in changing the number of steps and the number of symbols per reel rotation.

[0050] Further, the medal payout device H is connected to the main control board M via the relay board IN, and pays out a predetermined number (for example, 10) of gaming medals based on a control signal from the main control board M. Perform the action of releasing. The medal dispensing device H includes a first dispensing sensor H10s and a second dispensing sensor H20s that determine whether or not medals have been normally dispensed and measure the number of dispensed game medals, and a disk H50. A hopper motor H80 for rotation is connected.

[0051] The power consumed by these various control boards and boards is supplied from a power supply board E (a board that controls whether or not power is supplied by a power switch E10). In FIG. 12, the state in which power is supplied from the power supply board E is shown by broken arrows. As shown in the diagram, power is directly supplied to the main control board M and the sub-control board S from the power supply board E, and the various boards (door board D, turntable board K, relay board IN) are Power is supplied via the main control board M. A predetermined amount (for example, 100V) of AC voltage is supplied to the power supply board E, and after converting this power into a DC voltage of a specified voltage, it is supplied to each control board and board.

[0052] The main control board M also includes a setting key switch M20 used to execute the setting change device control process (to change settings), which will be described later, and a setting / reset key switch that can change setting values ​​and clear errors. Button M30, is connected. The main control board M also includes a reel control means that controls the rotation and stop of the reels M50 (left reel M51, middle reel M52, right reel M53), and an "AT in progress state" which is a state related to AT that is advantageous to the player. AT lottery means that executes an AT transition lottery for transitioning to AT, and an AT additional lottery that increases the number of remaining AT games (or the counter value of AT counter M60), which is the number of games that can stay in the "AT state". It has AT additional lottery means for executing.

[0053] Next, FIGS. 13 to 36 are flowcharts showing the flow of general processing performed by the main control board M in the first embodiment.

[0054] The flowchart is mainly composed of processing steps (represented by rectangles), judgments (represented by diamonds), flow lines (arrows), and terminals indicating start, end, return, etc. (represented by rounded rectangles). ing. In addition, when the details of a processing step are illustrated in another flowchart, those that refer to the other flowchart are illustrated as subroutines (illustrated as a rectangle with double lines on the left and right). . At the development stage of gaming machines, gaming machines with different specifications are sometimes developed at the same time, but in this example, within the main processing, a subroutine ( The configuration is such that no subroutines (subroutines that are not normally used) are left behind, and processes related to unused subroutines that are not normally executed are prevented from being executed due to noise or fraudulent activity.

[0055] First, FIG. 13 is a flowchart showing the flow of processing that is executed for the first time in the CPUC 100 of the main control board M after turning on the power of the reel-type gaming machine P (or at the time of system reset or user reset). . First, in step 1000, after turning on the power of the reel-type gaming machine P, in step 1002, the CPUC 100 of the main control board M executes the initial setting of the timer interrupt (here, the timer interrupt is started). (Instead, it only sets the type of timer interrupt, and in subsequent processing, when a timer interrupt is started, a flowchart related to timer interrupt processing described later is executed periodically). Next, in step 1004, the CPUC 100 of the main control board M executes serial communication settings (speed, data length, data transmission method settings), etc. as function settings for the main control chip C. Next, in step 1006, the CPUC 100 of the main control board M calculates the checksum from the start address of the RAM area to the address immediately before the checksum area. Next, in step 1008, the CPUC 100 of the main control board M checks the RAM area (for example, based on the calculated checksum and the checksum data held in the checksum area) (to check whether the data stored in the built-in RAMC 120 is correctly held) and generate power-off recovery data. Next, in step 1010, the CPUC 100 of the main control board M checks the switch state of the setting key switch M20. Next, in step 1014, the CPUC 100 of the main control board M determines whether the setting key switch M20 is off.

[0056] If Yes in step 1014, in step 1016, the CPUC 100 of the main control board M turns on / off the power-off processed flag in the RAM (turned on in step 1904) and the checksum status of all RAM (in step 1006). check results) to determine whether the power-off recovery data in the RAM is normal. If Yes in step 1016, in step 1020, the CPUC 100 of the main control board M initializes the RAM area within the determined initialization range. Next, in step 1022, the CPUC 100 of the main control board M restores the stack pointer based on the data related to the stack pointer saved in the power-off processing (step 1902). Next, in step 1036, the CPUC 100 of the main control board M refers to the RAM area and determines whether the data related to the setting value in the RAM area is within the normal range (0 to 5 in this example). judge. If Yes in step 1036, in step 1038, the CPUC 100 of the main control board M executes reading of the input port. Next, in step 1040, the CPUC 100 of the main control board M starts the timer interrupt set in step 1002. Next, in step 1042, the CPUC 100 of the main control board M turns off the power-off processing completion flag and returns to the processing at the time of power-off according to the restored stack pointer.

[0057] Further, if No in step 1016, in step 1024, the CPUC 100 of the main control board M sets a backup error display (for example, sets an error number in the register area). Next, in step 1300, the CPUC 100 of the main control board M executes unrecoverable error processing, which will be described later.

[0058] Further, if No in step 1036, in step 1046, the CPUC 100 of the main control board M sets a setting value error display (for example, it will be displayed on the payout number display device D270) (for example, in the register area ). Next, in step 1300, the CPUC 100 of the main control board M executes unrecoverable error processing, which will be described later.

[0059] In addition, if No in step 1014, in step 1028, the CPUC 100 of the main control board M turns on / off the power-off processed flag in the RAM (turned on in step 1904) and the checksum state of all RAM (step 1028). 1006) to determine whether the power-off recovery data in the RAM is normal. If Yes in step 1028, in step 1030, the CPUC 100 of the main control board M determines the initialization range of the RAM to a predetermined range excluding the storage area for storing setting values ​​(setting value data) in the RAM, and sets ( For example, it is set in a register area), and the process moves to step 1034. The range that is not included in the RAM initialization range is not limited to only the storage area that stores setting values ​​(setting value data), but also the total cumulative number of games in the "advantageous section", the total cumulative number of game sections (advantageous section + As a result of calculating the number of games played (normal section), the percentage of stay in the "advantageous section," etc., the range is not included in the RAM initialization range. With this configuration, it becomes possible to calculate and display the ratio of staying in the "advantageous section" in the game (advantageous section ratio). Further, the calculation process of the advantageous section ratio is configured to be calculated at the timing when the unit game ends. Further, the advantageous section ratio is displayed when the gaming machine is powered on (for example, displayed on a 4-digit 7-segment display). The specific display format is "Advantageous section ratio → Consecutive role ratio per 6000 games → Role rate per 6000 games → Cumulative continuous role rate → Cumulative role rate", which is repeated at 5 second intervals. Is displayed. In addition, the continuous accessory ratio is "the number of payouts when RB is operating / the total number of payouts", and the accessory ratio is "the number of payouts when RB, CB, or SB is operating". / total number of payouts. On the other hand, if No in step 1028, in step 1032, the CPUC 100 of the main control board M determines the initialization range of the RAM to a specific range that includes the storage area for storing the setting values ​​(setting value data) in the RAM. set (for example, set in a register area), and the process moves to step 1034. Next, in step 1034, the CPUC 100 of the main control board M initializes the RAM area within the initialization range determined in step 1030 or step 1032. Next, in step 1100, the CPUC 100 of the main control board M executes a setting change device control process, which will be described later.

[0060] Although not shown, it is preferable to configure the initial value (value at the start of processing) of the temporary storage area (RAM area, etc.) mounted on the main control board M so that it does not become the value at which the special game is executed. (This is to prevent the special game from being erroneously executed if the process for determining whether to execute the special game is executed due to noise or fraudulent activity immediately after the program starts processing.) Although not shown, when storing random numbers such as winning random numbers in the RAM area of ​​the main control board M, a dedicated storage area is secured and the bytes storing information related to the random numbers are It is preferable to configure the system so that only the information related to the random number is stored (other information such as various timer values ​​is not stored). (To prevent information related to random numbers from being rewritten).

[0061] Next, FIG. 14 is a flowchart of a setting change device control process related to the subroutine of step 1100 in FIG. 13, and is also referred to as a setting change mode. First, in step 1102, the CPUC 100 of the main control board M sets a stack pointer (initializes it with the start address of the process). Next, in step 1104, the CPUC 100 of the main control board M activates a timer interrupt. Next, in step 1106, the CPUC 100 of the main control board M determines whether the set value (set value data) in the RAM area is not within the normal range (0 to 5 in this example). Note that if the setting values ​​(setting value data) are managed as 1 to 6, it is necessary to initialize the RAM and return the setting value to ``1'' when it becomes ``0''. Therefore, in this example, by managing the normal range of setting values ​​(setting value data) as 0 to 5, correction processing (step 1106 and The process in step 1108) can be made unnecessary, making it possible to shorten the processing time and reduce the processing capacity. If Yes in step 1106, in step 1108, the CPUC 100 of the main control board M sets the setting value (setting value data) to a predetermined value (for example, 0 = the value that is most disadvantageous for the player), and proceeds to step 1110. Transition. On the other hand, if the answer in step 1106 is No, the process also moves to step 1110. Next, in step 1110, the CPUC 100 of the main control board M displays on the error display LED (for example, the payout number display device D270) that the setting change device is operating (for example, "88" that lights up all segments). Then, the setting value is displayed on the setting display LED (not shown) (the display related to the setting value is a value obtained by adding 1 to the setting value (setting value data) held in the RAM), and in step 1112 to move to. Incidentally, as described above, the payout number display device D270 is also used when notifying the push order. Because of this configuration, for example, if a part of the 7-segment LED is malfunctioning (some segments cannot be lit), incorrect information may be reported when reporting the push order. could be. In order to prevent such a situation, by having all 7 segments on the payout number display device D270 light up to "88" while the setting change device is operating, it is possible to confirm whether or not the 7 segments are malfunctioning, and to notify the player of any inconvenience. It is possible to prevent the giving of benefits, etc. In addition, as a configuration related to the display of setting values ​​(setting value data), RAM storage for setting value display stores data obtained by adding 1 to the setting value (setting value data) in the storage area for storing setting values. It may be configured to have a storage area and display the setting value by referring to the storage area. Although not shown, after executing the process of step 1110, a process is executed to transmit a command indicating that the sub control board S is transitioning to the setting change mode.

[0062] Next, in step 1112, the CPUC 100 of the main control board M determines whether the setting / reset button M30 has been switched from off to on. If Yes in step 1112, in step 1114, the CPUC100 of the main control board M adds 1 to the current setting value (setting value data). , the set value (set value data) is 0), and the process moves to step 1116. Note that even if the answer is No in step 1112, the process moves to step 1116. Next, in step 1116, the CPUC 100 of the main control board M determines whether the start lever D50 has been switched from off to on. If No in step 1116, the process moves to step 1112, and the processes from step 1112 to step 1116 are looped. If Yes in step 1116, in step 1118, the CPUC 100 of the main control board M determines whether the setting key switch M20 has been switched from on to off. If No in step 1118, the process in step 1118 is looped. On the other hand, if the answer is Yes in step 1118, in step 1120, the CPUC 100 of the main control board M displays on the error display LED (not shown) that the operation of the setting change device has ended, and turns on the setting display LED (not shown). The display of the setting value (setting value data) is erased, and the process moves to step 1200, the game progress control process. Although not shown, after executing the process in step 1120, a process is executed to send a command to the sub-control board S side indicating that the setting change mode is to be terminated.

[0063] Next, FIG. 15 is a flowchart of unrecoverable error processing related to the subroutine of step 1300 in FIG. 13 (and called in other flowcharts). First, in step 1302, the CPUC 100 of the main control board M disables interrupts (from then on, the flowchart related to the timer interrupt processing described later is not executed). Next, in step 1304, the CPUC 100 of the main control board M sets the output port address and the number of output ports. Next, in step 1306, the CPUC 100 of the main control board M turns off the output ports (0 to 6 in this example, display output to various LEDs and drive output to various motors). Next, in step 1308, the CPUC 100 of the main control board M sets the next port output address (by repeating this, display output to various LEDs and drive output to various motors are sequentially stopped). Next, in step 1310, the CPUC 100 of the main control board M determines whether output to each output port has been completed. If Yes in step 1310, in step 1312, the CPUC 100 of the main control board M executes the set error display (some error has occurred when executing this process), and The process repeats execution, and when the power supply voltage decreases, a reset signal is input and the process ends. (In other words, it will enter an infinite loop and will not accept any operations that prompt it to return). Note that in the case of No in step 1310, the process moves to step 1306. Note that the processing from step 1306 to step 1310 is the processing for clearing the output to the LED / motor (however, since the external output signal is not cleared, information regarding the error and the game progress status at the time of the error occurrence are sent to the hall computer). ).

[0064] Next, FIG. 16 is a flowchart of the game progress control process (first page) related to the subroutine of step 1200 in FIG. First, in step 1202, the CPUC 100 of the main control board M sets a stack pointer (initializes it with the start address of the process). Next, in step 1203, the CPUC 100 of the main control board M sets data in the RAM area necessary for the game (for example, the upper limit number of bets, the winning line, etc.). Note that step 1203 includes data for clearing the data used in the previous game {for example, condition device number (winning number), performance group number, instruction information} ("0" for clearing the RAM address). It also includes the process of setting data) in RAM. Incidentally, the condition device number, performance group number, instruction information, etc. may not be cleared, but may be configured to be overwritten with the selected number when the next game is executed. Next, in step 1204, the CPUC 100 of the main control board M sets the RT state (for example, "RT0", etc.) in the game (sets the RT state determined in step 1704 of FIG. 27). Next, in step 1205, the CPUC 100 of the main control board M sets the command related to the RT state set in step 1204 (command to the sub side). Note that the process of setting the RT state may be executed in step 1704 of FIG. 27. Further, in step 1704, a command related to the RT state (command to the sub side) may be set. Further, when transmitting the RT state to the sub-side, it is not necessary to always transmit it, and the RT state may be configured to be transmitted to the sub-side only when the gaming section is an "advantageous section". Next, in step 1206, the CPUC 100 of the main control board M sets the state related to AT in the game (for example, "AT in progress state", etc.) (steps 1420 and 1429 in FIG. 21, step 1435 in FIG. 22, Step 1439, Step 1443, Step 1444-3 of FIG. 23, Step 1444-4 to set the state regarding AT determined). Next, in step 1207, the CPUC 100 of the main control board M sets a command (command to the sub side) related to the AT-related state set in step 1206. Further, the process of setting the state related to AT may be executed in step 1416 and step 1428 in FIG. 21, step 1438 in FIG. 22, and step 1444-1 in FIG. 23. Furthermore, when transmitting the AT-related status to the sub-side, it is not necessary to always transmit it, and the AT-related status may be configured to be transmitted to the sub-side only when the gaming section is an "advantageous section". Next, in step 1208, the CPUC 100 of the main control board M sets the game section (for example, "advantageous section", etc.) in the game (the game section determined in steps 3510, 3516, and 3520 in FIG. 31). set). Next, in step 1208-1, the CPUC 100 of the main control board M sets a command (command to the sub side) regarding the game section set in step 1208. Next, in step 1209, the CPUC 100 of the main control board M determines whether the medal payout device H is not full of game medals. Specifically, it is equipped with a medal auxiliary tank HS (details will be described later) that stores the medals overflowing from the medal dispensing device H, and two fullness detection electrodes DE (details will be described later) that can penetrate into the inside of the medal auxiliary tank HS. Judgment is made based on the conduction / non-conduction of the current (if the current is conducted through the medal, it is determined that the medal is full). If Yes in step 1209, the process moves to step 1218.

[0065] On the other hand, if No in step 1209, in step 1210, the CPUC 100 of the main control board M turns on the medal full error flag (for example, updates the medal full error flag area in the RAM area with a value corresponding to "on"). ). Next, in step 1212, the CPUC 100 of the main control board M displays an error number corresponding to the medal full error on a 7-segment LED (eg, storage display LED or acquired number LED). Next, in step 1214, the CPUC 100 of the main control board M determines whether the medal full error has been canceled (for example, if the current from the two full detection electrodes provided in the medal auxiliary tank HS is not conducting, and if the setting / It is determined whether or not the reset button M30 has been pressed. If Yes in step 1214, in step 1216, the CPUC 100 of the main control board M turns off the medal full error flag (for example, updates the medal full error flag area in the RAM area with a value corresponding to OFF), and then steps Move to 1218. On the other hand, if No in step 1214, the process moves to step 1212. Next, in step 1218, the CPUC 100 of the main control board M permits acceptance of medal insertion (the insertion operation will be automatically executed in the next game of the replayed role), and performs the next process (step 1220). processing). Here, in step 1218, a process of turning on the blocker D100 (a process of forming a medal flow path) is performed. Specifically, when a replay combination is established in the previous game, the blocker D100 is turned on, provided that the current number of credits (credits) is less than a predetermined value (50 in this example). Execute. In other words, when the current number of stored credits (credits) is a predetermined value, the blocker D100 is not turned on. On the other hand, if the re-gaming combination was not achieved in the previous game, the blocker D100 is uniformly turned on. With this configuration, even if a re-gaming combination is established, if the stored number (credits) has not reached a predetermined value, game medals can be inserted, such as "RT1" etc. When staying in the RT state (for example, "RT1") where the probability of winning a replay role is higher than the RT state, or when a replay role is difficult to tell from the outside that it is a replay role (a replay role disguised as a small role). Even if a symbol combination (such as bell-bell-bell or a cherry stopped on the left reel) stops on the invalid line, the player can play the game in good rhythm (without feeling strange).

[0066] Next, FIG. 17 is a flowchart of the game progress control process (second page) related to the subroutine of step 1200 in FIG. First, in step 1220, the CPUC 100 of the main control board M determines whether or not game medals have not been bet or saved (credits do not exist). If Yes in step 1220, in step 1221, the CPUC100 of the main control board M satisfies the set value display condition (for example, the condition is satisfied when the door switch D80 and setting key switch M20 are all turned on). Determine whether or not. If Yes in step 1221, in step 1222, the CPUC 100 of the main control board M is set to the setting display LED (not shown, but may also be the payout number display device D270, credit number display device D200, or input number display light D210). The value is displayed (transferring to the setting confirmation mode), and the process moves to step 1221 on the condition that the setting key switch M20 is turned off. In addition, when the transition conditions for the setting change mode are met, a process is performed to send a command to the sub control board S side to indicate that the setting change mode will start, and when the conditions for ending the setting change mode are met, the setting change mode is started. Processing is being executed to send a command to indicate termination. If No in step 1220 or step 1221, in step 1224, the CPUC 100 of the main control board M executes management related to the insertion and settlement of game medals. Next, in step 1225, the CPUC 100 of the main control board M checks the number of game medals that can be accepted. Next, in step 1226, the CPUC 100 of the main control board M determines whether the blocker D100 is on. If Yes in step 1226, in step 1227, the CPUC 100 of the main control board M determines whether the first input sensor D20s or the second input sensor D30s is on (in the first embodiment, the CPU It has two input sensors for detecting the input, and when the first input sensor D20s or the second input sensor D30s is turned on, it is determined that one game medal has been accepted). If Yes in step 1227, in step 1230, the CPUC 100 of the main control board M determines whether the first input sensor D20s and the second input sensor D30s are off (the first input sensor D20s or the second input sensor D20s or the second input sensor D30s is off). After the sensor D30s is turned on, when the first input sensor D20s and the second input sensor D30s are turned off, it is determined that one accepted game medal has passed through the first input sensor D20s and the second input sensor D30s. ). In the case of Yes in step 1230, in step 1231, the CPUC 100 of the main control board M determines that the insertion of one normal game medal has been received. Although not shown, after step 1231, the CPUC 100 of the main control board M determines whether the number of credits is the maximum number (50 in this example) and the number of bets is the maximum number (3 in this example). is determined, and if the determination is Yes, the blocker D100 is controlled to be off (a state in which no medal flow path is formed). Note that if the answer is No in step 1230, the process of step 1230 is repeated, and if the answer is No in step 1226 or step 1227, the process moves to step 1232.

[0067] Next, in step 1232, the CPUC 100 of the main control board M determines whether or not the payment button D60 has been operated. If Yes in step 1232, in step 1233, the CPUC 100 of the main control board M determines whether there is a remaining number of credits or betted game medals. If Yes in step 1233, in step 1234, the CPUC100 of the main control board M turns on the hopper drive flag (a flag in the RAM area, which is turned on when the hopper motor H80 is being driven), and Executes the payout of 1 medal. Next, in step 1236, the CPUC 100 of the main control board M determines whether the first payout sensor H10s or the second payout sensor H20s is on (in the first embodiment, the CPUC 100 determines whether the first payout sensor H10s or the second payout sensor H20s is on) It has two payout sensors, and when the first payout sensor H10s or the second payout sensor H20s is turned on, it is determined that a payout operation for one game medal is being performed). If Yes in step 1236, proceed to step 1247. Here, although it is not specified on the flowchart, if the previous game was a replay combination, only the remaining number of credits is subject to settlement.

[0068] On the other hand, if No in step 1236, in step 1241, the CPUC 100 of the main control board M determines whether a predetermined period of time (for example, 5 seconds) has elapsed since the hopper was driven (after the timing of the process in step 1234). . Specifically, even though the hopper drive signal is being sent to the hopper motor H80 (the hopper motor H80 is rotating), the situation in which it is determined that no medals have been paid out continues for a predetermined period of time. Determine whether or not. If Yes in step 1241, in step 1242, the CPUC 100 of the main control board M turns on the medal empty error flag (for example, updates the medal empty error flag area with a value corresponding to ON). Next, in step 1244, the CPUC 100 of the main control board M executes a medal empty error display. Next, in step 1245, the CPUC 100 of the main control board M determines whether the medal empty error has been canceled (for example, whether the setting / reset button M30 has been pressed). If Yes in step 1245, in step 1246, the CPUC 100 of the main control board M turns off the medal empty error flag (for example, updates the medal empty error flag area in the RAM area with a value corresponding to OFF), and then steps Migrate to 1247. On the other hand, if No in step 1245, the process moves to step 1244.

[0069] Next, in step 1247, the CPUC 100 of the main control board M determines whether the first dispensing sensor H10s and the second dispensing sensor H20s are off (the first dispensing sensor H10s or the second dispensing sensor H20s is on). After that, when the first payout sensor H10s and the second payout sensor H20s are turned off, it is determined that the payout operation of the one game medal that was being put out has been completed). If Yes in step 1247, the CPUC 100 of the main control board M turns off the hopper drive flag in step 1248, and proceeds to step 1233. Note that if No in step 1241 or step 1247, the process moves to step 1236.

[0070] On the other hand, if No in step 1232 or step 1233, in step 1251, the CPUC 100 of the main control board M determines that the start lever D50 is valid (for example, a specified number of game medals have been inserted to start the game, etc.). ), and it is determined whether or not the start lever D50 has been operated. If Yes in step 1251, in step 1253, the CPUC 100 of the main control board M determines whether the set value in the RAM area is within a normal range (0 to 5 in this example). If Yes in step 1253, in step 1254, the CPUC 100 of the main control board M executes processing to obtain a random number and turn off the blocker D100, and then moves to the next processing (processing in step 3600). On the other hand, if No in step 1253, in step 1256, the CPUC 100 of the main control board M sets a setting value error display (for example, sets an error number in the register area). Next, in step 1300, the CPUC 100 of the main control board M executes unrecoverable error processing. Note that if the answer is No in step 1251, the process moves to step 1220.

[0071] Next, FIG. 18 is a flowchart of the game progress control process (third page) related to the subroutine of step 1200 in FIG. First, in step 3600, the CPUC 100 of the main control board M executes an internal lottery execution process, which will be described later. Next, in step 1259, the CPUC 100 of the main control board M determines whether the current AT-related state is one in which an AT additional lottery is possible. Here, in this example, the states related to AT in which the AT add-on lottery can be executed are "AT in progress state", "addition specialization state", "specialization precursor state", and "advantageous BB state". In the "advantageous BB internal medium game", the AT counter value may be larger than 0, but the AT add-on lottery is not executed. This is to prevent the player from daringly not aligning the BB symbol combinations in the "advantageous BB internal medium game" from becoming more advantageous to the player. It should be noted that it may be configured so that an AT add-on lottery can be executed in the "advantageous BB internal medium game", and in such a configuration, the player can win the AT add-on lottery in the "advantageous BB internal medium game". It may be configured such that the player is not notified immediately, but is then notified that he has won the AT additional lottery at the timing when the BB ends, or the number of AT remaining games after the number of AT games is added.

[0072] If Yes in step 1259, in step 1500, the CPUC 100 of the main control board M executes a game number addition execution process, which will be described later, and moves to step 1400. On the other hand, if the answer in step 1259 is No, the process also moves to step 1400. In this process of adding up the number of games, it is possible to execute the lottery using different lottery tables depending on the state related to AT, but depending on the setting value, the lottery probability does not differ (using the same lottery table) It is preferable to carry out a lottery. Next, in step 1400, the CPUC 100 of the main control board M executes AT state transition control processing, which will be described later. Next, in step 1450, the CPUC 100 of the main control board M executes condition device number management processing, which will be described later.

[0073] Here, the states related to AT in this example will be listed and explained in detail (also shown in the AT state transition diagram in FIG. 30). (1) "Low probability state" is a state in which the AT has not been won (the right to shift to the "AT in progress state" has not been acquired) and in which the bonus combination has not been won. Note that the "low probability state" is a so-called "normal state" and is therefore sometimes referred to as a "normal state." (2) "Normal BB internal medium game" is a state in which the BB combination has been won in the "low probability state", the BB combination has not been won, and the AT lottery has not been won. (3) "Normal BB state" means when the symbol combination corresponding to the BB combination is stopped and displayed in a situation where the BB combination is won in the "low probability state" and the AT lottery is not won. Or, it is a state that is executed when the symbol combination corresponding to the BB combination is stopped and displayed in the "normal BB internal medium game". (4) "High probability state" is a state in which the player has not won the AT lottery (has not acquired the right to move to the "AT state") and has not won the bonus role. , is a state in which it is easier to win AT than the "low probability state" mentioned above. Furthermore, as will be described later, in the case of a new transition to the "high probability state", the configuration is such that the transition to the "low probability state" does not occur until the number of high secured obstacle games has elapsed (5) "AT in progress state" " is a state in which AT (press order navigation) is performed and the number of remaining AT games (AT counter value) is subtracted. In addition, even if the AT counter value becomes 0, if you win the continuation lottery described later, the AT counter will be set to a predetermined value and the "AT state" will continue (6) "Specialization precursor state" is a state in which the player has acquired the right to move to the "additional specialization state", which is a state in which the number of AT games is relatively more likely to be added than the "AT in progress state". (7) The "additional specialization state" is a state in which the number of AT games is relatively easier to add on than the "AT medium state". (8) "Advantageous BB internal medium game" means winning the BB role in the "high probability state", "AT medium state", "specialization precursor state", or "additional specialization state", and the BB role is It is in a state where it has not won a prize. (9) "Standby BB internal game" is a state in which the BB role is won in the "low probability state", the AT lottery is won by the BB role, and the BB role has not won. . (10) “Advantageous BB state” means that the symbol combination corresponding to the BB role is won when the BB role is won and the symbol combination corresponding to the BB role occurs in the “high probability state”, “AT middle state”, “specialization precursor state”, or “additional specialization state”. When the BB combination is stopped and displayed, or when the symbol combination corresponding to the BB combination is stopped and displayed in the "advantageous BB internal medium game", the BB combination is won, and the BB combination is executed in the "low probability state". , when you have won the AT lottery with the BB role and the symbol combination corresponding to the BB role is stopped and displayed, or when the symbol combination corresponding to the BB role is stopped and displayed in the "standby BB internal game" It is a state that is executed at times. (12) "Resurrection availability state" is a state related to AT that is entered when the AT counter value becomes 0 and the player is not selected for the continuous lottery described below. In the "resurrection possibility state", the revival lottery described later is executed, and if the revival lottery is won, the state shifts to the "AT in progress state" (the AT counter is set to a predetermined value), and the resurrection lottery is not played. If you win, you will move to a "low probability state".

[0074] Next, in step 1550, the CPUC 100 of the main control board M starts rotating all reels, which will be described later, and moves to step 1261-1. Next, in step 1261-1, the CPUC 100 of the main control board M issues a pull-in point creation request (a request to determine the stop positions of the rotating left reel M51, middle reel M52, and right reel M53, and the stop order (as appropriate depending on the stop position of other reels) is determined. If Yes in step 1261-1, the CPUC 100 of the main control board M creates a pull-in point in step 1262, and moves to step 1263. On the other hand, also in the case of No in step 1261-1, the process moves to step 1263. In this way, in the "BB internal medium game", in the game where the button was won in the order of pressing, the stop button was not stopped in the correct pressing order that resulted in a payout of 11 coins (for example, in the case of winning - A1, Even if the stop button is not stopped in the order of "left → middle → right" (the reels are stopped in the wrong order), the reel stop control (hereinafter referred to as "reel stop control") (or simply referred to as "stop control"), the system is configured so that symbol combinations that result in 11 payouts win prizes. Next, in step 1263, the CPUC 100 of the main control board M executes a check to see if the reel stop can be accepted. Next, in step 1264, the CPUC 100 of the main control board M determines whether any of the stop buttons (left stop button D41, middle stop button D42, right stop button D43) has been operated. If Yes in step 1264, in step 1265, the CPUC 100 of the main control board M determines the stop position of the reel corresponding to the operated stop button (for example, the left reel M51 corresponds to the left stop button D41). . On the other hand, also in the case of No in step 1264, the process moves to step 1266. Next, in step 1266, the CPUC 100 of the main control board M executes an all reel stop check process. Next, in step 1267, the CPUC 100 of the main control board M determines whether all the reels (left reel M51, middle reel M52, right reel M53) have stopped. If Yes in step 1267, in step 1268, the CPUC 100 of the main control board M compares the symbol stop position data in the RAM with the internal winning combination stop possible position data. Next, in step 1269, the CPUC 100 of the main control board M determines whether or not the displayed symbol combination is normal (if it does not match the winning combination determined by the internal lottery, it is abnormal). ). In addition, the determination as to whether or not the displayed combination of symbols in step 1269 is normal is determined by determining whether or not the reel stop control based on the operation of the stop button has been completed normally, and the winning combination is determined. In a game where the stop button is operated in an operation mode that allows the winning combination to win, the actual stopped reel position is not normal (the winning combination determined by an internal lottery becomes possible). Even if the winning combination is not visually displayed as stopped by the player, if the reel stop control is successfully executed by the processing inside the gaming machine, the game medals based on the winning combination will be The payout is configured to be executed. If Yes in step 1269, the process moves to step 1274. On the other hand, if No in step 1269, in step 1270, the CPUC 100 of the main control board M sets a display determination error display (for example, sets it in the register area). Next, in step 1300, the CPUC 100 of the main control board M executes unrecoverable error processing. On the other hand, if No in step 1267, the process moves to step 1261-1.

[0075] Next, in step 1274, the CPUC 100 of the main control board M executes a payout process for game medals based on winnings. Next, in step 1275, the CPUC 100 of the main control board M determines whether or not there has been a win that pays out game medals. In this case, the game medals are paid out}. If Yes in step 1275, in step 1276, the CPUC100 of the main control board M turns on the hopper drive flag (a flag that is turned on when the hopper motor H80 is being driven) and executes the payout of one game medal. . Next, in step 1277, the CPUC 100 of the main control board M determines whether the first dispensing sensor H10s or the second dispensing sensor H20s is on (the first dispensing sensor H10s or the second dispensing sensor H20s is on). In this case, it is determined that a payout operation for one game medal is being performed). If Yes in step 1277, the process moves to step 1286.

[0076] On the other hand, if No in step 1277, in step 1279, the CPUC 100 of the main control board M determines whether a predetermined period of time (for example, 5 seconds) has elapsed since the hopper was driven (after the timing of the process in step 1276). . If Yes in step 1279, in step 1280, the CPUC 100 of the main control board M turns on the medal empty error flag (for example, updates the medal empty error flag area in the RAM area with a value corresponding to turning on). Next, in step 1281, the CPUC 100 of the main control board M displays a medal empty error display using the 7-segment LED. Next, in step 1282, the CPUC 100 of the main control board M determines whether the medal empty error has been canceled (for example, whether the setting / reset button M30 has been pressed). If Yes in step 1282, in step 1283, the CPUC 100 of the main control board M turns off the medal empty error flag (for example, updates the medal empty error flag area in the RAM area with a value corresponding to OFF), and then steps Migrate to 1286. On the other hand, if No in step 1282, the process moves to step 1281.

[0077] Next, in step 1286, the CPUC 100 of the main control board M determines whether the first dispensing sensor H10s and the second dispensing sensor H20s are off (the first dispensing sensor H10s or the second dispensing sensor H20s is on). After that, when the first payout sensor H10s and the second payout sensor H20s are turned off, it is determined that the payout operation of the one game medal that was being put out has been completed). If Yes in step 1286, the CPUC 100 of the main control board M turns off the hopper drive flag in step 1288, and proceeds to step 1290. Note that if No in step 1279 or step 1286, the process moves to step 1277. Next, in step 1290, the CPUC 100 of the main control board M determines whether or not the payout corresponding to the winning (winning that was Yes in step 1275) has been completed. If Yes in step 1290, the process moves to step 3400. Note that if the answer is No in step 1286, the process moves to step 1277; if the answer is No in step 1275, the process moves to step 3400; and if the answer is No in step 1290, the process moves to step 1276.

[0078] Next, in step 3400, the CPUC 100 of the main control board M executes remaining game number management processing, which will be described later. Next, in step 1700, the CPUC 100 of the main control board M executes RT state transition control processing, which will be described later. Next, in step 1750, the CPUC 100 of the main control board M executes AT state start control processing, which will be described later. Next, in step 3500, the CPUC 100 of the main control board M executes a game section transition control process, which will be described later. Next, in step 1293, the CPUC 100 of the main control board M executes a game end process (for example, clearing the number of bets, changing the gaming state, etc.), and moves to the next process (the process of step 1202).

[0079] Next, FIG. 19 is a flowchart of internal lottery execution processing related to the subroutine of step 3600 in FIG. 18 in the first embodiment. First, in step 3602, the CPUC 100 of the main control board M sets an internal lottery table (a table used when executing an internal lottery, which stores winning numbers and numbers for comparison with acquired random numbers). Then, the process moves to step 3604. Next, in step 3604, the CPUC 100 of the main control board M obtains the winning number associated with the set internal lottery table address. Furthermore, winning / replay winning information can be generated from the winning number. In addition, if a bonus and a small role are won at the same time, or a bonus and a replay role are won at the same time, both the winning number and the replay winning information and the bonus winning information will be calculated based on the winning number. Winning information can be generated. The specific generation process will be described later. Next, in step 3606, the CPUC 100 of the main control board M obtains the number of repetitions related to the set internal lottery table address. Here, the number of repetitions is the number of consecutive winning numbers that have the same payout group number and the same number for comparison with the obtained random number, and is the number of consecutive winning numbers that are stored in the ROM of the main control board M in advance. remembered. For example, ball payout group number 2 includes nine winning numbers 4 to 12, and three consecutive winning numbers 4 to 6, which are replayable combinations in the push order, have the same numbers. Since the number of consecutive winning numbers 7 to 12, which are the pushing order bell combinations, are the same, the number of repetitions for the pushing order replaying combination is 3, and the pushing order bell is the same. The number of repetitions related to the winning is 6. In addition, the lottery table used when winning numbers 4 to 6, which are push order replay roles, and the lottery table used when winning numbers 7 to 12, which are push order bell roles, are obtained are a single lottery table. It is configured. Next, in step 3608, the CPUC 100 of the main control board M obtains the payout group number related to the set internal lottery table address, and proceeds to step 3610.

[0080] Next, in step 3610, the CPUC 100 of the main control board M obtains setting value data. Next, in step 3612, the CPUC 100 of the main control board M obtains specified address data. Next, in step 3614, the CPUC 100 of the main control board M determines whether or not the internal lottery was won (whether or not the obtained random number existed in the internal lottery table searched this time). In the case of Yes in step 3614, it is determined that the internal lottery has been won, so the process moves to the next process (the process of step 1259) without executing the determination (lottery) regarding the subsequent internal lottery table address. On the other hand, if No in step 3614, the CPUC 100 of the main control board M updates the number of repetitions in step 3616. Next, in step 3618, the CPUC 100 of the main control board M determines whether there is a remaining number of repetitions. If Yes in step 3618, the process moves to step 3610, and the processes from step 3610 to step 3618 are repeatedly executed until the remaining number of repetitions is exhausted or the internal lottery is won. In addition, if No in step 3618, in step 3620, the CPUC 100 of the main control board M updates the internal lottery table address (updates it to the address related to the next ball group number), moves to step 3604, and returns to step 3604. Execute the following processing. Note that the specific processing of the internal lottery will be described later.

[0081] Next, FIG. 20 is a flowchart of the game number addition execution process related to the subroutine of step 1500 in FIG. 18 in the first embodiment. First, in step 1502, the CPUC 100 of the main control board M determines whether the AT-related state is "AT in progress", "specialization precursor state", or "additional specialization state". If Yes in step 1502, in step 1504, the CPUC 100 of the main control board M determines that the ball group number related to the game is the winning number that can add up the number of remaining AT games in the AT state. , and in this example, it is determined whether or not it is the payout group number (1, 3 in this example) related to re-game-B, re-game-C, winning-D. If Yes in step 1504, the process moves to step 1514. In addition, if No in step 1502, in other words, if the state related to AT is an advantageous BB state, in step 1512, the CPU 100 of the main control board M determines that the ball group number related to the game is In the "advantageous BB state", it is a winning number that can add up to the number of remaining AT games, and in this example, whether it is a ball group number (5, 6 in this example) related to winning-H, winning-I). Determine. In the case of Yes in step 1512, the process moves to step 1514, and in the case of No in step 1512, the process moves to step 1518. Further, if No in step 1504, in step 1506, the CPUC 100 of the main control board M determines whether the state related to AT is the "additional special state". If Yes in step 1506, in step 1508, the CPUC 100 of the main control board M determines that the ball group number related to the game is a specialization bonus combination (in the "addition specialization state", the number of remaining AT games can be added and In the "AT state", it is a winning number that does not add the number of remaining AT games, and in this example, it is a winning number for replay - A, replay - D1 ~ D3, winning - A1 ~ A6). (in this example, 2, 13) is determined. If Yes in step 1508, proceed to step 1514. Note that if the answer is No in step 1506 or step 1508, the process moves to step 1518.

[0082] Next, in step 1514, the CPUC 100 of the main control board M refers to the lottery table for the number of additional games upon winning and determines the number of AT additional games based on the ball group number related to the game (for example, In the lottery table shown, the latched random number value is determined based on which range it falls within. Note that determining the number of AT additional games is also referred to as executing an AT additional lottery. Next, in step 1516, the CPUC 100 of the main control board M adds the determined number of AT additional games to the counter value of the AT counter M60, and sets the AT counter value after the addition in the AT counter M60. Next, in step 1517, the CPUC 100 of the main control board M issues a command (a command to the sub-control board S side) related to the determined number of AT additional games, and the sub-control board S receives the command. It is possible to recognize whether or not the number of AT games has been added and how many games there are), and the process moves to step 1518. Furthermore, in the case of ball group numbers 7 to 11, which are the ball group numbers related to the winning numbers (winning numbers 19 to 27) that include bonuses, a lottery related to AT (AT lottery, AT additional lottery) can be executed. .

[0083] Here, the lottery table shown outside the figure is an example of a lottery table for the number of additional games upon winning. If the winning combination is won in "AT state", "Specialization precursor state", "Additional specialization state", "Advantageous BB state"), the winning combination will be based on the ball group number related to the game. , the number of AT add-on games is determined from "0" to "300" by lottery, and the determined value is added to the counter value of the AT counter M60. Note that if "0" is determined, the number of remaining AT games will not increase (if "0" is determined, it may be referred to as not winning the AT additional lottery).

[0084] In addition, the average value (expected value) of the number of AT additional games when winning the additional combination at the time of winning is the value as shown in the figure, and the specific calculation method is as follows: The winning combination is Watermelon A. In this case, {Number of settings (600) x Number of AT additional games (0) + Number of settings (100) x Number of AT additional games (10) + Number of settings (300) x Number of AT additional games (30) + Number of settings ( It can be calculated as follows: 24)×Number of AT additional games (100)} / Total number of set numbers (1024)=12.1 (games).

[0085] Next, if the winning combination is Replay-B or Replay-C, {Number placed (500) x Number of AT additional games (0) + Number placed (200) x Number of AT additional games (50) + It can be calculated as follows: Number of locations (300) x Number of AT additional games (100) + Number of locations (24) x Number of AT additional games (300)} / Total number of locations (1024) = 46.1 (games) can.

[0086] Next, if the winning combination is Replay-A or Replay-D1~D3, Winning-A1~A6, {Number of Places (300) x Number of AT Addition Games (10) + Number of Places (600) x It can be calculated as follows: Number of AT add-on games (30) + Placement number (124) x Number of AT addition games (50)} / Total number of place numbers (1024) = 26.61 (games). In addition, if the winning combination is Replay-A or Replay-D1~D3, or Winning-A1~A6, the number of AT games will be added only if the AT-related state is "additional special state". It has become.

[0087] Next, if the winning combination is a BB medium-weak rare combination, ) x number of AT additional games (30) + number of positions (24) x number of AT additional games (100)} / total number of positions (1024) = 6.3 (games).

[0088] Next, if the winning combination is a BB medium-strong rare combination, )×Number of AT additional games (50)+Number of locations (24)×Number of AT additional games (300)} / Total number of locations (1024)=35.4(games).

[0089] In addition, in the first embodiment, when an AT add-on lottery is executed, the average value of the number of AT add-on games is configured to vary depending on the type of winning combination, but depending on the setting value, the number of AT add-on games may be different. The average values ​​of are configured so that they do not differ. Here, when configuring to execute an AT add-on lottery based on winning numbers, for example, if the same process is executed as an AT add-on lottery for winning numbers 7 and 8, the winning number is 7. However, as in the first embodiment, by configuring the AT additional lottery to be executed based on the winning number group number, it is possible to determine whether the winning number is 7 or 8. When performing the same process as an AT add-on lottery with winning number 8, the process related to the AT add-on lottery with both winning number 7 and winning number 8 is executed only by determining whether the payout group number is 2. This means that you can do it.

[0090] Returning to the explanation of the flowchart, next, in step 1518, the CPUC 100 of the main control board M determines based on the winning number (or winning / replay winning information, or ball group number, etc.) related to the game. ) is a winning number for replay-B (reverse push white 7 replay, which is a replay in which white seven can line up on the invalid line by stopping with a reverse push). If Yes in step 1518, in step 1520, the CPUC 100 of the main control board M determines whether there was an additional AT game number due to replay B. In other words, the number of AT additional games due to winning replay B is determined. Determine whether it is not 0. If Yes in step 1520, in step 1522, the CPUC100 of the main control board M sends a reverse push instruction command (a command to the sub control board S side, and a reverse push ("right → middle → left") causes the CPUC100 to move to the invalid line. (This will execute an effect that instructs the player to line up the white sevens) and moves to step 1526. On the other hand, if No in step 1520, in step 1524, the CPUC 100 of the main control board M executes a reverse push avoidance command (a command to the sub control board S side, other than reverse push ("right → middle → left") (This will instruct the pressing order and execute an effect that prevents white sevens from being aligned on the invalid line), and the process moves to step 1526. Note that even if the answer in step 1518 is No, the process moves to step 1526. Next, in step 1526, the CPUC 100 of the main control board M determines whether the winning number (or winning / replay winning information, or ball group number, etc.) related to the game is the replay-C ( It is determined whether or not it is a sequential push black 7 replay, which is a replay in which the black 7 can line up in a straight line with the invalid line by stopping the black 7 in the sequential push. If Yes in step 1526, in step 1528, the CPUC 100 of the main control board M determines whether there was an additional AT game number due to replay C. In other words, the number of AT additional games due to winning replay C is Determine whether it is not 0. If Yes in step 1528, in step 1530, the CPUC100 of the main control board M is set to the invalid line by the sequential push instruction command (a command to the sub control board S side, and the sequential push ("left → middle → right") (to perform an effect that instructs the players to line up black sevens), and moves on to the next process (the process of step 1400). On the other hand, if No in step 1528, in step 1532, the CPUC 100 of the main control board M executes a sequential push avoidance command (a command to the sub control board S side, other than sequential push ("left → middle → right") (This will instruct the pressing order and execute an effect that prevents black sevens from being aligned on the invalid line), and moves on to the next process (the process of step 1400). Note that even in the case of No in step 1526, the process moves to the next process (the process in step 1400). In the first embodiment, by transmitting a reverse push instruction command, a reverse push avoidance command, a forward push instruction command, and a forward push avoidance command to the sub-control board S, and the sub-control board S receives these commands, Although the sub-control board S side is configured to be able to execute effects related to the push order navigation, this is not limited to this, and if you win the AT add-on lottery, you will be notified that you have won the AT add-on lottery and the number of AT add-on games. When a related command (for example, a command related to the number of AT additional games related to the process of step 1517) is sent to the sub-control board S side, and the sub-control board S side receives the command, the sub-control board S side executes the push order. It may be configured to determine the execution timing and presentation mode of navigation-related effects. As an example, in a game in which replay B is a winning game, the sub-control board S side receives the command (a game with an additional number of AT games), and selects an effect mode that instructs a reverse push. Alternatively, in a game in which the sub-control board S side receives the command, the effect instructing the reverse push is not executed, and the following predetermined conditions (for example, a specific replay combination (e.g., replay) are executed). It may also be configured to execute an effect that instructs a pressing order in which a set of 7 can be made on the invalid line in a game in which game-B or C) is satisfied. Or, in a game in which replay B is a winning game, and in which the sub-control board S side receives the above command (a game with an additional number of AT games), the effect that instructs the reverse push is not executed, and then (For example, after a predetermined number of games (continuous performances may be performed at the same time, in which case, the final game of the continuous performance) is satisfied, the AT game number additional performance (displayed on the performance display device S40) This is an effect in which the display related to the number of remaining AT games increases, for example, "+30G") may be executed.In addition, in this example, the effect display device S40 also displays the number of remaining AT games. The display is configured to be able to display a display related to this, and the display and the number of remaining AT games stored on the main control board may be the same or different. - In the game in which B won and the sub-control board S side received the above command (a game with an additional number of AT games), the following predetermined conditions were not executed without executing the direction to instruct the reverse push. An example of a case where an AT game number addition effect is executed in a game where the number of AT games is increased is when a special effect (for example, a predetermined continuous effect) is executed on the sub-control board S side to encourage winning of a bonus (such as a predetermined continuous effect). Among them, the winning probability of replay-B is low (including 0%), so if you announce the pressing order in which a set of 7 is possible, the player will realize that he has not won the bonus), etc. An example is when the control board S side is executing a special performance.In addition, the sub control board S side determines that the main control board M side has won the AT add-on lottery and the number of AT remaining games has been added. The information to be sent is as follows: (1) Information regarding the number of remaining AT games is sent from the main control board M side to the sub-control board S side after the AT addition lottery.Then, on the sub-control board S side, the information regarding the number of AT remaining games transmitted last time is sent from the main control board M side to the sub-control board S side. Calculate the difference between the information about the number and the information about the number of AT remaining games sent this time, and grasp the number of AT add-on games won in the AT add-on lottery. (2) As a result of the AT add-on lottery on the main control board M side. A command regarding the number of AT additional games obtained is sent to the sub-control board S. In addition, if the AT additional lottery is not won, a command related to the fact that the AT additional lottery was not won is sent to the sub-control board S. When the sub-control board S side receives the command, the sub-control board S side may be configured to determine the performance mode of the performance related to the push order navigation.As an example, the replay-B is a winning game, and in the game in which the above command was received on the sub-control board S side (a game in which there was no AT game number addition), press the middle button (operate the middle stop button as the first stop, It may also be configured to select and execute a performance mode that instructs the user to press the button (in order to avoid the above). Although the AT addition lottery was executed on the main control board M side, the information for the sub-control board S side to determine that there was no addition of the number of remaining AT games is (1) information regarding the number of remaining AT games. After the AT addition lottery, it is sent from the main control board M side to the sub control board S side. After that, the sub-control board S side calculates the difference between the information about the number of AT remaining games sent last time and the information about the number of AT remaining games sent this time, and grasps the number of AT add-on games won in the AT add-on lottery. (If the value obtained by subtracting the information about the number of AT remaining games sent this time from the information about the number of AT remaining games sent last time is 1, it is determined that you did not win the AT additional lottery), (2) Main control board A command regarding the fact that the number of AT additional games is 0 as a result of the AT additional lottery on the M side is transmitted to the sub control board S side.

[0091] Next, FIG. 21 is a flowchart (first page) of AT state transition control processing related to the subroutine of step 1400 in FIG. 18 in the first embodiment. First, in step 1402, the CPUC 100 of the main control board M determines whether the current AT-related state is an AT-related state in which an AT lottery can be executed. In addition, in the first embodiment, the only state related to AT in which the AT lottery can be executed is the "high probability state", and by winning the BB in the "high probability state", the "advantageous BB internal medium game" '', and then when the BB role wins, it will transition to the ``advantageous BB state'', and when the executed BB is completed, it will transition to the ``AT in progress'' state, and the number of AT games will be displayed on the AT counter. The initial value of 50 times will be set. In addition, even if you win BB in the "low probability state", the game will move to the "normal BB internal game" and will not shift to the "AT state" after that. However, the present invention is not limited to this, and it may be configured such that when a BB is won in the "normal gaming state", the AT lottery can be won using the BB combination as an opportunity. In such a configuration, if you win BB in the "normal gaming state" and win the AT lottery triggered by the BB role, you will be transferred to the "advantageous BB internal game" and then win the BB. By aligning them, you will move to an "advantageous BB state". In addition, in the internal state where a BB is won in the "normal gaming state" and the BBs are not lined up, the gaming section may be set as an "advantageous section" or may be set as a "standby section". If Yes in step 1402, in step 1404, the CPUC 100 of the main control board M determines that the conditional device for the game is the AT lottery winning combination (in this example, the first type BB-A or the first type BB-A, which is a BB winning combination with no setting difference). Species BB-C). In addition, in the first embodiment, the winning numbers with a single BB with no setting difference (winning numbers 19, 24) and the winning numbers with the same small role as the BB with no setting difference (winning numbers, 25, 26, 27). Both of these are AT lottery roles. If Yes in step 1404, in step 1406, the CPUC 100 of the main control board M determines the state regarding AT from the next game onwards to "advantageous BB internal medium game", and moves to step 1410. Further, if No in step 1402 or step 1404, the process moves to step 1410. In addition, in the first embodiment, the AT winning rate (whether it is possible to win or not) related to the AT lottery is configured to differ if the AT-related states are different, but when the AT-related states are the same. Even if the setting values ​​are different, the AT winning rate for AT lottery is the same (if you win BB in the "high probability state", you will always win AT regardless of the setting value = then (transfers to "AT in progress state").

[0092] Next, in step 1410, the CPUC 100 of the main control board M determines whether the state related to AT for the next game or later has not been determined. If Yes in step 1410, in step 1412, the CPUC 100 of the main control board M determines whether the current state related to AT is a "low probability state". In the case of Yes in step 1412, in step 1414, the CPUC 100 of the main control board M determines that the conditional device for the game is a state promotion role (a small player that can move from a "low probability state" to a "high probability state" by winning). In this example, it is determined whether the winning hand is a cherry (in this example, a cherry). If Yes in step 1414, in step 1416, the CPUC100 of the main control board M wins with a predetermined probability (in this example, it is 1 / 2, and there is no problem in changing it as long as it does not differ depending on the setting value). A high probability state transition lottery is executed. Next, in step 1418, the CPUC 100 of the main control board M determines whether or not the executed high probability state transition lottery has been won. If Yes in step 1418, in step 1420, the CPUC 100 of the main control board M determines the state regarding AT from the next game onwards to be a "high probability state", and proceeds to step 1430.

[0093] Further, if No in step 1412, in step 1424, the CPUC 100 of the main control board M determines whether the current state related to AT is a "high probability state". If Yes in step 1424, in step 1426, the CPUC100 of the main control board M determines that the counter value of the high guarantee failure counter KHc is 1 (this is the final high guarantee failure game, and it is the 10th game after entering the "high probability state"). ). If Yes in step 1426, in step 1428, the CPUC 100 of the main control board M determines whether the low probability transition condition is satisfied. Here, in the first embodiment, when the state related to AT is a "high probability state", the game section is an "advantageous section", and when the game section is an "advantageous section", the push The configuration is such that the "advantageous section" does not end unless the forward navigation is executed at least once or the "advantageous section" continues for a predetermined number of games (1500 games in this example) (i.e. Even if you win the low probability state transition lottery, if the low probability transition conditions are not met because the push order navigation has not been executed at least once, etc., the "high probability state" is configured not to end. ). In addition, if you win the BB role during the "advantageous section" and execute BB, you can play the "advantageous section" at any timing even if you have not executed the push order navigation even once during the "advantageous section". It may be configured such that it can be terminated. If Yes in step 1428, in step 1429, the CPUC 100 of the main control board M determines the state regarding AT from the next game onwards to be a "low probability state", and proceeds to step 1430. Here, the low probability transition condition is satisfied by executing the push order navigation once. In addition, as the push order winnings (winning numbers that win different prizes depending on the order in which the reels stop and the player's profit rate differs), there are two types of winning numbers: a winning number with a maximum payout of 8 pieces and a winning number with a maximum payout of 11 pieces. In this case, the low probability transition condition may be that the push order navigation for a winning combination with a large maximum payout number of 11 pieces has been executed once. Note that the process also moves to step 1430 in the case of No in step 1410, step 1414, step 1418, step 1424, step 1426, or step 1428. In this way, in the first embodiment, when a new transition to the "high probability state" occurs, the high guarantee failure counter KHc is set to 10 games, which are high guarantee failure games, and the counter value becomes 0. The configuration is such that it does not shift to the "low probability state" until Note that this lottery method is just an example; for example, the lottery for transitioning to a low-probability state is not executed for 10 games after transitioning to a "high-probability state" (staying in a "high-probability state" is guaranteed). ), it may be configured to perform a lottery to shift from the "high probability state" to the "low probability state" at a predetermined probability (for example, 1 / 20) in every game after the 10 games have passed. Note that the AT lottery winnings (low-probability AT lottery winnings, high-probability AT lottery winnings) and state promotion winning combinations have the same probability of winning at all set values.

[0094] Next, FIG. 22 is a flowchart (second page) of AT state transition control processing related to the subroutine of step 1400 in FIG. 18 in the first embodiment. First, in step 1430, the CPUC 100 of the main control board M determines whether the current AT-related state is "AT in progress". If Yes in step 1430, in step 1431, the CPUC 100 of the main control board M determines whether the counter value of the AT counter M60 is greater than or equal to a predetermined value (4 in this example). Here, in the first embodiment, when the AT-related state is "AT in progress" and the AT counter value is 4 or more, in other words, when the number of remaining AT games is 4 or more, the watermelon If you get the right to transition to the "additional specialization state" with a probability of 1 / 2 of winning B, and can transition to the "specialization precursor state", but the AT-related state is "AT in progress" , if the AT counter value is 3 or less, in other words, the number of AT remaining games is 3 or less, even if you win Watermelon B, there will be a lottery (special (also referred to as a specialization state transition lottery) is not executed, and the system is configured so as not to transition to the "specialization precursor state" or the "additional specialization state." However, this is not limited to this, and even if the AT counter value is 3 or less, there is a lottery where you can win Watermelon B and gain the right to transition to the "additional specialization state" (also called the specialization state transition lottery). It is also possible to configure the system so that it is possible to execute the following (sometimes referred to as "additional specialization state"), and with such a configuration, if the AT counter value is 3 or less, if you win Watermelon B, you will have the right to transition to the "additional specialization state". If you win a lottery to obtain the lottery, it may be configured so that it can become (transfer to) the "specialization precursor state" or the "additional specialization state" from the next game in which you win the lottery, or the AT counter value It may be configured so that when the value reaches a predetermined value (for example, 1 or 0), it can become (transition to) a "precursor state of specialization" or "additional specialization state," and the game that won the lottery may It may be configured such that after a predetermined number of games have been played, the game can enter (or transition to) a "specialization precursor state" or an "additional specialization state." In addition, when transitioning to the "additional specialization state", it is not necessarily necessary to go through the "specialization precursor state"; for example, the configuration is such that it is possible to directly transition from the "AT in progress state" to the "additional specialization state". You may. If Yes in step 1431, in step 1432, the CPUC 100 of the main control board M determines that the condition device related to the game is a specialization transition role (a small player that can execute a lottery to acquire the right to transition to an "additional specialization state"). In this example, it is determined whether or not it is Watermelon B). In the case of Yes in step 1432, in step 1433, the CPUC 100 of the main control board M executes a specialization state transition lottery with a predetermined probability (in this example, 1 / 2) of winning. Next, in step 1434, the CPUC 100 of the main control board M determines whether or not the executed specialized state transition lottery has been won. If Yes in step 1434, in step 1435, the CPUC 100 of the main control board M determines the state related to AT in the next game and thereafter to be the "specialization precursor state", and moves to step 1444-1. On the other hand, if the answer in step 1431 is No, in step 1436, the CPUC 100 of the main control board M determines whether the counter value of the AT counter M60 is 1 (if the AT counter value is 1, it is the final AT game). judge. If Yes in step 1436, in step 1437, the CPUC 100 of the main control board M executes a continuous lottery in which the lottery is won with a predetermined probability (2 / 3 in this example). Next, in step 1438, the CPUC 100 of the main control board M determines whether or not the executed continuous lottery has been won. If Yes in step 1438, in step 1439, the CPUC 100 of the main control board M determines the state related to AT from the next game onwards to "AT in progress state", and moves to step 1444-1 (defines the conditions for AT state transition. To satisfy this requirement, the AT initial number of games (50 in this example) will be set in the AT counter. On the other hand, in the case of No in step 1438, in step 1443, the CPUC 100 of the main control board M determines the state related to AT for the next game onwards to the "resurrection possibility state", and proceeds to step 1444-1. Note that even if the answer is No in step 1430, step 1432, step 1434, or step 1436, the process moves to step 1444-1. As described above, in the first embodiment, when the continuous lottery is executed in the final AT game and the continuous lottery is won, the initial value of 50 games is set in the AT counter M60 again. In other words, if the additional number of AT games is not considered, the gameplay is such that AT of 50 games per set continues to loop at 2 / 3. The execution timing of the continuous lottery is not limited to the last AT game, for example, the first AT game (the first game in which the AT state is newly entered, or after the initial value is set to the AT counter M60). The continuous lottery may be configured to be executed in the first game). With such a configuration, it has already been determined in the "AT in progress" whether the next set (AT related to the winning of the continuous lottery) will be executed (whether the AT will continue or not). , the performance during AT can be made different depending on whether you have won the continuous lottery or not. For example, if you have won the continuous lottery, the counter value of AT counter M60 In a situation where is 1 or more (in the middle of AT execution), you can change the BGM (playing a song, etc.) or perform an effect that makes it certain that you have won the continuous lottery.

[0095] Next, FIG. 23 is a flowchart (third page) of AT state transition control processing related to the subroutine of step 1400 in FIG. 18 in the first embodiment. First, in step 1444-1, the CPUC 100 of the main control board M determines whether the current state related to AT is a state for displaying whether or not recovery is possible. In the case of Yes in step 1444-1, in step 1444-2, the CPUC 100 of the main control board M determines that the condition device for the game is a resurrection role (by winning in the "resurrection possibility state"), the CPUC 100 of the main control board M It is determined whether the winning combination is a winning combination that can transition to the "AT state" (in other words, a winning combination that can bring back AT). Here, in the first embodiment, the resurrection role includes any of Watermelon A, Watermelon B, Cherry, and a bonus role (only the BB role without setting difference, not including the BB role with setting difference). If the condition device related to the game becomes a resurrection combination, it is called winning the resurrection lottery. If Yes in step 1444-2, in step 1444-3, the CPUC 100 of the main control board M determines the AT-related state for the next game onwards to the "AT in progress state", and proceeds to step 1445. Here, in order to satisfy the conditions for enabling transition to the AT state, the AT initial number of games (50 in this example) is set in the AT counter. On the other hand, in the case of No in step 1444-2, in step 1444-4, the CPUC 100 of the main control board M determines the state related to AT from the next game onwards to be a "low probability state", and proceeds to step 1445. Incidentally, even if the answer is No in step 1441-1, the process moves to step 1445. In this way, in the first embodiment, even if it is the final AT game and the player does not win the continuation lottery, the game moves to the "resurrection possibility state", and in the "resurrection possibility state" If you win the revival lottery, the system is configured so that the next game will transition to the "AT state". In addition, although the "state for reviving availability" is set to "advantageous section," AT-related lottery (AT additional lottery, continuous lottery, etc.) in the "AT in progress" state will not be executed, and the resurrection lottery will be able to be executed. The AT-related lottery execution mode is different between the "AT state" and the "resurrection possibility state".

[0096] Next, in step 1445, the CPUC 100 of the main control board M determines whether the state related to AT for the next game or later has not been determined. If Yes in step 1445, in step 1446, the CPUC 100 of the main control board M determines whether or not the state transition conditions related to AT are satisfied (for example, as shown in FIG. (Satisfied if 10 games, which is the number of precursory games, are played in the state). If Yes in step 1446, in step 1447, the CPUC 100 of the main control board M determines the state regarding AT from the next game onward, and proceeds to step 1448 (for example, as shown in FIG. If you have completed the number of portent games in the "precursor state", it will be determined as the "additional specialization state"). Incidentally, if the answer is No in step 1445 or step 1446, the process moves to step 1448 as well. Next, in step 1448, the CPUC 100 of the main control board M issues a high guarantee fault counter value command (in this example, it is a command to the sub side, and the current high guarantee fault counter value, in other words, a high probability state is guaranteed). A command related to the remaining number of games played) is set, and the process moves to step 1449-1. Next, in step 1449-1, the CPUC 100 of the main control board M determines whether the state regarding AT from the next game onward is determined to be "advantageous BB internal medium game". If Yes in step 1449-1, in step 1449-2, the CPUC 100 of the main control board M clears the counter value of the high security failure counter KHc to zero, and moves to the next process (the process in step 1450). Note that even if the answer in step 1499-1 is No, the process moves to the next process (the process in step 1450).

[0097] In addition, in the first embodiment, the AT winning rate is configured to differ depending on the lottery state, and if you win the BB role (BB role with no setting difference) in the "low probability state", you will be transferred to the AT transition lottery. On the other hand, if you win the BB role (BB role with no setting difference) in the "high probability state", you will win the AT transition lottery (then you will not move to the "AT state"). However, the configuration is not limited to this, and the condition device A, which is a predetermined condition device, is used as the AT lottery role, and the “high probability state A” and “high probability state A” are set as the states related to AT, which is the “advantageous section”. If the device is configured to have "probability state B", if condition device A wins in "high probability state A", it will win the AT transfer lottery at 1 / 10, and in "high probability state B" it will win the condition device A. It may be configured such that if device A wins, the AT transition lottery will be won at 1 / 2. In addition, if you win the AT transition lottery, the AT-related state will transition to the "AT preparation state" which is a preparatory state before transitioning to the "AT in progress state", and then meet the predetermined end conditions (for example, "AT preparation state"). It may be configured to shift to the "AT state" when the condition (10 games have elapsed since the transition to the "AT state") is satisfied.

[0098] Next, FIG. 24 is a flowchart of conditional device number management processing related to the subroutine of step 1450 in FIG. 18 in the first embodiment. First, in step 1451, the CPUC 100 of the main control board M determines whether the current gaming section is an "advantageous section". If Yes in step 1451, in step 1452, the CPUC 100 of the main control board M issues a command related to winning / replay winning information (command on the sub control board S side, for example, winning / replay winning information related to the game). commands related to information). Next, in step 1454, the CPUC 100 of the main control board M determines that the conditional device for the game is a combination with a pressing order (a conditional device in which winning combinations differ depending on the pressing order; for example, winning-A1, etc.). Determine whether or not. If Yes in step 1454, in step 1458, the CPUC 100 of the main control board M determines the instruction number (also referred to as the push order number) during the game based on the winning / replay winning information related to the game, and Store the number in the RAM address (an address different from the RAM address for displaying the push order navigation). Note that the instruction number is information related to the pressing order, and in this example, it is determined by the main control board M and transmitted to the sub-control board S (details will be described later). Further, by receiving the instruction number, the sub control board S can display the push order navigation on the effect display device S40. Note that the instruction number is determined even when the push order navigation is not executed (although not shown, the instruction number becomes the initial value based on clearing the instruction number). In addition, when executing a push order guessing game, a predetermined instruction number (for example, AX) exclusively for the push order guessing game may be determined. Next, in step 1460, the CPUC 100 of the main control board M executes a push order navigation display on the push order display device D270 based on the instruction number related to the game (display of the push order navigation display on the main control board side). (See Figure 34 for image). Next, in step 1466, the CPUC 100 of the main control board M sets the command (command to the sub side) related to the instruction number determined in step 1458 (for example, sets it in the register area), and moves to step 1472. (See Figure 34 for a display image of the push order navigation display on the sub-control board side). In addition, in this example, displaying the stopping order of the reels with the highest profit to the player on the push order display device D270 and the effect display device S40 is referred to as displaying the push order navigation, displaying the push order navigation display, etc. ing. In the first embodiment, the push order navigation is displayed based on the instruction number. For example, the push order of "Left → Middle → Right" is displayed as "=1" on the push order display device D270. It is configured so that "=1" is displayed both in the case of a push-order bell and in the case of a push-order replay. However, the present invention is not limited to this, and in a case where the push order navigation of "Left → Middle → Right" is displayed on the push order display device D270 in a game related to the push order bell, and in a game related to push order replay, " The display mode may be different from that when displaying the push order navigation of "Left→Middle→Right" on the push order display device D270. That is, the number of types of display modes of the press order navigation displayed on the press order display device D270 may be configured to be the same as the number of types of winning / replay winning information.

[0099] Further, if No in step 1451 or step 1454, in step 1468, the CPUC 100 of the main control board M performs mask processing on the winning / replay winning information of the game, and transfers the masked information to a predetermined address in the RAM. to be memorized. Here, if winning / replay winning information related to the game is sent to the sub-control board S side, and if the winning / replay winning information is recognized due to fraudulent acts, high profits related to the game may be lost. This means that the push order (reel stop order) will be recognized. Therefore, in this example, the sub control board S By configuring the system to send the data to the user, the system is configured so that high-profit press orders cannot be recognized. In the first embodiment, as a method of mask processing, it is preferable to use multiple pieces of winning / replay winning information (winning / replay winning information with similar roles; for example, the RT state changes depending on the order of presses. Multiple winning / re-play winning information for which symbol combinations that become re-playing roles can be stopped and displayed are set as one production group number (for example, winning / re-play winning information 4 to 6 are set to production group 4, etc.). It is configured to send the performance group number to the sub-control board S side. The method of mask processing is not limited to this, and for example, after the provided winning / re-play winning information (in this example, 0 to 18), new winning / re-play winning information after mask processing is performed. It may be configured to provide winning information. In addition, even in such cases, multiple winning / re-play winning information out of the existing winning / re-play winning information, such as the production group number, can be treated as one winning / re-play winning information after mask processing. It is desirable to configure the system so that game winning information is provided (for example, the winning / replay winning information 4 to 6 is replaced with the winning / replay winning information 19 (newly provided winning / replay winning information) which is the winning / replay winning information after mask processing. ·Replay winning information), etc.). Furthermore, if it is determined that the game is a game that notifies operation information (push order navigation) based on the AT-related status etc. on the main control board M, winning / replay winning information is transmitted to the sub-control board S, In games that do not notify operation information, the production group number may be transmitted to the sub-control board S side. When configured in this way, the command related to the instruction number may be transmitted to the sub-control board S side, or may be configured not to be transmitted.

[0100] Next, in step 1470, the CPUC 100 of the main control board M sets a command (command to the sub side) related to the production group number after performing the mask processing (for example, sets it in the register area), and steps Move to 1472. Next, in step 1472, the CPUC 100 of the main control board M sets a command (command to the sub side) related to bonus winning information (the sub side can recognize whether or not the bonus has been won) (for example, (set in the register area) and move on to the next process (the process of step 1550). In addition, in the first embodiment, the winning / replay winning information and the bonus winning information are derived from the winning number, but the deriving method will be described later. In addition, as shown in the lower part of the same figure, as a display example of the push order navigation, in the case of "AT in progress", (1) If a falling re-gaming combination is included → If the falling re-gaming combination is not stopped and displayed, press It is structured as follows: (2) In the case of Bell (1-card / 11-card winning), the push order that yields the largest number of coins is the navigation, etc. In this way, in the first embodiment, when the game section is an "advantageous section", the sub-control board S side displays the winning / replay winning information (the type of winning combination and the most advantageous pressing order for the player). On the other hand, when the game section is a "normal section", the sub-control board It is configured to be able to send the production group number (a number that can identify only the outline of the winning combination) to the S side. That is, in the "advantageous section", the winning / replay winning information related to the game, including the winning / replay winning information where the game result and the player's profit differ depending on the order of the presses, is directly sent to the sub control board S. On the other hand, in game sections that are not "advantageous sections," winning / re-play winning information for the game is not transmitted, and information on winning / re-play winnings or re-plays where the game results and the player's profits differ depending on the order of presses is not transmitted. In the case of winning information, it is configured to transmit a performance group number that conceals information related to the push order to the sub-control board S side.

[0101] In addition, in cases such as when the game section is not an "advantageous section", mask processing is executed when the winning / replay winning information determined by the main control board M is sent to the sub-control board S to determine the presentation group number. Then, it is configured to transmit the performance group number to the sub-control board S. In addition, the performance group number refers to winning / replay winning information, and winning / replay winning information related to winning roles that play a similar role (for example, replaying roles that include falling replaying roles, push order bells, etc.) are grouped and assigned numbers. The configuration is such that the winning / replay winning information related to the game is subjected to masking processing {processing for making winning / replay winning information (particularly information related to the pressing order) confidential} before being transmitted to the sub-control board S. This prevents a situation in which information related to winning / replay winning information is recognized due to fraudulent acts, and the push order (reel stop order) that results in a high profit for the game is recognized.

[0102] Next, FIG. 25 is a flowchart of the reel rotation start preparation process related to the subroutine of step 1550 in FIG. 18 in the first embodiment. First, in step 1552, the CPUC 100 of the main control board M determines whether the timer value of the minimum game interval timer M70 (subtraction timer) is 0. Here, the minimum game interval timer M70 measures the time (in this example, 4.1 seconds) that should be ensured from a certain game start timing (reel rotation start timing) to the next game start timing (reel rotation start timing). This is a timer for If Yes in step 1552, in step 1554, the CPUC 100 of the main control board M adds a new minimum time (sometimes referred to as minimum game time, in this example, 4.1 seconds) to the timer value of the minimum game interval time timer M70. Set and start. On the other hand, if No in step 1552, the CPUC 100 of the main control board M executes infinite loop processing. Next, in step 1556, the CPUC 100 of the main control board M clears the information related to the reel stop order and the information related to the push order related to the finished game. Next, in step 1558, the CPUC 100 of the main control board M clears the information related to the stopped reel and the attraction point creation request related to the finished game. Next, in step 1560, the CPUC 100 of the main control board M initializes symbol stop position data related to the finished game. Next, in step 1562, the CPUC 100 of the main control board M sets an output request during standby for the start of reel rotation for the game. Next, in step 1564, the CPUC 100 of the main control board M sets a reel control command related to the game, and moves to the next process (the process of step 1260). In other words, the processing in steps 1562 and 1564 makes it possible to send a command to the sub-control board S to indicate that the reels will start rotating.

[0103] Next, FIG. 26 is a flowchart of remaining game number management processing related to the subroutine of step 3400 in FIG. 18 in the first embodiment. First, in step 3402, the CPUC 100 of the main control board M determines whether the current gaming section is an "advantageous section". Although the details will be described later, the "advantageous section" is one of the gaming sections, and is a gaming situation that is advantageous for the player, such as when the AT-related state is "AT in progress". This is a game section that is easy to set. If Yes in step 3402, in step 3404, the CPUC100 of the main control board M displays the number of games remaining in the advantageous section counter YKc-1 (which is a decrement counter and has an initial value of 1500, which is the maximum number of games that can stay in the "advantageous section"). The counter value (a counter that is set as a value and can be subtracted every game during a period that is an "advantageous section") is subtracted by 1.

[0104] Next, in step 3408, the CPUC 100 of the main control board M determines whether the current AT-related state is "AT in progress". If Yes in step 3408, the CPUC 100 of the main control board M subtracts 1 from the AT counter value in step 3410. Next, in step 3412, the CPUC 100 of the main control board M determines whether the state related to AT is a high probability state. If Yes in step 3412, in step 3414, the CPUC 100 of the main control board M subtracts 1 from the counter value of the high security fault counter KHc, and moves to the next process (the process in step 1700). Note that even in the case of No in step 3402, step 3408, or step 3412, the process moves to the next process (the process in step 1700). As described above, in the first embodiment, when the AT-related state that can be displayed by the push order navigation is "AT in progress", the AT counter value is subtracted every game; In the case of "advantageous BB internal medium game", "specialization precursor state" or "additional specialization state", the AT counter value is configured not to be subtracted even if the game is executed. In other words, if the AT counter value remains (1 or more remains) and the AT state transitions to the specialization precursor state, the AT counter value is maintained and the It is configured so that it can transition (transition) from "state" → "specialization precursor state" → "additional specialization state". Incidentally, even if the state related to AT is "AT in progress", it is possible to prevent the AT counter value from being subtracted by 1 when a winning number including a bonus combination is determined in the game. At this time, for example, the AT counter value stored in the RAM of the main control board M is not subtracted, but the number of remaining AT games displayed on the effect display device S40 controlled by the sub control board S is displayed so as to be subtracted. It may be controlled. For example, if the AT counter value is "30" and the number of remaining AT games displayed on the effect display device S40 is "30", and a game is executed and a bonus is won, the AT counter value will be "30". or "30+α", which is the value obtained by adding the value "α" obtained from the AT additional lottery related to the game, is stored, but when the start lever D50 is operated, it is displayed on the effect display device S40. You may display "29" as the number of remaining AT games, or "29+α", which is the value obtained by adding the value "α" obtained from the AT additional lottery (in addition, the value obtained by adding the AT additional lottery) may be displayed. "α" is not announced in the game, but in specific games after the game (games that meet the predetermined conditions at the start of the bonus game, during the bonus game, at the end of the bonus game, or after the bonus game ends). (Also, “α” may be announced). Then, the number of AT remaining games displayed on the performance display device S40 is subtracted by 1 for each game even in the "advantageous BB internal medium game", and a performance suggesting that the bonus is confirmed (for example, a bonus confirmation screen) is output. It can be configured such that the number of remaining AT games is subtracted for each game. By configuring in this manner, even if a bonus is won in a state where the push order navigation can be executed, such as in an "AT state", it is possible to prevent the player from immediately knowing that the bonus has been won. That is, after a winning number including a bonus combination is determined, a continuous performance over a plurality of games that stimulates whether or not a bonus has been won can be executed using the performance display device S40 or the like, thereby increasing the interest of the game. In addition, after the bonus game ends, the number of remaining AT games displayed on the performance display device S40 is "30", or if you win the AT addition lottery result and notify the result of the addition, it will be a value of "30" or more. can be controlled to display. Furthermore, if a game is executed and a bonus is won when the AT counter value is "1" and the number of remaining AT games displayed on the effect display device S40 is "1", the bonus will be displayed on the effect display device S40. The display related to the number of remaining AT games will be "0", but while maintaining this state, a continuous performance will be performed over multiple games to incite whether or not you have won the bonus, and the AT counter value will be "1". , a winning number (or winning / replay winning information, or ball group number) that allows a game to be executed and an AT additional lottery to be executed when the number of AT remaining games displayed on the effect display device S40 is "1" is won and the AT additional lottery is not won, the number of AT games becomes "0" and the number of AT games displayed on the effect display device S40 becomes "0". Furthermore, when the number of remaining AT games is small, the probability of executing continuous performance may be set lower (including 0%) than when the number of remaining AT games is large.

[0105] Next, FIG. 27 is a flowchart of RT state transition control processing related to the subroutine of step 1700 in FIG. 18 in the first embodiment. First, in step 1702, the CPUC 100 of the main control board M determines whether the conditions for enabling transition to the RT state are satisfied in the game. Here, in the first embodiment, the conditions for enabling transition to the RT state are execution of RAM clearing (initialization of RAM), display of stopping replay (in this example, display of stopping replay 04), and winning of BB. It is structured so that it can be satisfied at the start and end. If Yes in step 1702, in step 1704, the CPUC 100 of the main control board M determines whether or not to transition to the RT state and the RT state from the next game onwards based on the satisfied RT state transition possible conditions (RT state transition in Figure 28). (see figure), the process moves to the next process (the process of step 1750). Note that even if the answer in step 1702 is No, the process moves to the next process (the process in step 1750). In addition, in the first embodiment, the RT state transition control process is executed after all reels have stopped, but when transitioning to "RT1", the transition timing may be shifted to when the lever is on. The timing of transitioning the RT state (storing the RT number in RAM) can be determined as appropriate.

[0106] Next, FIG. 28 is an RT state transition diagram in the first embodiment. In the first embodiment, there are four RT states: "RT0" to "RT2" and "Type 1 BB-A, B, C", and by satisfying the conditions indicated by the arrows in the figure, RT The state will change. As a specific example of transition of the RT state, when the RT state is "RT1", RAM initialization is executed, or when re-game 04 is displayed as stopped, the state shifts to "RT0". Specifically, when replay 04 is displayed as stopped, if you win "Replay - D1" in a situation where the RT status is "RT1" and operate the left stop button as the first stop. , Regames 01 to 03 are displayed as stopped, and "RT1" is maintained as the RT state. On the other hand, if you win "Replay-D1" in a situation where the RT status is "RT1" and you operate the middle stop button or right stop button as the first stop, replay 04 will be stopped and displayed. , the RT state transitions from "RT1" to "RT0".

[0107] Also, if the RT status is "RT0" or "RT1", the BB role is won and the BB role is not won in the winning game (the conditional device related to type 1 BB-A, B, C is activated) ) and the RT status shifts to "RT2". Also, if you win the BB role in "RT2" (type 1 BB-A, B, C is activated), it will shift to "type 1 BB-A, B, C". Also, when BB ends at "Type 1 BB-A, B, C" (the operation of Type 1 BB-A, B, C ends), it shifts to "RT1". Furthermore, if the player wins BB when the state related to AT is "low probability state" and BB ends, the RT state will shift to "RT1" which is highly profitable for the player. Since the state is such that the push order navigation does not occur, when you win "Replay - D1~D3", the incorrect press order (the first stop is the left button, middle button, right button), One of the three choices is the correct pressing order and replays other than replay 04 are stopped and displayed, and two of the three choices are incorrect and the replay 04 is stopped and displayed). By stopping the game, re-gaming 04 will be displayed as stopped, and the mode will shift from "RT1" to "RT0". Also, if the state related to AT is "high probability state", "AT in progress state", "specialization precursor state" or "additional specialization state", you will win BB, and if BB ends, you will be in RT state. will shift to "RT1", which is highly profitable for the player, and the AT-related state is a state in which push order navigation occurs, and even when "Replay - D1~D3" is won, replay 04 Since the button does not stop and display the correct answer press order, you can maintain "RT1".

[0108] Next, FIG. 29 is a flowchart of AT state start control processing according to the subroutine of step 1750 in FIG. 18 in the first embodiment. First, in step 1752, the CPUC 100 of the main control board M determines whether or not the AT state shift enable condition is satisfied in the game. In addition, the conditions under which it is possible to shift to AT state are, for example, (1) when the BB with no setting difference that was won in the "high probability state" ends, (2) when you win the continuation lottery, (3) when you win the revival lottery. Satisfied if If Yes in step 1752, in step 1754, the CPUC 100 of the main control board M, triggered by the new transition to the "AT precursor state", determines the number of AT initial games (in this example, 50, and "AT in progress"). The number of games for which subtraction starts after transitioning to the "state") is set in the AT counter M60, and the process moves to step 1756. Note that even if the answer is No in step 1752, the process moves to step 1756. Next, in step 1756, the CPUC 100 of the main control board M determines whether the current state regarding AT is not a high probability state. If Yes in step 1756, in step 1758, the CPUC 100 of the main control board M determines whether the state related to AT of the next game is a high probability state. If Yes in step 1758, in step 1760, the CPUC 100 of the main control board M sets the number of high guaranteed failure games (10 in this example) to the high guaranteed failure counter, and proceeds to the next process (processing in step 3500). Transition. Note that even in the case of No in step 1756 or step 1758, the process moves to the next process (the process in step 3500). In addition, after winning BB in the "high probability state" and moving to "advantageous BB internal medium game", by winning BB, you will move to "advantageous BB state", and in the "advantageous BB state", AT game If the number is added, the initial value set in the AT counter will exceed 50 when the BB ends and the transition from the "advantageous BB state" to the "AT in progress state" occurs. Specifically, if the number of AT games is added by 30 games in the "advantageous BB state" and then shifts to the "AT state", the AT counter will be set to 80 (initial value 50 + additional 30). It turns out. At this time, if an effect is performed to notify the player that 30 games have been added in the "advantageous BB state", at the start of the "AT state", the player will be informed that the initial number of AT games is 80 games. It is desirable to notify the player, but as another notification method, instead of notifying the player that 30 games have been added in the "advantageous BB state", the initial value is set at the beginning of the "AT state". After presenting a certain 50 games to the player, the player is informed that 30 games have been added during AT (for example, immediately after the start of the "AT state" or a state where the number of AT remaining games is small on the effect display device S40). A notification method may also be considered in which a notification effect is performed. By doing this, the player cannot clearly grasp whether the number of AT games has been added in an "advantageous BB state" or how many games have been added. It is possible to increase interest in additional effects that suddenly occur for unknown reasons during AT (a state in which push-order navigation may occur). In this example, the AT initial number of games is set in the AT counter M60 in step 1754, but the execution timing of the process for setting the AT initial number of games is not limited to this example. , the AT initial game number may be set in the AT counter M60 at the timing of executing the AT state transition control process in step 1400 described above. In addition, the number of games set in the AT counter M60 (the initial number of AT games) is configured to be subtracted from the time when the game is played after the BB ends (the state related to AT becomes "AT in progress"). (Subtraction does not start during BB). Further, the counter value of the AT counter M60 is configured to be stored in a storage area of ​​the RAM of the main control board M.

[0109] Next, FIG. 30 is an AT state transition diagram in the first embodiment. In the first embodiment, "low probability state", "normal BB internal medium game", "normal BB state", "high probability state", "AT medium state", "specialization precursor state", "additional specialization There are 10 states related to AT: "state", "advantageous BB internal game", "advantageous BB state", and "state for revival possibility effect", and by satisfying the conditions shown by the arrows in the figure, AT The related status will change. For example, if you win watermelon B while in the "AT state" and win a 1 / 2 specialization state shift lottery, you will shift to the "specialization precursor state". Furthermore, if 10 games have elapsed (played) since the transition to the "specialization precursor state", the system is configured to transition to the "additional specialization state". In addition, as for the game section, the three AT-related states of "low probability state", "normal BB internal medium game", and "normal BB state" are set in the "normal section", and the "high probability state" and "AT middle game" are set as the "normal section". Seven AT-related states are now in the "advantageous section": "status", "specialization precursor state", "additional specialization state", "advantageous BB internal medium game", "advantageous BB state", and "resurrection possibility state" Set. In other words, even if you have transitioned (transitioned) the state related to the 7 ATs that are the "advantageous section", if 1500 games have passed without setting it to the "normal section", the "advantageous section" will be forcibly ended. It is set to "normal section". In addition, if the re-game 04 is stopped and displayed when the push order navigation is displayed in the "AT in progress state", "specialization precursor state" or "additional specialization state", However, the gaming state is maintained.

[0110] As described above, in the case of being in the "AT state", if the counter value of the AT counter M60 is 0 and the continuous lottery has not been won, the state is in the "restoration possibility state". If you win the resurrection lottery in the ``resurrection possibility state'', you can return to the ``AT state'' again. On the other hand, if the player does not win the resurrection lottery in the "resurrection possibility state", the state shifts to the "low probability state" and changes from the "advantageous section" to the "normal section".

[0111] If you win a BB with no setting difference (Type 1 BB-A or Type 1 BB-C) in the "high probability state", the BB with no setting difference activates, and the "advantageous BB state" ends, you will be in the "AT in progress" state. ”. Also, if you win a BB with no setting difference (Type 1 BB-A or Type 1 BB-C) in the "AT state", the BB with no setting difference activates, and the "advantageous BB state" ends, " Shifts to "AT in progress state". In addition, if you win BB with no setting difference (Type 1 BB-A or Type 1 BB-C) in the ``resurrection possibility state'', BB with no setting difference activates, and the ``advantageous BB state'' ends. will also transition to the "AT state" (to win the revival lottery). In addition, if you win the BB with setting difference (Type 1 BB-B) in the ``resurrection possibility state'', the BB with setting difference activates, and the ``advantageous BB state'' ends, the BB with setting difference will be played alone. If the winning number is related to the BB role (winning number 20), it will be in a "low probability state" after the BB ends (because you will not win the revival lottery triggered by the BB role with a setting difference), and the BB with a setting difference will be rare. If it is a winning number that overlaps with the winning combination (winning numbers 21 to 23), it will be in the "AT state" after the BB ends (because the rare winning combination will be used as an opportunity to win the revival lottery).

[0112] Also, if you win the BB with setting difference (Type 1 BB-B) in the "advantageous section" and in the "high probability state", the BB with setting difference activates, and the "advantageous BB state" ends, Transition to "high probability state".

[0113] In addition, the states related to AT that transition after the end of the "advantageous BB state" are as follows: For both BB (with BB and BB with no setting difference), the state transitions to the state related to AT at the time of BB winning among "AT state", "specialization precursor state", or "additional specialization state", and during non-AT ( After the BB with no setting difference that won in the "high probability state"), it will shift to the "AT state". In addition, after the winning setting difference BB during non-AT ("high probability state"), the state will shift to "high probability state".

[0114] Note that the state related to AT is not limited to that of the first embodiment; for example, an AT lottery is executed by winning a predetermined winning number in a "low probability state" or "high probability state", and the AT lottery It may be configured to shift to the "precursor state" by winning the lottery, and shift to the "AT in progress state" after 16 to 32 games have passed, or if configured in such a way, the predetermined condition device If you win the AT lottery, the AT lottery will be executed, and if you do not win the AT lottery, you will enter the "false precursor state", and after 16 to 32 games have passed, the AT lottery will be executed, and after 16 to 32 games, the AT lottery will be executed. It may be configured to migrate. In addition, a "standby section" that is different from the "advantageous section" and the "normal section" may be provided as a game section. For example, if the AT lottery is executed by winning a "cherry", the BB If you win "BB+Cherry" with duplicate cherries and win the AT lottery, the state inside the BB until "BB" of "BB+Cherry" is won is set as a "standby section". You can. In this way, by providing a "waiting period", there are cases where you win BB in the "low probability state" and do not win the AT lottery, and cases where you win the BB in the "low probability state" and do not win the AT lottery. In the case of winning the lottery, the advantageous section indicator YH is off during the period until the BB symbol combination is completed (until the advantageous section indicator lights up), so if you win the AT lottery. It is possible to incite the player as to whether or not there is a player. In addition, if a BB is won in the "additional specialization state", the "additional specialization state" may be restarted after the end of the BB, and in such a case, during the BB As the BB that won in the "additional specialization state", execute an AT additional lottery that is different from the BB that was won in the "AT state" (for example, win the AT additional lottery than the BB that won in the "AT state") It may be configured such that it is easy to play, the number of AT games is relatively large, and the number of games per AT game is relatively large. In addition, if a BB is won in the "specialization precursor state", it may be configured to move to the "additional specialization state" after the end of the BB, and in such a case, during the BB It may be configured such that the AT additional lottery is executed in the same way as for the winning BB in the “addition specialization state”.

[0115] Next, FIG. 31 is a flowchart of the game section transition control process according to the subroutine of step 3500 in FIG. 18 in the first embodiment. First, in the first embodiment, there is a game section as a section related to the state of the game, and the game section includes a "normal section" which is relatively low profit for the player, and a "normal section" which is relatively low profit for the player. It has two gaming sections: the ``advantageous section'' which is a high profit section. To explain the flowchart, first, in step 3508, the CPUC 100 of the main control board M determines whether or not the gaming section related to the game is a "normal section." If Yes in step 3508, in step 3510, the CPUC 100 of the main control board M determines the game section from the next game onwards to the game section corresponding to the current AT-related state and the current game situation, and moves to step 3528. do. On the other hand, if No in step 3508, in other words, if the game period is an "advantageous period", then in step 3514, the CPUC100 of the main control board M determines that the counter value of the number of games remaining in the advantageous period counter YKc-1 is 0. In other words, it is determined whether the "advantageous section" has reached the maximum number of games that can be continued. If Yes in step 3514, in step 3515, the CPUC 100 of the main control board M clears all information related to AT (thereby, the AT counter value becomes 0, and the number of games staying in the "specialization precursor state" (things will also be 0). On the other hand, in the case of No in step 3514, in step 3518, the CPUC 100 of the main control board M determines whether or not any advantageous section end condition is satisfied. Here, an arbitrary advantageous section end condition is an end condition for an "advantageous section" other than when the counter value of the advantageous section remaining games counter YKc-1 becomes 0. For example, when the AT counter value becomes 0, or when push order navigation is executed a predetermined number of times. If No in step 3518, that is, if any advantageous section end condition is satisfied, the process moves to step 3515. As described above, in the first embodiment, when the "advantageous section" ends and the next game is set as the "normal section", information related to AT (the number of continuous AT games, the number of remaining AT games, etc.), the conditions for becoming an "advantageous section" again in subsequent "normal sections" will not be relaxed. Note that the information related to AT that is cleared by the process of step 3515 (the process at the end of the advantageous section) includes the counter value of the advantageous section remaining games counter YKc-1, a flag indicating the gaming state, etc. In addition, this information will also be cleared by clearing the RAM when changing the settings, but depending on the RAM clearing when changing the settings, "condition device related to the continuous actuation device (BB)" or "RT status" , information related to the "number of stored coins" etc. is also cleared, whereas depending on the process of step 3515 (processing at the end of the advantageous section), the "condition device related to the accessory continuous operation device (BB)" or "RT status" , information related to "number of stored coins", etc. is not cleared. In this way, the RAM clearing range at the time of setting change and the clearing range at the end of the "advantageous section" (for example, when executing the process of step 3515) are different. Note that the configuration may be such that the "condition device related to the accessory continuous operation device (BB)" or the "RT state" is maintained by clearing the RAM when changing the settings. Further, the addresses in the range to be cleared at the end of the "advantageous section" are continuous. In this way, by making the addresses in the range to be cleared at the end of the "advantageous section" consecutive, clearing can be done by a simple process of specifying the first address to be cleared and the range of addresses to be cleared at the time of clearing processing. Further, when the "advantageous section" ends, the main control board M sends a command to the sub-control board S to the effect that the "advantageous section" has ended. However, even if the sub-control board S side receives the command, it is configured not to erase the gaming history, such as the fact that it was in an "advantageous section" and information on how many games were played in the "AT state". ing. However, if you clear the RAM when changing the settings, the game history on the sub-control board S side, such as the fact that it was an "advantageous section" and information on how many games were played in the "AT state" will also be deleted.

[0116] In addition, if the "advantageous section" ends because the counter value of the number of games remaining in the advantageous section counter YKc-1 becomes 0, (1) If the current state related to AT is "high probability state" (2) If the current state regarding AT is "advantageous BB internal medium game", the state regarding AT will be "low probability state" in the next game. (3) If the current AT-related state is "Advantageous BB state," the AT-related state will become "Normal BB state" in the next game. (4) Current If the AT-related state is "AT in progress", "specialization precursor state", "additional specialization state", or "resurrection possibility state", in the next game the AT-related state will be "low probability state". state" (because information related to AT is cleared).

[0117] Next, in step 3516, the CPUC 100 of the main control board M sets the game period after the next game to the "normal period". Next, in step 3517, the CPUC 100 of the main control board M turns off the advantageous section indicator YH because the "advantageous section" has ended, and proceeds to step 3528. The advantageous section indicator YH is configured to be turned off when the "advantageous section" ends and the "normal section" is set, but the detailed timing of turning off the light is not limited to the timing of the first embodiment. First, for example, the advantageous section indicator YH may be configured to be turned off when game medals related to a game that ends the "advantageous section" and enters the "normal section" are inserted. In other words, it is sufficient to configure the advantageous section indicator YH to be turned off before the start lever D50 that enables the next game to be started is operated. On the other hand, in the case of Yes in step 3518, in step 3520, the CPUC 100 of the main control board M determines the game section after the next game to be an "advantageous section", and proceeds to step 3528.

[0118] Next, in step 3528, it is decided that the CPUC 100 of the main control board M will be set to a new "advantageous section" in the next game (it has been decided that it will be set from the "normal section" to the "advantageous section"). Determine whether or not. If Yes in step 3528, in step 3530, the CPUC 100 of the main control board M sets a predetermined value in the advantageous section remaining games counter YKc-1. The predetermined value set in the advantageous section remaining games counter YKc-1 is a fixed value (1500 in this example) that is common to all set values. Next, in step 3534, the CPUC 100 of the main control board M turns on the advantageous section indicator YH, and moves to the next process (the process of step 1293). Note that even in the case of No in step 3528, the process moves to the next process (the process in step 1293). In the first embodiment, the lighting process of the advantageous section indicator YH was executed at the timing of step 3534, but the lighting timing of the advantageous section indicator YH is not limited to this, and the lighting process of the advantageous section indicator YH is executed at the timing of step 3534. The lighting timing is from the start lever operation timing in the game before the new "advantageous section" (game in the "normal section") to the timing when game medals can be inserted in the game that becomes the new "advantageous section" (new If the game before entering the "advantageous section" was a game related to replaying, set the period as appropriate until the start lever operation becomes effective in the game that becomes the new "advantageous section". You can.

[0119] Next, FIG. 32 is a flowchart of timer interrupt processing related to the subroutine of step 1600 in the first embodiment. The processing of the subroutine starts when a timer interrupt is started in the processing of step 1040 or step 1104, and thereafter is executed for a predetermined period of time (T in this example, for example, about 2ms). The program is configured to be executed periodically with the following cycle.

[0120] First, in step 1602, the CPUC 100 of the main control board M executes processing at the time of starting an interrupt (for example, saving data held in a register within the CPUC 100, checking the input port of a power-off detection signal, etc.). Next, in step 1604, the CPUC 100 of the main control board M determines whether or not a power-off is currently detected (in the current interrupt process). If No in step 1604, in step 1900, the CPUC 100 of the main control board M executes a power-off process, which will be described later. On the other hand, if the answer is Yes in step 1604, the CPUC 100 of the main control board M starts timer measurement (update processing of various timers managed by software) in step 1606. Next, in step 1608, the CPUC 100 of the main control board M generates input port data and stores the data (updates the storage area of ​​each input port data in the RAM area). Here, the input port data includes payment button D60, start lever D50, stop button D40, door switch D80, setting key switch M20, setting / reset button M30, power failure detection signal, input reception sensor D10s, and first input sensor. This is information related to the detection of D20s, second input sensor D30s, first dispensing sensor H10s, second dispensing sensor H20s, etc. (In other words, the presence or absence of operation of these operating members and the sensor detection state are sampled at interrupt intervals T. ).

[0121] Next, in step 1610, the CPUC 100 of the main control board M refers to the input port data in the RAM area and turns on / off the door switch flag and setting key switch flag according to the sampling result of each input port data. (For example, if the switch state of door switch D80 is continuously on over multiple samplings, by turning on the door switch flag, the front door DU will be in the open state without being affected by noise.) ). Next, in step 6100, the CPUC100 of the main control board M performs a reel drive control process (processing related to control of the drive of reel M50) for all reels (left reel M51, middle reel M52, right reel M53), and details will be described later). Next, in step 1612, the CPUC 100 of the main control board M refers to the AT counter M60 and determines whether the counter value is greater than 0 or not. If Yes in step 1612, in step 1613, the CPUC 100 of the main control board M displays the number of remaining AT games (number of AT games) on the AT counter value display device D280, and proceeds to step 1614. Note that even if the answer in step 1612 is No, the process moves to step 1614. Note that if the AT counter value display device D280 controlled by the main control board M is not provided, the processing of steps 1612 and 1613 is unnecessary. Next, in step 1614, the CPUC 100 of the main control board M outputs the output data to the output port. Here, the output data is data for driving the reel M50, blocker D100, etc. Next, in step 1616, the CPUC 100 of the main control board M turns off all error flags (although not shown, the inserted medal backflow error flag, the inserted medal number error flag, the inserted medal retention error flag, the inserted abnormal error flag, It is determined whether flags related to errors such as a payout abnormality error flag, a payout medal retention error flag, a door switch flag, etc. are all off). If Yes in step 1616, in step 1618, the CPUC 100 of the main control board M sets an error undetected command (a command to the sub side, indicating that no error has been detected) (for example, a register (set within the area), and the process moves to step 1622. On the other hand, in the case of No in step 1616, in step 1620, the CPUC 100 of the main control board M sets an error detection command (a command to the sub side, which indicates that an error has been detected) (for example, (set in the register area), and the process moves to step 1622. Note that in step 1620, the configuration is such that information regarding the error (currently occurring error) corresponding to the error flag that is turned on is transmitted to the sub side. In addition, the error undetected command may be set only when the error is cleared from the state where the error occurred (only when it is determined that the flag is turned off), or when the error is not detected, the It is not necessary to perform the information setting process (step 1618 may not be necessary). Furthermore, the error detection command may execute the set process only when an error occurs from a state where no error has occurred, or from a state where the first error (for example, inserted medal retention error) has occurred. The set process may be executed when the type of error changes, such as the second error (eg, paid medal retention error).

[0122] Next, in step 1622, the CPUC 100 of the main control board M transmits a control command (sub-side command) (for example, if it is set in the register area in step 1618 or step 1620, the set control commands will be sent). Here, the commands sent to the sub-control board S include a command related to the start lever operation timing (sent immediately after the start lever is operated), a command related to the first reel stop reception timing (sent when the stop button is operated as the first stop) Commands related to the second reel stop reception timing (sent immediately after operating the stop button as the second stop), Commands related to the third reel stop reception timing (sent immediately after the stop button is pressed as the third stop) (sent immediately after operation), commands related to the stop timing of stop display symbols (sent immediately after operating the stop button to stop display symbols), commands related to stop display symbols (sent immediately after operating the stop button to stop display symbols), winning / return commands Commands related to game winning information (sent immediately after operating the start lever (limited to advantageous sections)), commands related to bonus winning information (sent immediately after operating the start lever), commands related to RT status (sent when all reels are commands related to AT status (sent between when all reels stop and the next game starts), High security failure counter value command (sent immediately after operating the start lever), command related to the number of AT remaining games (from when all reels stop until the next game starts, or immediately after operating the start lever) (transmitted), commands related to the game section (sent between when all reels stop and when the next game starts), and so on. Next, in step 1624, the CPUC 100 of the main control board M outputs an external terminal signal (a signal for transmitting information from the reel-type gaming machine P to an external hall computer, etc.). Although not shown, the information related to the error outputted by the external signal includes a door opening error, a loading abnormality error, a dispensing abnormality error, a loading reception sensor retention error, and the like. Note that the door open error is configured to occur when the front door DU is opened and the door switch flag is turned on, and the input reception sensor retention error occurs when the input reception sensor detects that game medals are retained. It is configured so that an error will occur. Next, in step 1626, the CPUC 100 of the main control board M outputs the output data of the LED (7-segment LED lamp, etc.) (for example, lights up a predetermined 7-segment LED unit among the plurality of 7-segment LED units, output (so-called dynamic lighting). Next, in step 1628, the CPUC 100 of the main control board M executes the lighting mode of the LEDs (for example, changing the lighting color of the LEDs). Note that step 1628 does not have to be executed. Next, in step 1630, the CPUC 100 of the main control board M executes soft random number management processing (updating processing of random numbers managed by software, etc.). Next, in step 1632, the CPUC 100 of the main control board M obtains internal information register data (the internal information register has an area where an abnormality flag bit is set when an abnormality occurs in the random number generation circuit). . Next, in step 1634, the CPUC 100 of the main control board M determines whether the frequency of the random number update clock is normal (whether or not the abnormality flag bit indicating the frequency abnormality is set). Specifically, when the frequency of the random number update clock falls below a predetermined value, the abnormality flag bit is set. If Yes in step 1634, in step 1636, the CPUC 100 of the main control board M determines whether the update state of the built-in random number is normal (whether or not the abnormality flag bit indicating an abnormality in the update state is set) Determine. If Yes in step 1636, in step 1638, the CPUC 100 of the main control board M executes an interrupt termination process, and moves to the next process (the process in step 1602). On the other hand, if No in step 1634 or step 1636, in step 1640, the CPUC 100 of the main control board M sets a built-in random number error display (for example, sets an error number in the register area). Next, in step 1300, the CPUC 100 of the main control board M executes the above-mentioned unrecoverable error processing.

[0123] Next, FIG. 33 is a flowchart of the rotating drum drive control process according to the subroutine of step 6100 in FIG. 32 in the first embodiment. Note that in this process, the process for one reel is illustrated, but it should be noted that processes corresponding to each of the left reel M51, middle reel M52, and right reel M53 are executed. First, in step 6102, the CPUMC of the main control board M determines whether the reel rotation start standby state start timing (for example, the timing after execution of the process of step 1564 in FIG. 25) has been reached. If Yes in step 6102, in step 6104, the CPUMC of the main control board M updates the reel drive state to the reel rotation start standby state, and moves to step 6106. On the other hand, if the answer in step 6102 is No, the process also moves to step 6106.

[0124] Next, in step 6106, the CPUMC of the main control board M determines the reel acceleration state start timing (the timing when the reel rotation start standby state ends and the execution of reel acceleration processing starts, for example, in step 1260 of FIG. 18). It is determined whether the processing execution timing) has been reached. If Yes in step 6106, the CPUMC of the main control board M updates the reel drive state to the reel acceleration state in step 6108. Next, in step 6110, the CPUMC of the main control board M executes reel acceleration processing, and proceeds to step 6112. Note that if the reels are stopped, the reels will start rotating through this process. On the other hand, in the case of No in step 6106, the process also moves to step 6112.

[0125] Next, in step 6112, the CPUMC of the main control board M determines whether the current reel drive state is a reel acceleration state. If Yes in step 6112, in step 6114, the CPUMC of the main control board M executes all interrupt processing for the end timing of the reel acceleration state (for example, the number of interrupt executions in the reel acceleration state in FIG. 35, which will be described later). Determine whether the timing has been reached. If Yes in step 6114, in step 6116, the CPUMC of the main control board M updates the reel drive state to a constant reel speed state. Next, in step 6118, the CPUMC of the main control board M executes reel constant speed maintenance processing, and proceeds to step 6120. It should be noted that if the answer in step 6112 or step 6114 is No, the process also moves to step 6120.

[0126] Next, in step 6120, the CPUMC of the main control board M determines whether the current reel drive state is a constant reel speed state. If Yes in step 6120, in step 6122, the CPUMC of the main control board M sets the reel sensor to the reel (corresponding to the processing of this subroutine) after the reel is in a constant speed state (after executing the process of step 6116). It is determined whether the index provided on the reel) has been detected. Although not shown, each reel is provided with one (or two or more) index. The index is provided in a convex shape, for example, on the circumferential side of the reel, and is used to detect whether the reel has passed a predetermined position, whether it has rotated once, etc. Each index is then detected by a reel sensor. The reel sensor signal is electrically connected to the main control board M. When the reel sensor detects (turns off) the index, the input signal is input to the main control board M, and it is configured to detect that the reel has passed a predetermined position. If Yes in step 6122, it is determined that the rotational speed of the reel has become constant, and the process moves to step 6130. On the other hand, if No in step 6122, in step 6124, the CPUMC of the main control board M determines whether a predetermined period of time (for example, the time value for executing interrupt processing 400 times) has elapsed since the reel drive state became the reel constant speed state. Determine whether or not. If No in step 6124, it is determined that the rotational speed of the reel has become constant, and the process moves to step 6130. In this way, in this example, it is possible to determine whether the reel rotational speed is normally constant by having the reel sensor detect the index within a predetermined time after the reel drive state becomes the reel constant speed state. It is configured. In addition, in this example, the predetermined time is a time value for executing interrupt processing 400 times (the configuration is such that 400 steps can be rotated by 400 interrupt processing), and when the reel rotation speed is constant, This is longer than the time it takes for the reels to rotate once (one round) (for example, one rotation of the reels is 336 steps, which is the time value for executing interrupt processing 336 times). With this configuration, the distance between the index and the reel sensor (distance from when the reel rotates until the index is detected by the reel sensor) at the timing when the reel drive state becomes constant speed state is determined. However, if the reel rotation speed is constant, the reel sensor detects the index within the predetermined time (the time value for executing interrupt processing 400 times) after the reel drive state becomes the reel constant speed state. It is configured so that it can be done.

[0127] Returning to the explanation of the flowchart, if Yes in step 6124, the CPUMC of the main control board M updates the reel drive state to the reel acceleration state in step 6126. Next, in step 6128, the CPUMC of the main control board M executes a reel acceleration process, and moves to the process of step 6130. In this way, in this example, if the reel sensor does not detect the index within a predetermined time (for example, the time value for executing interrupt processing 400 times) after the reel drive state becomes the reel constant speed state, , the reel drive state is updated again to the reel acceleration state, and the reel re-acceleration process (the excitation mode of the stepping motor is the same as the reel acceleration process) is executed. Note that even in the case of No in step 6120, the process moves to step 6130. Note that the reel reacceleration processing does not have to be the same as the reel acceleration processing described above, and the reel reacceleration processing and the reel acceleration processing can be used to perform interrupt processing for each combination of excitation phases of the stepping motor and for each combination of excitation phases. The number of executions may be made different.

[0128] Next, FIG. 34 is a flowchart of reel rotation stop processing related to the subroutine of step 6200 in FIG. 32 in the first embodiment. First, in step 6106, the CPUMC of the main control board M determines the reel deceleration standby state start timing (this is the timing at which the reel constant speed state ends; for example, when the stop button is operated, the reel deceleration standby state start timing is reached). ) has been reached. If Yes in step 6130, the CPUMC of the main control board M updates the reel drive state to a reel deceleration standby state in step 6132, and moves to step 6134. On the other hand, also in the case of No in step 6130, the process moves to step 6134.

[0129] Next, in step 6134, the CPUMC of the main control board M determines whether the current reel drive state is a reel deceleration standby state. If Yes in step 6136, the CPUMC of the main control board M determines whether the reel deceleration standby state end timing (timing to start execution of the reel deceleration process) has been reached. If Yes in step 6136, the CPUMC of the main control board M starts decelerating the reel (reel deceleration process) in step 6138. Next, in step 6140, the CPUMC of the main control board M updates the reel drive state to the reel deceleration state, and proceeds to the process of step 6142. Note that even if the answer is No in step 6134 or step 6136, the process moves to step 6142.

[0130] Next, in step 6142, the CPUMC of the main control board M determines whether the current reel drive state is a reel deceleration state. If Yes in step 6142, in step 6144, the CPUMC of the main control board M determines whether the reel deceleration state end timing (timing to end execution of the reel deceleration process) has been reached. If Yes in step 6144, in step 6146, the CPUMC of the main control board M updates the reel drive state to the reel stop state, and moves to the next process (the process in step 1612). Note that even if the answer in step 6142 or step 6144 is No, the process moves to the next process (the process in step 1612).

[0131] Next, referring to FIG. 35, the rotating operation of the reel M50 of the reel type gaming machine according to this example will be described in detail. The reel-type game machine according to this example starts the rotation of the stepping motor based on the operation of the start lever D50, and when the rotational speed of the reels reaches a constant speed, the constant speed is maintained thereafter (the reel When the drive state becomes a reel constant speed state, reel constant speed maintenance processing is executed, but the actual rotational speed may not actually reach the constant speed). Then, when any stop button is operated, stop control is performed for the reel (stepping motor) corresponding to the operated stop button. Here, the stepping motor is a 4-phase stepping motor (there is no problem even if it is not a 4-phase stepping motor) that has 4 phases of Φ0, Φ1, Φ2, Φ3. Rotation is controlled by phase excitation. That is, by cyclically changing the drive pulse data (combination of phases to be excited), the stepping motor can be rotated in the forward direction. In the same figure, the “excited phase” column indicates which phase among Φ0 to Φ3 is specified to be excited (details will be described later).

[0132] In addition, as shown in the "Reel rotation speed image" at the top of the figure, the driving states from when the stepping motor starts rotating until it stops are divided into six, and the stepping motor is operated according to the drive pattern corresponding to each driving state. Drive control. Here, the drive states include "reel stop state", "reel rotation start standby state", "reel acceleration state", "reel constant speed state", "reel deceleration standby state", and "reel deceleration state". In addition, in the "Reel rotation speed image", the vertical axis is the reel rotation speed, and the speed increases in the upward direction, and the horizontal axis is the time, and the time is illustrated so that time passes in the right direction. There is. In addition, the example shown in the same figure is an example of a case where no reel rotation failure occurs, and this applies only when reel rotation failure occurs due to factors such as holding the reel by hand or losing synchronization. (The case where reel rotation failure occurs will be discussed later).

[0133] "Reel stop state" indicates a state in which the reel is stopped. When the reel is in the "reel stop state", the reel is in a stationary state and all four phases of the stepping motor are activated. is not excited.

[0134] Next, in the "reel stop state", the reel drive state is updated to the "reel rotation start standby state" based on the start lever D50 being operated at timing (1) in the diagram. . Here, the "reel rotation start standby state" indicates a state of waiting from when the start lever D50 is operated until the stepping motor acceleration process (reel acceleration process) is started. This standby period is a period until the reel drive state shifts from the "reel stop state" to the "reel acceleration state." For example, the time from the time when the reel drive state became "reel acceleration state" in the previous game is measured, and the start lever D50 for the current game is operated before the minimum playing time (about 4.1 seconds) has elapsed. In this case, the state is "wait state for reel rotation to start."

[0135] Next, at timing (2) in the figure, the reel drive state is updated from the "reel rotation start standby state" to the "reel acceleration state". Here, the "reel acceleration state" is a state in which the reel is accelerated from a stationary state to reach a constant speed. In this example, if the timer interrupt processing is executed 220 times ("100+60+30+15+8+4+2+1=220", refer to the number of interrupt executions in the reel acceleration state in the lower left of the figure), It is configured so that the acceleration state ends (the reel drive state is updated to the "reel constant speed state"). Next, the reel rotational speed reaches a constant speed at the timing (3) in the figure, in other words, at the timing when the "reel acceleration state" ends by executing one more timer interrupt process. Note that at this timing, the reel drive state remains in the "reel acceleration state". Next, at timing (4) in the figure, the reel drive state is updated from "reel rotation start standby state" to "reel acceleration state", and the timer interrupt process is executed 220 times, causing the reel drive The state is updated to "reel constant speed state". In this way, in this example, after the reel rotation speed reaches a constant speed, the reel drive state remains in the "reel acceleration state" for one timer interrupt process. The configuration is such that interrupt processing is executed only once for the excitation phase combination "φ3, φ0", which is similar to the "reel constant speed state" where interrupt processing is executed once for each excitation phase combination. (If no abnormal rotation of the reel occurs). With this configuration, it is possible to stably execute the acceleration process until the reel rotational speed reaches a constant speed.

[0136] Here, the lower part of the figure is a "step motor excitation image". In the figure, a step motor excitation image when the reel drive state is a "reel acceleration state" and a step motor excitation image when the reel drive state is a "reel constant speed state" are illustrated. First, a step motor excitation image when the reel drive state is the "reel acceleration state" will be described in detail with reference to the lower left of the figure. Note that the "phase to be excited" is a combination of phases to be excited, and the "number of times of interrupt execution" indicates the number of times that an interrupt process is executed to be excited by the combination of phases to be excited. In this example, when executing reel acceleration processing, the step motor is configured to be excited for 220 timer interrupt processing, and (KA) "φ0" interrupt processing is executed 100 times → ( KB) Interrupt processing is performed 60 times with "φ0, φ1" → (KC) Interrupt processing is performed 30 times with "φ1" → (KD) Interrupt processing is performed 15 times with "φ1, φ2" → (KE) "φ2" ” interrupt processing 8 times → (KF) “φ2, φ3” interrupt processing 4 times → (KG) “φ3” interrupt processing 2 times → (KH) “φ3, φ0” interrupt processing The interrupt processing is executed once to excite the step motor (stepping motor) (the number of execution times of the interrupt processing is just an example, and there is no problem in changing it). In this way, in this example, when executing the reel acceleration process, the configuration is such that the number of times the interrupt process is executed for one combination of excited phases is gradually reduced.

[0137] Next, a step motor excitation image when the reel drive state is the "reel constant speed state" will be described in detail with reference to the lower right part of the figure. In this example, when the reel is in constant speed state (when executing reel constant speed maintenance processing), interrupt processing is performed once at (TA) "φ0" → (TB) "φ0, φ1" Interrupt processing once → (TC) Interrupt processing once on “φ1” → (TD) Interrupt processing once on “φ1, φ2” → (TE) Interrupt processing once on “φ2” → (TF) Interrupt processing is performed once on "φ2, φ3" → (TG) Interrupt processing is performed once on "φ3" → (TH) Interrupt processing is performed once on "φ3, φ0" → (TA) " Execute interrupt processing once at "φ0" → (TB) Execute interrupt processing once at "φ0, φ1" → Repeat (TA) to (TG) one time each as follows. It is configured to excite a step motor (stepping motor). In this way, in this example, when executing the reel constant speed maintenance process, the configuration is such that the number of times that the interrupt process is executed for one excitation phase combination is all one time.

[0138] Next, when the reel drive state is "reel constant speed state", the stop button corresponding to one of the reels is operated at the timing (5) in the diagram, and the reel drive state changes to "reel deceleration standby state". ” will be updated. Here, the "reel constant speed state" is a state in which the rotational speed of the reel is constant (the combination of excitation phases is switched for each interrupt processing), and the "reel deceleration standby state" ” indicates the state from when the stop button is operated by the player until the start of stop control (in the reel deceleration standby state, the reels are slipping in proportion to the number of slipping frames). . The period of this driving state is determined based on the operation timing of the stop button.

[0139] Next, at timing (6) in the figure, the reel drive state is updated from the "reel deceleration standby state" to the "reel deceleration state", and deceleration of the reel is started. When the reel drive state is updated from "reel deceleration standby state" to "reel deceleration state", a specific phase of the stepping motor will continue to be excited for a predetermined period of time in order to stop the rotation of the reel. Performs 4-phase excitation to excite everything. Then, when the excitation is performed for a predetermined period of time, the reel drive state is updated from the "reel deceleration state" to the "reel stop state" at the timing (7) in the figure, and the reel comes to a stop.

[0140] As described above, in the reel-type gaming machine according to this example, the reel sensor detects the index within a predetermined time (for example, the time value for executing interrupt processing 400 times) after the reel drive state changes to the reel constant speed state. If it is not detected, the reel drive state is updated to the reel acceleration state again, and the reel re-acceleration process (the excitation mode of the stepping motor is the same as the reel acceleration process) is executed. If the reel drive state is the reel acceleration state, in other words, it is not determined whether or not the reel acceleration has been normally performed while the reel acceleration process is being executed. In addition, whether the reel acceleration has been performed normally, in other words, whether the reel is at a constant speed (or whether a reel rotation failure has occurred) is determined by the process in step 6124 (when the reel drive state changes to the reel constant speed state). However, in the process of step 6124, the reel sensor does not detect the index, so the reel is not at a constant speed (determination is made after a predetermined period of time has passed since the update). If it is determined that the reel acceleration process has occurred, the reel acceleration process is executed again, that is, the reel acceleration process is executed again from the beginning. In this way, by configuring the system so that it is not determined whether or not the reel acceleration has been normally executed while the reel acceleration process is being executed, even if a reel rotation failure occurs during the execution of the reel acceleration process, the , if the reel rotation failure is resolved and the reel rotation speed can reach a constant speed through the remaining reel acceleration processing until the reel acceleration processing is finished, the reel drive state changes to the reel constant speed state. If the reel sensor detects the index before a predetermined period of time has elapsed since the index was updated, the reel constant speed maintenance process will be executed without executing the re-acceleration process. This can make it difficult for the player to be unable to proceed with the game (inability to operate the stop button). In addition, by configuring the reel acceleration process so that the process for determining whether or not the reel acceleration has been normally executed is not executed, it is possible to reduce the amount of data required for the process related to the rotation of the reels. Furthermore, because of this configuration, if a reel rotation failure occurs while the reel-type gaming machine according to this example is executing reel acceleration processing, the following actions will occur. becomes.

[0141] <Effect 1> The reel starts rotating → the reel drive state is updated to the reel acceleration state → the reel acceleration process is executed → the execution of the reel acceleration process is completed → the reel drive state is updated to the reel constant speed state → the reel constant speed maintenance process is executed → the reel constant Reel rotation failure occurs while executing speed maintenance process → Reel rotation failure is detected → Reel re-acceleration process is executed It is configured to function as described above. In addition, reel rotation failure means that the rotation of the reel is obstructed by a member installed near the reel such as the reel window D160 (the reel rubs against the reel window D160, etc.), or the reel speeds up due to loss of synchronization, etc. This refers to the case where the process was not executed normally. In this way, by configuring the reel reacceleration process to be executed even if a reel rotation failure occurs during the execution of the reel constant speed maintenance process, the game can be smoothly played.

[0142] <Effect 2> Reel rotation starts → Reel drive state is updated to reel acceleration state → Reel acceleration processing is executed → Reel rotation failure occurs during execution of reel acceleration processing → Reel acceleration processing is continued and executed → Reel acceleration processing ends → Update reel drive state to reel constant speed state → Execute reel constant speed maintenance process → Detect reel rotation failure → Execute reel re-acceleration process It is configured to function as described above. In this way, even if a reel rotation failure occurs during execution of the reel acceleration process, the game can be smoothly played by configuring the reel re-acceleration process to be executed when the reel rotation failure is subsequently detected. will be possible. In addition, as described above, even if a rotation failure occurs during execution of the reel acceleration process, the reel acceleration process will continue to be executed, and the same interrupt as when the rotation failure has not occurred will be issued. When the reel acceleration process has been executed for the number of times, the execution of the reel acceleration process ends. By configuring in this way, it is possible to configure the reel rotation speed to easily reach a constant speed without executing the reel re-acceleration process when a reel rotation failure occurs immediately after the start of execution of the reel acceleration process. can.

[0143] <Effect 3> The reel starts rotating → the reel drive state is updated to the reel acceleration state → the reel acceleration process is executed → the power is cut off in the middle of the reel acceleration process → it returns from the power cut → the reel acceleration process is continued (if not Execute reel acceleration processing for processing) → Reel rotation failure occurs during execution of reel acceleration processing → Continue execution of reel acceleration processing (execute unprocessed reel acceleration processing) → End of execution of reel acceleration processing → Reel drive Update the state to reel constant speed state → Execute reel constant speed maintenance process → Detect reel rotation failure → Execute reel reacceleration process It is configured to function as described above. In this way, even if the power-off process is executed while the reel acceleration process is being executed, the reel acceleration process will continue after the power is restored, and then the reel drive state will be updated to the reel constant speed state for a predetermined period of time. By executing the reel re-acceleration process when the reel sensor does not detect the index within the time limit, the game can be smoothly played. In addition, if the power-off process is executed while the reel acceleration process is being executed, the reel acceleration process will be continued after the power is restored, and the reel will be reeled within a predetermined time after the reel drive status is updated to the reel constant speed status. The reel re-acceleration process is configured not to be executed when the sensor detects the index, and this configuration prevents a situation where the player is unable to proceed with the game (inability to operate the stop button) due to the reel re-acceleration process. can be made less likely to occur. Note that the power-off processing may be referred to as power-off processing.

[0144] <<Effect after final stop button operation>> In the reel-type gaming machine according to this example, after the final stop button (third stop button) is operated, the final reel (the reel that is rotating to the end, also referred to as the third reel) stops, and the winning combination is Although the system is configured such that the payout of game medals can be executed when a symbol combination is stopped and displayed, the following configuration may be used as an effect regarding the payout of game medals.

[0145] <Effect 1> The reels start rotating as a game in which the winning combination is won → the reel drive state is updated to a constant speed state → the constant speed state maintenance process is executed → the reception of the stop button becomes valid → the first stop is performed as the stop operation of the first reel Operate the button → Display the 1st reel stopped → Operate the 2nd stop button to stop the 2nd reel → Display the 2nd reel to stop → Operate the 3rd stop button to stop the 3rd reel (3rd stop button ) → Reel drive state is updated to reel deceleration state → Power outage occurs → 3rd reel moves to stop display position (rotation) → Power outage is detected → Power outage processing is executed → Power is restored → Reel The symbol combination corresponding to the winning combination is stopped and displayed → Processing related to the payout of game medals is executed. It may be configured to function as described above. With this configuration, in a game where a player wins a minor prize, such as the aforementioned common bell, which can be won regardless of the timing of the stop button operation, the stop operation of the third stop button is accepted. Even if there is a power outage due to a power outage at the gaming parlor immediately after the power outage occurs, regardless of the planned stop position of the third reel (even if the number of sliding pieces is the maximum), the relevant power outage will occur before the power outage is detected. It can be configured so that the movement (rotation) to the scheduled stop position is completed. In addition, if the symbol combinations that make up the winning combination (for example, the common bell) are stopped and displayed after the power is restored, the game medals can be paid out normally, and the player is unlikely to be disadvantaged. Can be configured.

[0146] <Effect 2> The reels start rotating as a game in which the winning combination is won → the reel drive state is updated to a constant speed state → the constant speed state maintenance process is executed → the reception of the stop button becomes valid → the first stop is performed as the stop operation of the first reel Operate the button → Display the 1st reel stopped → Operate the 2nd stop button to stop the 2nd reel → Display the 2nd reel to stop → Operate the 3rd stop button to stop the 3rd reel (3rd stop button ) → Reel drive state is updated to reel deceleration state → Reel rotation failure occurs → Third reel cannot move (rotate) to the expected stop position from the player's perspective → Reel winning combination from the player's perspective Although the symbol combination corresponding to is not displayed in a stopped state, the symbol combination is determined to be normal in the determination process of step 1269 (this is a case where it is determined that the reel stop control based on the operation of the stop button has been completed normally, For example, in a game where the winning combination of bells is won, the symbol combination corresponding to the winning combination of bells is not displayed on the reels from the player's perspective, but the gaming machine responds to the player's operation of the stop button. When the internal processing successfully executes the stop control to stop and display the symbol combination corresponding to the bell combination) → Execute the process related to the payout of game medals It may be configured to function as described above. With this configuration, even if a reel rotation failure occurs immediately after receiving the stop operation of the third stop button, and the symbol combination corresponding to the winning combination is not displayed on the reel as seen from the player, , when a winning combination is won in the internal processing of the gaming machine and the symbol combination corresponding to the winning combination can be stopped and displayed, the operation of the stop button corresponding to each reel (left reel, middle reel, right reel) is accepted. If the stop control for stopping and displaying the symbol combination corresponding to the winning combination is normally executed, the game medals can be paid out, and the system is configured so that no disadvantage is likely to occur to the player. can do. Note that the timing at which the reel rotation failure occurs is not limited to the above example, and the reel rotation failure occurs during the period from when the second reel stops displaying until the processing related to the payout of game medals is executed, and as a result, the reel rotation failure occurs. 3 Applicable to all cases in which the reel corresponding to the stop cannot be stopped at the expected stop position (applicable also to the effects related to reel rotation failure illustrated below). In addition, in the above-mentioned effect 2, the effect in a game where the winning combination is won is exemplified. In other words, if a reel rotation failure does not occur, the following effects will occur (if other effects do not cause rotation failure or power outage, the system is configured so that the same effect will occur) good). The reels start rotating as a game in which the winning combination is won → the reel drive state is updated to a constant speed state → the constant speed state maintenance process is executed → the reception of the stop button becomes valid → the first stop is performed as the stop operation of the first reel Operate the button → Display the 1st reel stopped → Operate the 2nd stop button to stop the 2nd reel → Display the 2nd reel to stop → Operate the 3rd stop button to stop the 3rd reel (3rd stop button ) → The reel drive state is updated to the reel deceleration state → The third reel moves to the expected stop position as seen from the player → The symbol combination corresponding to the winning combination is stopped and displayed on the reel as seen from the player. , and the symbol combination is determined to be normal in the determination process of step 1269 → Process related to payout of game medals is executed. In addition, the winning combination in the above-mentioned or later-described action may be a winning combination (for example, a common bell) that can be won regardless of the timing of pressing the stop button in the winning game, or a winning combination (for example, a common bell) that can be won regardless of the timing of pressing the stop button in the winning game. It may be a winning combination (for example, watermelon A, watermelon B, cherry) that may or may not win depending on the operation timing. In addition, in a game where a predetermined winning combination is won in a predetermined gaming state, if the reel rotation failure or power outage does not occur and the symbol combination corresponding to the predetermined winning combination is stopped and displayed, the reel backlight ( If a back lamp effect corresponding to the predetermined winning combination is executed as a flashing effect (sometimes referred to as a back lamp effect), the predetermined gaming state In a game in which the predetermined winning combination is won, a reel rotation failure occurs and the symbol combination corresponding to the predetermined winning combination does not stop displaying. It may be configured to perform a lamp effect. In addition, in this operation, the case where the reel corresponding to the third stop could not stop at the scheduled stop position was illustrated, but the case is not limited to this, and the reel corresponding to the first stop is scheduled to stop due to defective reel rotation. It may be applied when the reel corresponding to the second stop cannot be stopped at the expected stop position due to poor reel rotation (the same applies to other actions as well). applicable).

[0147] <Effect 3> The reels start rotating as a game in which the winning combination is won → the reel drive state is updated to a constant speed state → the constant speed state maintenance process is executed → the reception of the stop button becomes valid → the first stop is performed as the stop operation of the first reel Operate the button → Display that the first reel is stopped → Operate the second stop button to stop the second reel → Display that the second reel is stopped → Power outage occurs and the stable supply of power to the gaming machine stops → The second reel stops. Operate the 3rd stop button to stop the 3 reels (accepts the operation of the 3rd stop button) → Updates the reel drive state to reel deceleration state → Detects power outage → Executes power outage processing → 3rd reel is in play From the player's perspective, the symbol combination cannot be moved (rotated) to the expected stop position → From the player's perspective, the symbol combination corresponding to the winning combination on the reel is not stopped and displayed, but the symbol combination is determined to be normal in the determination process of step 1269. (This is a case where it is determined that the reel stop control based on the operation of the stop button has been successfully completed. For example, in a game where the Bell winning combination is won, the reel corresponds to the Bell winning combination, which is the winning combination from the player's perspective. (If the symbol combination corresponding to the bell combination was not stopped and displayed, but the processing within the gaming machine corresponding to the player's operation of the stop button successfully executed the stop control to stop and display the symbol combination corresponding to the bell combination) → Executes processing related to payout of game medals It may be configured to function as described above. The timing at which a power outage is detected, the timing at which the power supply to the gaming machine is stopped due to a power outage, the timing at which the symbol combination is determined to be normal in the determination process of step 1269, and the timing at which the power is restored are as follows. , the timing is not limited to the above timing, but the timing of detecting a power outage, the timing of detecting a power outage, and the power outage to the gaming machine during the period from when the second reel stops displaying to when processing related to payout of game medals is executed. It is sufficient if there is a timing at which the supply of the symbol is stopped, a timing at which the symbol combination is determined to be normal in the judgment process of step 1269, and a timing at which the power is restored. This is applicable to all cases where the vehicle cannot stop at the scheduled stop position (the same applies to actions including power cut-off, as exemplified below). With this configuration, a power outage occurred immediately (or immediately after) after accepting the stop operation of the third stop button, and the symbol combination corresponding to the winning combination on the reels could not be stopped and displayed from the player's perspective. In this case, the stop button corresponding to each reel (left reel, middle reel, right reel) is pressed at the timing when a winning combination is won by the internal processing of the gaming machine and the symbol combination corresponding to the winning combination can be stopped and displayed. If the operation is accepted and the stop control for stopping and displaying the symbol combination corresponding to the winning combination is normally executed, the game medals will be paid out after the power is restored (to pay out the game medals, the hopper will be driven) (This includes not only the payout from the outlet, but also the increase in the display (number of credits) on the credit number display device), and the structure is such that the player is unlikely to be disadvantaged. I can do it. Note that the timing at which the supply of power to the gaming machine is stopped due to the occurrence of a power outage may be referred to as the timing at which the power outage occurs. In addition, in a game where a predetermined winning combination is won in a predetermined gaming state, if the reel rotation failure or power outage does not occur and the symbol combination corresponding to the predetermined winning combination is stopped and displayed, the reel backlight ( If a back lamp effect corresponding to the predetermined winning combination is executed as a flashing effect (sometimes referred to as a back lamp effect), the predetermined gaming state Even if a power outage occurs in a game in which the predetermined winning combination is won and the symbol combination corresponding to the predetermined winning combination is not stopped and displayed, the back lamp corresponding to the predetermined winning combination It may be configured to perform a performance. In addition, in this operation, the case where the reel corresponding to the third stop could not stop at the scheduled stop position was exemplified, but the case is not limited to this. It may be applied when the reel corresponding to the second stop cannot be stopped at the scheduled stop position due to a power outage (applicable to other actions as well). ). Note that in this example, "the supply of power to the gaming machine has stopped" and "the stable supply of power to the gaming machine has stopped" does not mean that the power supplied to the gaming machine is 0, but rather that the power supply to the gaming machine has stopped. This may also be the case when the power supplied to the game machine becomes less than the power supplied during operation of the game machine due to a power outage or the like, or when the supply of power to the game machine is cut off.

[0148] <Effect 4> As a lost game, the reels start rotating → the reel drive state is updated to a constant speed state → the constant speed state maintenance process is executed → the reception of the stop button is enabled → the first stop button is used as a stop operation for the first reel → 1st reel stops display → 2nd reel stops displaying → 2nd reel stops display → 3rd reel stops displaying 3rd stop button (3rd stop button) (receives operation) → Reel drive state is updated to reel deceleration state → Reel rotation failure occurs → Third reel cannot move (rotate) to the expected stop position from the player's perspective → From the player's perspective, the reel becomes a winning combination Although the corresponding symbol combination is displayed in a stopped state, the symbol combination is determined to be normal in the determination process of step 1269 (this is a case where it is determined that the reel stop control based on the operation of the stop button has been successfully completed, for example , in a game that resulted in a loss, the symbol combination corresponding to the loss did not stop displayed on the reels from the player's perspective, but the symbol combination corresponding to the loss was displayed due to processing within the gaming machine corresponding to the player's operation of the stop button. If the stop control to stop and display the combination is executed normally) → Game medals are not paid out. It may be configured to function as described above. With this configuration, in a game where the lottery result is a loss, a reel rotation failure will occur immediately after accepting the stop operation of the third stop button, and the reel will correspond to the winning combination from the player's perspective. Even if the symbol combination to be played is stopped and displayed, it will be a loss due to the internal processing of the gaming machine, and each reel (left reel, middle reel, right reel) will be dealt with at the timing when the symbol combination corresponding to the loss can be stopped and displayed. If the operation of the stop button is accepted and the stop control for stopping and displaying the symbol combination corresponding to the winning combination is successfully executed, game medals will be issued even if the symbol combination corresponding to the winning combination is stopped and displayed. It is possible to configure the game machine so that no payout is performed, and thus the game machine can be made fair, and it can be made a game machine that does not cause unintended disadvantages to the game parlor. Note that the above effect 4 is not limited to losing only; for example, in a game where the bell is not won (a game where the replay role is won, a game where the watermelon is won, etc.), the reel rotation failure may occur. It should be noted that this can also be applied when the symbol combination corresponding to the bell is stopped and displayed. In addition, in such a case, the symbol combination that is stopped and displayed from the player's perspective is a symbol combination that is inconsistent with the internal lottery result due to a rotation error, but in the determination process of step 1269, Since the symbol combination is determined to be normal, the configuration is such that a display determination error (unrecoverable error) does not occur (it is not determined that a display determination error has occurred).

[0149] <Effect 5> As a lost game, the reels start rotating → the reel drive state is updated to a constant speed state → the constant speed state maintenance process is executed → the reception of the stop button is enabled → the first stop button is used as a stop operation for the first reel → 1st reel stops display → Operate the 2nd stop button to stop the 2nd reel → 2nd reel displays stop → Power cut occurs and power supply to the gaming machine stops → 3rd reel Operate the 3rd stop button as a stop operation (accepts the operation of the 3rd stop button) → Updates the reel drive state to the reel deceleration state → Detects a power outage → Executes power outage processing → The 3rd reel is stopped by the player Unable to move (rotate) to the expected stop position → From the player's perspective, the symbol combination corresponding to the winning combination on the reel is displayed in a stopped state, but the determination process in step 1269 determines that the symbol combination is normal (stops). This is a case where it is determined that the reel stop control based on the button operation has been successfully completed. For example, in a game that resulted in a loss, the symbol combination corresponding to the loss did not stop and display on the reels from the player's perspective. , when the stop control for stopping and displaying the symbol combination corresponding to the loss is successfully executed by the processing inside the gaming machine corresponding to the player's operation of the stop button) → Power is restored → Game medals are not paid out. It may be configured to function as described above. By configuring this way, in a game where the lottery result is a loss, the power-off process is executed immediately after receiving the stop operation of the third stop button, and the reels correspond to the winning combinations from the player's perspective. Even if the symbol combination to be played is stopped and displayed, it will be a loss due to the internal processing of the gaming machine, and each reel (left reel, middle reel, right reel) will be dealt with at the timing when the symbol combination corresponding to the loss can be stopped and displayed. If the operation of the stop button is accepted and the stop control for stopping and displaying the symbol combination corresponding to the winning combination is successfully executed, game medals will be issued even if the symbol combination corresponding to the winning combination is stopped and displayed. It is possible to configure the game machine so that no payout is performed, and thus the game machine can be made fair, and it can be made a game machine that does not cause unintended disadvantages to the game parlor. Note that the above effect 5 is not limited to losing only; for example, in a game where the bell is not won (a game where the replay winning role is won, a game where the watermelon is won, etc.), the reel rotation failure may occur. It should be noted that this can also be applied when the symbol combination corresponding to the bell is stopped and displayed. In addition, in such a case, the symbol combination that is stopped and displayed from the player's perspective is a symbol combination that is inconsistent with the internal lottery result due to a rotation error, but in the determination process of step 1269, Since the symbol combination is determined to be normal, the configuration is such that a display determination error (unrecoverable error) does not occur (it is not determined that a display determination error has occurred).

[0150] <Effect 6> As a lost game, the reels start rotating → the reel drive state is updated to a constant speed state → the constant speed state maintenance process is executed → the reception of the stop button is enabled → the first stop button is used as a stop operation for the first reel → 1st reel stops display → 2nd reel stops displaying → 2nd reel stops display → 3rd reel stops displaying 3rd stop button (3rd stop button) (receives operation) → Reel drive state is updated to reel deceleration state → Reel rotation failure occurs → Third reel cannot move (rotate) to the expected stop position from the player's perspective → Bonus role (from the player's perspective) appears on the reel For example, the symbol combination corresponding to the BB combination is displayed in a stopped state, but the determination process in step 1269 determines that the symbol combination is normal (determined that the reel stop control based on the stop button operation has been successfully completed). For example, in a game in which the player did not win the bonus role and the game ended in a loss, the symbol combination corresponding to the bonus role is stopped and displayed on the reels from the player's perspective, but the player presses the stop button. (If the stop control to stop and display the symbol combination corresponding to the loss is successfully executed by the processing inside the gaming machine corresponding to the operation) → The bonus does not start and the freeze at the start of the bonus is not executed. It may be configured to function as described above. With this configuration, in a game where the lottery result is a loss, a reel rotation failure will occur immediately after receiving the stop operation of the third stop button, and the reels will correspond to the bonus role from the player's perspective. Even if the symbol combination to be played is stopped and displayed, it will be a loss due to the internal processing of the gaming machine, and each reel (left reel, middle reel, right reel) will be dealt with at the timing when the symbol combination corresponding to the loss can be stopped and displayed. If the operation of the stop button is accepted and the stop control for stopping and displaying the symbol combination corresponding to a loss is executed normally, the bonus will be played even if the symbol combination corresponding to the bonus combination is stopped and displayed. It is possible to configure the game machine so that it does not start, thereby making it a fair gaming machine, and also making it possible to create a gaming machine that does not cause unintended disadvantages to the gaming parlor. Note that the above effect 6 is not limited to losing only; for example, in a game in which the bonus role is not won (not in the bonus), and in which the bonus role is not won (the re-playing role is won) It should be noted that this method can also be applied when a reel rotation failure occurs in a game in which a watermelon is won, and the symbol combination corresponding to a bonus combination is stopped and displayed. In addition, in the above-mentioned effect 6, the effect in a game in which the bonus combination is not won is exemplified. That is, if the reel rotation failure does not occur, the following effects occur (this can also be applied to other effects if rotation failure and power interruption do not occur). Reel rotation starts → Reel drive state is updated to constant speed state → Constant speed state maintenance processing is executed → Stop button reception becomes valid → Operate the 1st stop button to stop the 1st reel → 1st reel is displayed as stopped → Operate the 2nd stop button to stop the 2nd reel → 2nd reel is displayed as stopped → Operate the 3rd stop button to stop the 3rd reel (accepts operation of the 3rd stop button) → Reel The driving state is updated to the reel deceleration state → the third reel moves to the expected stop position from the player's perspective → the symbol combination corresponding to the bonus combination is not displayed stopped on the reel from the player's perspective, and in step 1269 The symbol combination is determined to be normal in the judgment process → The bonus does not start executing, and the freeze at the start of the bonus is not executed. The effect is as follows. On the other hand, if the reel rotation failure does not occur in the game in which the bonus combination is won or during the bonus, the following effects occur. Reel rotation starts → Reel drive state is updated to constant speed state → Constant speed state maintenance processing is executed → Stop button reception becomes valid → Operate the 1st stop button to stop the 1st reel → 1st reel is displayed as stopped → Operate the 2nd stop button to stop the 2nd reel → 2nd reel is displayed as stopped → Operate the 3rd stop button to stop the 3rd reel (accepts operation of the 3rd stop button) → Reel The driving state is updated to the reel deceleration state → the third reel moves to the expected stop position as seen from the player → the symbol combination corresponding to the bonus combination is stopped and displayed on the reel as seen from the player, and in the determination process of step 1269 The symbol combination is determined to be normal → the bonus starts to be executed, and the freeze at the start of the bonus is executed. The following effects can be exemplified. In addition, in the above example, the case where the freeze is executed at the start of the bonus is illustrated, but depending on the type of bonus (type of bonus combination), there may be a bonus where the freeze is executed and a bonus where the freeze is not executed. , execution or non-execution of the freeze may be made different depending on the game state in which the bonus combination is won.

[0151] <Effect 7> As a lost game, the reels start rotating → the reel drive state is updated to a constant speed state → the constant speed state maintenance process is executed → the reception of the stop button is enabled → the first stop button is used as a stop operation for the first reel → 1st reel stops display → Operate the 2nd stop button to stop the 2nd reel → 2nd reel displays stop → Power cut occurs and power supply to the gaming machine stops → 3rd reel Operate the 3rd stop button as a stop operation (accepts the operation of the 3rd stop button) → Updates the reel drive state to the reel deceleration state → Detects a power outage → Executes power outage processing → The 3rd reel is stopped by the player Unable to move (rotate...

Claims

[Claim 1] Equipped with a normal section and an advantageous section, The advantageous section has a first state and a second state, and in the first state, it is possible to notify the operation information of the stop switch, The number of production stages in the normal section is less than the number of production stages in the advantageous section and the first state, The number of production stages in the normal section is less than the number of production stages in the advantageous section and the second state, The data capacity of the image data in the normal section is less than the data capacity of the image data in the advantageous section and the first state, The data capacity of the image data in the normal section is less than the data capacity of the image data in the advantageous section and the second state. A gaming machine characterized by: