Game machine

JP2023172628A5Active Publication Date: 2025-05-23SAMMY CORPORATION
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Patent Information

Application Number
JP2022084572
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-05-24
Publication Date
2025-05-23
Estimated Expiration
2042-05-24

AI Technical Summary

Technical Problem

Existing gaming machines lack enhancements to improve player engagement and performance through optimized lottery results and symbol combinations, leading to suboptimal gaming experiences.

Method used

The gaming machine is designed to stop and display specific lottery results and symbol combinations advantageously by operating a stop switch in a predetermined operation mode, allowing for enhanced gameplay experiences, including the option to shift to advantageous states for the player and display specific symbol combinations based on correct stop switch operations.

Benefits of technology

This approach enhances the gaming machine's performance by providing more engaging and rewarding gameplay, improving player satisfaction through strategic gameplay opportunities and increased chances of favorable outcomes.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game property of selecting pressing orders to players who are not skilled at a symbol-aiming-stop.SOLUTION: After a shift to a sub bonus is determined, a 7 replay navigation is performed in a game where a lottery-winning of a 7 replay is achieved (steps S883, S885). If the 7 replay is stopped and displayed in a game where the 7 replay navigation is performed, a shift is made to the sub bonus (step S890). If the 7 replay is not stopped and displayed in the game where the 7 replay navigation is performed, a pressing order selection image is displayed in a game where a lottery-winning of a pressing order bell for a next game or later is achieved (step S893). If stop switches are operated in a pressing order matching a correct answer in a game where the pressing order selection image is displayed, a pseudo game is performed where an alignment of "7s" can be stopped and displayed in a next game (step S897).SELECTED DRAWING: Figure 169
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Description

Technical field

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

[0002] BACKGROUND ART A slot machine has been known as one type of gaming machine (for example, see Patent Document 1). [Prior art documents] [Patent document]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2015-016110 [Summary of the invention] [Problem to be solved by the invention]

[0004] The problem to be solved by the present invention is to improve the performance of a gaming machine. [Means to solve the problem]

[0005] The present invention solves the above-mentioned problems by the following solving means (the structure of the corresponding embodiment is shown in parentheses). Note that the present invention corresponds to Original Invention 4 among Original Inventions 1 to 4, which will be described later. The present invention (10th embodiment) There may be cases where the specified lottery result (the winning of the push order bell), Specific lottery results (7 Replays (Replays 04)) may be stopped and displayed.Specifically, winning numbers "1" and "2" may be selected. In games that have a specific lottery result, when the stop switch is operated in the specified operation mode (reverse press), a specific symbol combination (7 replays, "Red 7" set) can be stopped and displayed, After it is decided to shift to a state advantageous to the player (sub-bonus), in a game that has a specific lottery result, a specific symbol combination is stopped and displayed by operating a stop switch in a predetermined operation mode. (7 replay navigation) is enabled (step S885 in Figure 169), In a game where it is determined that the state will shift to an advantageous state for the player, and a specific lottery result results and a specific symbol combination will be stopped and displayed by operating the stop switch in a predetermined operation mode, a specific symbol combination will be displayed. When the combination is displayed as stopped, it is possible to shift to a state advantageous to the player (steps S888 and S890 in FIG. 169), In a game where it is determined that the state will shift to an advantageous state for the player, and a specific lottery result results and a specific symbol combination will be stopped and displayed by operating the stop switch in a predetermined operation mode, a specific symbol combination will be displayed. When the combination is not stopped and displayed, a press order selection image (for example, "x??") can be displayed in the next game and subsequent games that have a predetermined lottery result (step S893 in FIG. 169), When the stop switch is operated in the correct pressing order in a game in which the pressing order selection image is displayed, a pseudo game in which a specific symbol combination can be stopped and displayed in the next game can be executed (in Figure 169, Steps S894 and S897) It is characterized by

Effect of the invention

[0006] According to the present invention, the performance as a gaming machine can be improved. [Brief explanation of the drawing]

[0007]

Figure 1

Figure 2

[0008] In this specification, the meanings of the terms are as follows. “Bet” refers to betting medals (gaming media) in order to play a game. To bet on medals, the player either inserts actual medals into the medal slot 47, or operates the bet switch 40 to bet on credited (accumulated) medals. On the other hand, "credit (also referred to as "storage")" refers to the storage of medals inside the slot machine 10, unlike the above-mentioned "bet". In this specification, "credit" is used in a meaning that does not include "bet." Furthermore, "insertion" refers to betting or crediting medals. In addition, the "specified number" refers to the number of bets that can be started (executed) in the game. For example, in a game where the specified number is "2" or "3", the game can be started with either the number of bets "2" or "3", and the game cannot be played with the number of bets "1". Note that for convenience of explanation, the "prescribed number" may be referred to as the "bet number". On the other hand, the "number of bets" may refer to something other than the "specified number." For example, in a game with a specified number of "2" or "3", when one medal is inserted (before the game starts), the bet number is "1" (the number bet at that time).

[0009] "Care" means that the player inserts medals from the medal slot 47 (described later). “Care bet” means that the player bets the medals by caring for the medals from the medal slot 47. "Care credit" means that the player credits the medals (adds credits) by taking care of the medals from the medal slot 47.

[0010] “Bet medal” refers to a medal that has been bet on. "Reserved medals" refer to medals that have been credited (reserved). A "storage bet" is a bet by which a player operates the bet switch 40 (described later) to place a part or all of the credited medals within the bettable range for the game in order to play the game. It means to do something. "Automatic bet" refers to automatically betting the number of medals bet in the previous game by the control processing of the slot machine 10 when a replay wins. Here, the fact that the symbol combination corresponding to the small winning combination is stopped and displayed (meaning that it has stopped on the active line; the same applies hereinafter) is referred to as "winning a small winning combination". On the other hand, the "Regulations Concerning Certification and Type Testing of Gaming Machines (hereinafter simply referred to as the "Rules")" states that when a symbol combination corresponding to replay is displayed in a stopped state, a conditional device related to replay is activated. This is interpreted as not "winning". However, in this application (this specification, etc.), replay is also treated as one of the winning combinations (replay winning combination), and the stop display of the symbol combination corresponding to the replay is sometimes referred to as a "replay winning." “Settlement” refers to paying out bet medals and / or stored medals to the player. In this embodiment, the payment process is executed when the payment switch 43 (described later) is operated.

[0011] "Payout" refers to paying out medals to the player based on the winning combination, or paying out medals based on the above-mentioned settlement. When paying out medals to a player based on a winning combination, the medals must be stored as credits (adding the stored medals, in other words, updating the electronic data stored in the RWM53 (described later)), and paying out the medals. This includes both dispensing actual medals from a mouth (not shown). The payout of medals is controlled so that, for example, a limit of ``50'' is credited, and the medals in excess of ``50'' are actually paid out to the player. Note that "payout" may also be referred to as "granting". Therefore, the "number of payouts" may be referred to as the "number of grants."

[0012] The "gaming medium" is a medal in this embodiment, but in the case of an enclosed type (ECO) gaming machine, for example, electronic information (electronic medals, electronic data) is used as the gaming medium. Furthermore, "electronic information" refers to, for example, when you insert money (banknotes) into a lending machine, it is converted into electronic information corresponding to the money, and some or all of that electronic information can be used to play games on a gaming machine. Credit can be placed on a gaming machine as gaming media for playing games. Note that "gaming media" may also be referred to as "gaming value."

[0013] Furthermore, when the game medium is electronic information, "paying out medals" means crediting (adding) to a game medium credit device provided in the game machine. Therefore, "paying out medals" does not only mean actually paying out medals from the hopper 35 (described later), but also crediting electronic information for the payout corresponding to the winning combination to the game media credit device ( It also includes processing for adding (addition).

[0014] When the game progresses from "N-1" game, "N" game, "N+1" game, etc. ("N" is an integer of 2 or more), the current game is "N" ” game, the “N” game is called the “current game”. Further, the game of the "N-1" game is referred to as the "previous game". Furthermore, the "N+1" game is referred to as the "next game."

[0015] In this specification, a numerical value with "(B)" appended to the end of the number (especially 8 bits) means a binary number. Similarly, numbers with "(H)", "H" or "h" appended to the end of the numbers mean hexadecimal numbers. Specifically, for example, the number that indicates "16" in decimal is written as "00010000(B)" in binary, and "10(H)", "10H", or "10h" in hexadecimal. . In addition, numerical values ​​representing decimal numbers are written as "16(D)" as necessary. However, if it is clear whether it is a binary number, decimal number, or hexadecimal number, "(B)", "(D)", "(H)", "H" or "h" respectively. The trailing symbol may be omitted.

[0016] In addition, the probability that a desired symbol can be stopped on the active line during the period from the moment the stop switch 42 is operated until the reel 31 stops (maximum number of moving frames) is calculated by "drawing". rate (PB). Then, unless the stop switch 42 is operated at an appropriate position of the reel 31 (at an operation timing that allows the target symbol to be stopped on an active line within the range of the maximum number of movement frames), the target symbol will be stopped on an active line (effective The inability to pull the ball to the line is called "PB≠1". On the other hand, no matter what position the reels 31 are at the moment the stop switch 42 is operated (regardless of the operation timing of the stop switch 42), it is possible to always stop (draw) the target symbol on the active line. It is called "PB=1".

[0017] Moreover, the "operation mode" of the stop switch 42 means the order in which the stop switch 42 is pressed and / or the operation timing (the timing at which the stop switch is pressed to stop the target symbol on the active line). Furthermore, the "advantageous operation mode" of the stop switch 42 refers to a game that has a payout or a number of payouts in which the game result (symbol combination that stops on an active line) is advantageous / disadvantageous depending on the operation mode of the stop switch 42. Refers to an operation mode in which many symbol combinations are stopped, a symbol combination that moves to an advantageous RT (promotion) is stopped, or a symbol combination that does not shift (fall) to a disadvantageous RT stops. The "advantageous operation mode" is also referred to as a correct operation mode or a correct pressing order.

[0018] "Games in which the game results are advantageous / disadvantageous depending on the operation mode of the stop switch 42" include, for example, games in which multiple types of small winning combinations (bells) with different payout numbers are won repeatedly (games in which the so-called "push order bell" is won) ), this corresponds to the case where the type of winning small winning combination (bell) differs (the number of payouts differs) depending on the operation mode of the stop switch 42. Also, for example, in a game in which multiple types of replays are won (double replay wins; games in which the so-called "push order replay" is won), RT changes depending on the type of winning replay.

[0019] The "instruction function" refers to a function that instructs the player how to operate the stop switch 42. The instruction function is, in principle, a function that instructs the player on an advantageous operation mode of the stop switch 42. In other words, the "instruction function" refers to a device that facilitates winning. Note that "display" means to visually show the contents of the "instructions", and "notification" means to inform the player of the contents of the instructions. Therefore, the "instruction function" is both a "display function" and a "notification function."

[0020] Further, the notification of the operation mode of the stop switch 42 may not be limited to the notification of the most advantageous operation mode. The most advantageous operation mode of the stop switch 42 may be notified as "activation of the instruction function," but any operation mode including the most advantageous operation mode of the stop switch 42 may be notified as "indication function activation." It may also be referred to as "operation". For example, if the order of pressing the bell is 6 selections, the payout when the bell is won is 1, 3, 4, 10, or missed (non-winning) depending on the order of pressing. Assume that Here, notifying the pressing order for winning a 10-card winning combination is notifying an advantageous operating mode of the stop switch 42, and of course corresponds to "operation of an instruction function." On the other hand, notifying the pressing order for winning a 1-card, 3-card, or 4-card winning combination may be referred to as "notification of an advantageous operation mode (activation of an instruction function)" or "advantageous operation mode It does not have to be "notice of".

[0021] The pressing order for winning the 4-card combination is not the most advantageous operation mode because it is the pressing order that does not allow the 10-card combination to win. However, since the number of bets is "3", the number of payouts is "4", and the difference in the number of coins in the game is "+1", this is an operation mode that increases the number of difference medals, and cannot necessarily be said to be a disadvantageous operation mode. . Similarly, the pressing order for winning the 3-card combination is not the most advantageous operation mode because it is the pressing order that does not allow the 10-card combination to win. However, since the number of bets is "3" and the number of payouts is "3", and the difference in number of coins is maintained as it is (does not decrease the number of difference in number), this is not necessarily a disadvantageous operation mode.

[0022] Furthermore, similarly, the pressing order for winning a 1-card combination is not the most advantageous operation mode because it is the pressing order that does not allow a 10-card combination to win. Furthermore, the number of payouts is "1" for the number of bets "3", which is an operation mode that reduces the difference in the number of coins. However, since it can be said to be an operating mode that does not leave out any winnings, it may not be said to be a disadvantageous operating mode.

[0023] In this embodiment, when the push order bell is won, the instruction function is activated to notify the operation mode (correct answer push order) in which the combination with the largest number of payouts wins. However, for example, when the end condition during the advantageous section approaches, when the push order bell is won, the push order to win a 3-card or 4-card winning combination is announced as described above, and the difference in number of winnings is approximately the same as the current situation. It is conceivable to control it so that it is maintained.

[0024] Further, in this embodiment, the operation of the instruction function is limited to one prescribed number. For example, assume that the specified number of times the instruction function is activated is set to "3". In this case, in a game with a specified number of "2" or "3" during AT, when the game is started with the number of bets "3" and the push order bell is won, the instruction function can be activated. On the other hand, when the game is started with the bet number "2", the instruction function cannot be operated even if the push order bell is won.

[0025] The "gaming section" includes a "normal section (non-advantageous section)" and an "advantageous section." In addition, the No. 5.9 machine had a "waiting section" (a gaming section that won the advantageous section lottery but has not yet transitioned to the advantageous section), but the current No. 6 machine rules do not have a "standby section" etc. It has not been done. However, the present invention is not limited to this, and game sections other than the normal section and the advantageous section may be provided. "Normal section" refers to signals related to the instruction function, specifically the press order instruction number and winning and replay condition device number (information that can determine the correct press order), which will be described later, to the peripheral board (for example, sub control board 80). ), which is a game period that is prohibited from being transmitted to the Internet, and which does not affect the performance related to the instruction function at all (does not execute processing related to the instruction function). In other words, the normal section is a game section in which the operation mode cannot be notified. However, in addition to the lottery of winning combinations, it is also possible to decide (by lottery, etc.) whether or not to move to an advantageous section.

[0026] In the normal section, the instruction function must not be activated, so the push order instruction information cannot be displayed on a predetermined display device (LED, etc.) electrically connected to the main control board 60, and the instruction function Since the signal related to this is not transmitted to the peripheral board, the image display device 23 electrically connected to the sub-control board 80 cannot display (notify) an advantageous operation mode.

[0027] On the other hand, the "advantageous section" is a game section that has the performance related to the instruction function (the instruction function may be activated). Specifically, when the instruction function is activated, the instruction It refers to a game period in which a signal related to the instruction function can be transmitted to the sub-control board 80 only when the push order instruction information is displayed so that the content (operation mode of the stop switch 42) can be identified. In other words, the advantageous section is a game section where the instruction function can be activated (the instruction function may be activated), that is, a game section where the operation mode of the stop switch 42 can be displayed (or may be displayed). However, the sub-control board 80 cannot output an effect that is contrary to the instruction content given by the main control board 60 or the signal related to the received instruction function.

[0028] Moreover, even if the advantageous section is a game in which the game result is advantageous / disadvantageous depending on the operation mode of the stop switch 42, there is no need to activate the instruction function. On the other hand, during the advantageous section, in a game where the game result is advantageous / disadvantageous depending on the operation mode of the stop switch 42, the instruction function may be always operated to display the operation mode of the stop switch 42. AT (notification gaming state) is a gaming state in which the operating mode of the stop switch 42 is notified in a game where the gaming result is advantageous / disadvantageous depending on the operating mode of the stop switch 42. Therefore, AT is always performed during the advantageous section and is never performed during the non-advantageous section.

[0029] Furthermore, in a game where the operation mode of the stop switch 42 has an advantage / disadvantage in the game result, the AT may always notify the operation mode of the stop switch 42 (at 100%), but the AT may notify the operation mode of the stop switch 42 at all times (at 100%). In order to keep the game within the range defined by the rules, it is conceivable not to notify the operation mode of the stop switch 42 even if the game result is advantageous / disadvantageous depending on the operation mode of the stop switch 42. For example, when the end condition of AT is approached during AT, from the viewpoint of prolonging the life of AT, it may be possible to temporarily not notify the operation mode of the stop switch 42 (not to activate the instruction function).

[0030] Furthermore, various settings can be made regarding the relationship between the advantageous section and AT. For example, the first option is to set "advantageous section = AT". In this case, winning the advantageous section and winning AT are equivalent. Then, AT starts from the first game in the advantageous section. Also, AT ends when the advantageous section ends.

[0031] Secondly, it is possible to set the AT≠advantageous section. In this case, simply moving to an advantageous section does not satisfy the conditions for starting (executing) AT, and on the condition that it is in an advantageous section, whether or not to execute AT is decided by lottery, etc., and AT is started. When it is decided to execute the AT, one example is to execute the AT until a predetermined termination condition of the AT is satisfied. In addition, if it is non-AT when moving to the advantageous section, for example, the main game state may be set to the normal section, omen, CZ (chance zone (period where it is easy to win AT)), etc.

[0032] When shifting to the precursor after AT winning, the player may always shift to the main symbol, and may shift to AT after completing the predetermined number of games of the main symbol. Alternatively, whether to use a real omen or a false omen may be determined by lottery or the like, and when the real omen is determined, the transition to AT may be made after the real omen ends. Furthermore, when it is determined that the false sign is false, the advantageous zone may be maintained after the false sign ends, or the advantageous zone may be shifted to the normal zone. Furthermore, when the AT termination condition is satisfied, both AT and the advantageous section may be terminated. Alternatively, if AT ends but the conditions for ending the advantageous section are not met, the advantageous section may be continued (non-AT and advantageous section). The same applies when starting AT at the same time as an advantageous section.

[0033] Further, when starting the advantageous section, the number of games played in the advantageous section is determined, and during the advantageous section, a lottery etc. related to the advantageous section is not executed. Furthermore, when starting the advantageous section, the initial number of games in the advantageous section is determined, and during the advantageous section, it is determined (by lottery, etc.) whether or not to add (add) the (remaining) number of games in the advantageous section. This can be mentioned. Furthermore, if a predetermined end condition is set for the advantageous section, and the predetermined end condition for the advantageous section is met, even if you have the remaining number of games in the advantageous section (or the remaining number of games in AT), at that point One example is to end the advantageous section at .

[0034] Here, the "predetermined end condition" of the advantageous section is, for example, that the difference counter value described below exceeds "2400 (D)", or the advantageous section clear counter (remaining number of games in the advantageous section) described later. One example is that the value has reached "0". When any of these conditions are met, it is determined that the conditions for ending the advantageous section are satisfied, and the next game is shifted to the normal section (non-advantageous section). In this case, even if the final game is AT, AT ends at the same time as the advantageous section ends.

[0035] In an advantageous section, an advantageous section display LED (also referred to as a "section indicator") 77 (for example, see FIG. 58, described below; segment P of digit 4 (lower digit of the obtained number display LED 78)), which will be described later, is lit; The player may be notified that the game is in an advantageous period. However, the present invention is not limited to this, and there is no need to provide the advantageous section display LED 77 or the like to notify the player that the game is in the advantageous section. The advantageous section display LED 77 may be turned on at all times during the advantageous section, or may be turned on when a predetermined lighting condition is satisfied after the transition to the advantageous section. Here, the "predetermined lighting condition" includes, for example, when the instruction function is activated in a gaming state in which the game is in an advantageous section and the section Sim ball payout rate exceeds "1". Note that once the advantageous section display LED 77 is turned on, it remains lit during the advantageous section.

[0036] In addition, "Section Sim (simulation) ball payout rate" means that the symbol combination corresponding to the winning combination is always stopped and displayed (even when winning the "PB≠1" combination, the symbol combination corresponding to the winning combination is always stopped). If the combination is stopped and displayed), and there are multiple types of symbol combinations corresponding to the winning combination, the symbol combination that is most advantageous to the player (the high bell that gives the maximum payout when the push order bell is won) is This is the ball payout rate when it is assumed that the display is stopped. In calculating the section Sim ball payout rate, the balls (number of payouts) due to accessory actions (1BB action, etc.) are not included. In addition, in a game that won a replay, if the number of bets is "3", the number of payouts will be counted as "0", and in a replay based on a winning replay (the next game of the game that won a replay), the number of bets will be counted as "0". It is calculated as "0" and the number of payouts as "x" ("x" is the number of payouts in the game). Alternatively, the number of payouts for games that win replays and the number of bets for the next game may not be counted. Furthermore, the "gaming state in which the section Sim ball payout rate exceeds 1" includes RT and main game states in which the section Sim ball payout rate is set to exceed "1." Here, RTs with a section Sim payout rate exceeding "1" include, for example, RTs with a high replay winning probability. Furthermore, assuming that CZ (chance zone), AT, pullback sections, etc. are normally provided as the main game state, AT is an example of the main game state in which the section Sim ball payout rate exceeds "1".

[0037] When the advantageous section display LED 77 is turned on, when the advantageous section ends, more specifically, in the last game of the advantageous section, for example, the game end check process described later or the game in the next game after the last game of the advantageous section. At the time of start set processing, the advantageous section display LED 77 is turned off. When the end condition of the advantageous section is satisfied, the advantageous section display LED 77 is turned off in the subsequent interrupt processing by executing the initialization process of the advantageous section display LED flag, which will be described later.

[0038] The "processing related to advantageous sections" includes, for example, the following processing. 1) Advantageous section (transition) lottery 2) Update of advantageous section clear counter (subtraction, clearing) 3) Update the difference counter (calculation, clear) 4) Update of advantageous section type flag 5) Control of advantageous section display LED 77 (update of advantageous section display LED flag)

[0039] Further, the "processing related to the instruction function" includes, for example, the following processing. 1) Display of push order instruction information (operation of instruction function) 2) AT lottery 3) In the case of a game number management type AT (specification that ends AT when the remaining number of games reaches 0), update the AT game number counter (subtraction, addition, clearing) 4) In the case of differential number management type AT (specification that ends AT when the remaining differential number becomes "0"), update the AT differential number counter (subtraction, addition, clear)

[0040] According to the current rules, it is stipulated that both the processing related to the advantageous section and the processing related to the instruction function can be executed in one gaming state (RT) in one prescribed number, except for the following. Therefore, in this embodiment, when the specified number is "3", the process related to the advantageous section and the process related to the instruction function can be executed, and when the specified number is "2", the process related to the advantageous section and the process related to the instruction function cannot be executed. And so. However, during the advantageous section, it is necessary to update the advantageous section clear counter and the difference counter, regardless of the specified number.

[0041] Further, when the winning combination lottery result is non-winning, in other words, in the game when the conditional device is not activated, it may be determined that the process related to the advantageous section (advantageous section transition lottery) is not executed. However, the present invention is not limited to this, and the process related to the advantageous section may be executed even if the lottery result is non-winning. On the other hand, even if the lottery result is non-winning, if the probability of non-winning is more than a predetermined value (not an extremely low probability, e.g. "1 / 17500" or more), processing related to the instruction function (AT lottery processing ) may be executable.

[0042] Furthermore, as a result of executing the advantageous section transfer lottery (processing related to the advantageous section), if the advantageous section transfer lottery is won, the next game will be in the advantageous section. Therefore, in a game in which an advantageous section transition lottery (processing related to an advantageous section) is executed and an advantageous section is won, it is not possible to notify the correct answer pressing order (processing related to the instruction function). However, there is no problem in performing the advantageous section transition lottery (processing related to the advantageous section) and the AT lottery (processing related to the instruction function) in one game. Furthermore, for example, when a specific winning lottery result is obtained, it may be determined to be an advantageous section and AT (without executing the lottery).

[0043] The management information display LED (also referred to as "role ratio monitor" or "ratio display device") 74 consists of, for example, four LEDs, with a two-digit identification segment (which of the following five items is displayed). It consists of an LED that displays the calculated ratio using a predetermined symbol, etc., and a two-digit ratio segment (LED that displays the calculated ratio).

[0044] The management information display LED 74 repeatedly displays the ratios of the following five items 1) to 5) at predetermined time intervals. 1) Either advantageous section ratio (cumulative) (7U.) or designated accessory ratio (cumulative) (7P.) 2) Continuous role ratio (6000 games) (6y.) 3) Accessory ratio (6000 games) (7y.) 4) Continuous role ratio (cumulative) (6A.) 5) Accessory ratio (cumulative total) (7A.)

[0045] For example, when displaying the accessory ratio (cumulative total), if the ratio is "50"%, the symbol "7A." indicating the accessory ratio (cumulative total) is displayed in the identification segment, and "50" is displayed. Display in the ratio segment. Here, the "cumulative total" refers to the sum of the numerical values ​​that have been counted up to that point, and in this embodiment, the counting is continued until the number of games has reached at least "175,000". When the cumulative total is less than 175,000 games, the ratio is displayed, for example, by a flashing display, and when it is greater than 175,000 games, the ratio is displayed, for example, by a lighting display. Even after the total number of games exceeds 175,000, it continues to be added until it reaches the value (upper limit) that can be stored in the predetermined address of the RWM 53. Furthermore, "6000 games" is the total number of games played in 15 sets, where one set is "400" games played.

[0046] The "advantageous section ratio" refers to the ratio (ratio) of staying in the advantageous section to all gaming sections (non-advantageous section + advantageous section). Specifically, for example, when the number of games in all game sections is "1000" and the number of games in the advantageous section between them is "700", the advantageous section ratio is "70%". Furthermore, the "instruction-inclusive accessory ratio" is the value obtained by dividing the sum of the number of payouts when the accessory is activated and the number of payouts in a game in which the instruction function is activated by the total number of payouts. In addition, in a slot machine that is not equipped with an accessory, the "instruction included accessory ratio" is the value obtained by dividing the number of payouts in a game in which the instruction function is activated by the total number of payouts. The sum of the number of payouts when the accessory is activated and the number of payouts in the game in which the instruction function is activated is counted by the instruction-included accessory counter.

[0047] Furthermore, the "number of payouts in the game in which the instruction function was activated" is based on the operation of the stop switch 42 according to the pressing order displayed by the activation of the instruction function, for example, when 10 bells are won, "10" is added to the instruction-included accessory counter. On the other hand, in a game where the instruction function is activated, if the stop switch 42 is pressed in a different order from the displayed order and one bell is won, for example, "1" will be displayed on the instruction-included accessory counter. is added. Similarly, in a game where the instruction function is activated, if the winning combination is missed (when the winning combination is not won) because the stop switch 42 was pressed in a different order from the displayed pressing order, the instruction-included accessory counter is not added to. In other words, the count value from the previous game remains the same.

[0048] In addition, when you win the common bell during AT, the instruction function is activated in the same way as when you win the push order bell, and the instruction function is activated in the same way as when you win the push order bell. There is also a case where it is not activated. When the instruction function is activated when the common bell is won, the number of payouts in the game is added to the instruction-included accessory counter.

[0049] On the other hand, when the common bell is won and the instruction function is not activated, the number of payouts for the game is not added to the instruction-included accessory counter. However, the total number of payouts will be added to the counter. In this case, the sub-control board 80 may notify the correct pressing order by image or sound.

[0050] "Continuous accessory ratio" refers to the ratio of the number of payouts when the first type special accessory (RB) is activated to the total number of payouts. Therefore, in this embodiment, it refers to "the number of payouts during 1BB operation relative to the total number of payouts." For example, if the total number of payouts for ``6000'' number of games is ``2000 pieces'', and the number of payouts when ``Class 1 special bonus (RB)'' is activated is ``500 pieces'', then The ratio (6000 games) is 25(%).

[0051] Moreover, the "accessory object ratio" refers to the ratio of the number of payouts when the accessory is activated to the total number of payouts. Here, the term "accessory object" refers to the above-mentioned first-class special accessory, which is also referred to as second-class special accessory (CB) or MB (2BB).Second-class accessory continuous operating device.CB ), SB (single bonus) is included. In addition, in the above five items, if a gaming machine does not have the function corresponding to that item, the ratio segment will be displayed as "--". For example, if you do not have "RB (Class 1 special accessory)", there is no continuous accessory ratio, so when displaying ratio display numbers "2" and "4", the ratio segment is set to "--" ” is displayed on the display. As described above, five types of ratios are displayed on the management information display LED 74, and a test pattern is displayed at a predetermined timing when a predetermined condition is satisfied.

[0052] In addition, the rules stipulate that the advantageous section ratio and the designated accessory ratio should be 70% or less. It also states that the ratio of accessories should be 70% or less, and that the ratio of continuous accessories should be 60% or less. Therefore, by looking at the information displayed on the management information display LED 74, it is possible to confirm whether or not the information is within the regulatory range.

[0053] In addition, a gaming machine with specifications in which the advantageous section ratio is 70% or less is referred to as a "7U" type, and a gaming machine with specifications in which the instruction-inclusive accessory ratio is 70% or less is referred to as a "7P" type. Gaming machines with advantageous sections are either of the "7U" type or the "7P" type. In the case of the "7U" type, the advantageous section ratio (cumulative) is displayed on the management information display LED 74, and in the case of the "7P" type, the instruction-inclusive accessory ratio (cumulative) is displayed. In the "7U" type, the ratio of advantageous sections to all game sections must be 70% or less, but in the "7P" type, the total number of payouts due to the operation of the instruction function and the operation of the accessory is It may be 70% or less of the number of payouts, and for example, the entire period or most of the game period may be an advantageous period.

[0054] For example, when moving to a non-advantageous section, the settings should be set so that there is a 100% probability of winning the advantageous section lottery, and the setting should be set so that the probability of winning the advantageous section lottery is approximately 100% (for example, about 98%). Alternatively, it may be set to have a high probability (for example, 70%) of winning the advantageous section lottery. The "7U" type cannot perform processing related to the instruction function (for example, AT lottery) by referring to the setting value itself, but the "7P" type can perform processing related to the instruction function by referring to the setting value itself. Is possible.

[0055] Furthermore, the management information display LED 74 can also be applied to pachinko gaming machines as a performance display monitor. In this case, the management information display LED 74 (performance display monitor) is composed of a two-digit identification segment and a two-digit ratio segment, as in the case of a slot machine (player type gaming machine). Then, the base value in real time (during measurement) for each ``60,000'' out balls (``base value'' indicates how many safe balls are out of 100 out balls), and the ``60,000'' ” The base values ​​of the previous, second, and third times are displayed sequentially for each item. For example, the real-time base value identification segment is displayed as "bL.", the previous base value identification segment is displayed as "b1.", and the two previous base value identification segment is displayed as "b2." is displayed, and the identification segment of the base value three times before is displayed as "b3." In this way, the management information display LED 74 is applied not only to slot machines but also to pachinko gaming machines.

[0056] "RT" means that the type (number) of winning combinations to be drawn and the probability of winning are unique to the lottery, and "RT transition" means a transition from one RT to another RT. This means that the winning probability of at least one replay subject to the lottery will change. Therefore, the type of replay and its winning probability for one RT are values ​​specific to that RT, and it is unlikely that the type of replay and the winning probability will be the same for one RT and another RT. do not have. However, it is acceptable for one RT and another RT to have the same total replay winning probability. Note that "non-RT" does not mean that it is not included in the concept of RT, but is equivalent to "RT0". Therefore, the term "RT" herein includes non-RTs.

[0057] <First embodiment> The first embodiment will be described below with reference to the drawings and the like. FIG. 1 is a block diagram schematically showing control of a slot machine 10, which is an example of a gaming machine in the first embodiment. Typical control boards provided in the slot machine 10 include a main control board 50 and a sub-control board 80. The main control board 50 has an input port 51 and an output port 52, and includes an RWM 53, a ROM 54, a main CPU 55, etc. (this does not mean that it includes only those shown in FIG. 1).

[0058] In FIG. 1, the main control board 50 and peripheral devices for playing the game, including operation switches such as the bet switch 40, are electrically connected via an input port 51 or an output port 52. The input port 51 is a connection section into which signals such as an operation switch are input, and the output port 52 is a connection section through which signals are sent to peripheral devices such as the motor 32. In FIG. 1, peripheral devices for input are indicated by arrows that direct signals from the peripheral devices toward the main control board 50, and peripheral devices for output are indicated by arrows that direct signals from the main control board 50 to the peripheral devices. (The same applies to the sub-control board 80).

[0059] The RWM 53 is a storage medium that can store (update) various data (variables) based on the progress of the game, etc. The ROM 54 is a storage medium that stores programs and various data (for example, data tables) necessary for playing the game. The main CPU 55 refers to a CPU (IC with a calculation function) provided on the main control board 50, and executes programs and calculations necessary for the progress of the game. The controller controls the drive and pays out when winning a prize.

[0060] Further, on the main control board 50, an MPU including an RWM 53, a ROM 54, a main CPU 55, and registers is mounted. Note that the RWM 53 and ROM 54 may be provided externally in addition to being installed inside the MPU. Note that an MPU including an RWM 83, a ROM 84, and a sub CPU 85 is also mounted on the sub control board 80, which will be described later. Note that the RWM83 and ROM84 may be provided externally in addition to being mounted inside the MPU.

[0061] In FIG. 1, medals inserted through the medal slot 47 are sent into the medal selector. As shown in FIG. 1, inside the medal selector, a passage sensor 46, a blocker 45, and an input sensor 44 (a pair of input sensors 44a and 44b) are provided (but are not limited to these). These are electrically connected to the main control board 50. The medals inserted through the medal slot 47 are first detected by the passage sensor 46.

[0062] Furthermore, a blocker 45 is provided downstream of the passage sensor 46. The blocker 45 is for allowing / disallowing the insertion of medals, and when the insertion of medals is not permitted, forms a medal passageway through which the medals inserted from the medal insertion slot 47 are returned from the payout opening. do. On the other hand, when the insertion of medals is permitted, a medal path is formed that guides the medals inserted from the medal insertion port 47 to the hopper 35. The blocker 45 is, for example, a switching member that blocks an opening formed in a part of the medal passage in the medal selector (opening leading to the medal return port) to form a medal passage for guiding the medals to the hopper 35 side. and an actuator for driving the switching member.

[0063] Here, the blocker 45 disables the insertion of medals during the game (from when the reels 31 start rotating until all the reels 31 stop and when a winning combination ends the payout corresponding to the winning combination). do. That is, the blocker 45 permits the insertion of medals at least when no game is being played.

[0064] In the medal selector, further downstream of the blocker 45, an input sensor (optical sensor) 44 is provided. In this embodiment, the input sensor 44 is composed of a pair of input sensors 44a and 44b placed apart from each other by a predetermined distance, and after a predetermined time has elapsed since a medal is detected by one input sensor 44a, the input sensor 44 is activated by the other input sensor 44b. It is configured to be detected by Then, it is determined whether or not the correct medal has been inserted based on the timing at which the pair of input sensors 44 are turned on and off, respectively.

[0065] As shown in FIG. 1, the main control board 50 also includes a bet switch 40 (40a or 40b), a start switch 41, (left, middle, right) stop switches 42, and operation switches operated by the player. A settlement switch 43 is electrically connected. Here, "operation switch (or simply, "switch")" is used to turn on / off an electric signal based on the operation of the operating body by the player (operator) (receiving external force). Refers to the device (including electrical circuits and / or electrical parts), and does not limit the shape of the operating body operated by the player.

[0066] When the operating switch is in the off state, for example, light from the light emitting element continues to enter the light receiving element (when the light receiving element continues to detect light, the operating switch is in the off state). Then, when a player or the like operates the operation switch (the operation body thereof), the light from the light emitting element does not enter the light receiving element. When this state is detected, an electrical signal indicating that the operation switch has been turned on is transmitted to the main control board 50. Note that, contrary to the above, when the operation switch is in the off state, the light from the light emitting element does not enter the light receiving element, and when the light from the light emitting element enters the light receiving element, the operation switch is in the on state. You may.

[0067] In this embodiment, the operating body of the start switch 41 is lever-shaped (therefore also referred to as a "start lever (switch) 41"), and includes a bet switch 40, a stop switch 42, and a settlement switch. The operating body 43 has a push button shape (therefore, it is also referred to as a "bet button (switch) 40", "stop button (switch) 42", and "settlement button (switch) 43").

[0068] Although not shown in FIG. 1, an LED (light emitting means) is provided on the operating body of the operating switch and / or around or near the operating body. When operation acceptance of that operation switch is permitted, for example, the LED corresponding to that operation switch emits blue light, and when operation acceptance of that operation switch is not permitted, for example, the LED corresponding to that operation switch is emitted in blue. By emitting red light from an LED or the like, the permission / disapproval state of the operation switch is indicated to the player.

[0069] Specifically, for example, when all the reels 31 are rotating and the stop switches 42 can be operated, the LEDs of all the stop switches 42 will emit blue light to notify the player that they can be operated. Shown below. When one stop switch 42 is operated, the reel 31 corresponding to the operated stop switch 42 is controlled to stop. After that, the remaining stop switches 42 become operable only when the excitation state of the motor 32 corresponding to the stop-controlled reel 31 ends and the detection sensor 42e of the operated stop switch 42 is turned off. Later. Therefore, during that time, the LEDs of all stop switches 42 emit red light. Then, when the excitation state of the motor 32 corresponding to the operated stop switch 42 ends and the detection sensor 42e corresponding to that stop switch 42 is turned off, the LED of the already operated stop switch 42 is turned off. Although the LED of the stop switch 42 that has not yet been operated remains red, it is caused to emit blue light.

[0070] The bet switch 40 is an operation switch operated by the player when betting the accumulated medals for the current game. This embodiment includes a 1-bet switch 40a for inserting one medal, and a 3-bet switch 40b for inserting three medals (maximum number, specified number). Note that the present invention is not limited to this, and a bet switch for two bets may be provided.

[0071] Note that the prescribed number may be predetermined, for example, firstly depending on when the accessory is inactive / actuated. In this case, for example, the number is set to 3 when the accessory is not activated, when SB is activated, when 1BB is activated, and 2 when 2BB is activated. Two medals can be inserted by operating the 1-bet switch 40a twice, and three medals can be inserted by operating the 1-bet switch 40a three times. Also, when the specified number is 3, you can insert 3 medals at once by operating the 3-bet switch 40b, and when the specified number is 2, you can insert 3 medals at once by operating the 3-bet switch 40b. Two medals can be inserted at once. If the 3-bet switch 40b is operated in a state where less than the specified number has already been bet, the bet processing is performed so that the number of bets becomes 3. Further, the prescribed number may be, for example, secondly, uniformly (regardless of the gaming state, etc.), for example, "3 pieces." In the example of the first embodiment below, the specified number is always set to "3".

[0072] Further, the start switch 41 is an operation switch operated by the player when starting the reels 31 (all of the left, middle, and right). Furthermore, three stop switches 42 are provided corresponding to the three (left, middle, right) reels 31, and are operation switches operated by the player to stop the corresponding reels 31. Furthermore, the settlement switch 43 is an operation switch operated by the player when paying out (paying out) medals bet and / or stored (credits) inside the slot machine 10.

[0073] Further, as shown in FIG. 1, a display board 75 is electrically connected to the main control board 50. Note that in reality, a relay board is provided between the main control board 50 and the display board 75, and the main control board 50 and the relay board, and the relay board and the display board 75 are connected. 1, the illustration of the relay board is omitted. In this way, the main control board 50 and the display board 75 may be directly connected by a harness or the like, but another board may be interposed between them. Furthermore, the control boards are not limited to being directly connected to each other with a harness or the like, but may be connected via another separate board (relay board, etc.). For example, one or more other separate boards (such as a relay board) may be interposed between the main control board 50 and the sub-control board 80.

[0074] The display board 75 is equipped with a credit number display LED 76 and an acquired number display LED 78. The credit number display LED 76 is an LED that displays the number of medals stored (credited) inside the slot machine 10, and is composed of two digits, an upper digit and a lower digit.

[0075] In addition, the acquired number display LED 78 is an LED that displays the number of payouts (the number obtained by the player) when winning a winning combination, and like the credit number display LED 76, it is composed of two digits, an upper digit and a lower digit. . Note that the acquired number display LED 78 may be controlled to turn off when there are no medals to be paid out. Alternatively, the upper digits may be turned off and only the lower digits may be displayed as "0".

[0076] In addition, the acquisition number display LED 78 normally displays the acquisition number, but when an error occurs, it functions as an LED that displays the content (type) of the error. Furthermore, the acquired number display LED 78 functions as an LED for displaying push order instruction information (notifying an advantageous push order) in a game that notifies the push order during AT. Therefore, the acquisition number display LED 78 in this embodiment is an LED that also displays the acquisition number, error details, and push order instruction information. However, the present invention is not limited to this, and it goes without saying that a dedicated LED or the like for displaying push order instruction information may be provided. Note that during AT, notification of an advantageous pressing order is also performed by the image display device 23 connected to the sub-control board 80.

[0077] In FIG. 1, the main control board 50 is electrically connected to a motor (in this embodiment, a stepping motor) 32 of the symbol display device. The symbol display device includes reels 31 (three in this embodiment) that display symbols, a motor 32 that drives each reel 31, and a reel sensor 33 that detects the position of the reel 31.

[0078] The motor 32 serves as a driving means for rotating the reels 31, is connected to the rotation center of each reel 31, and is controlled by a reel control means 65, which will be described later. Here, the reel 31 consists of a left reel 31, a middle reel 31, and a right reel 31, and the stop switch 42 that is operated when stopping the left reel 31 is the left stop switch 42. The stop switch 42 to be operated is the middle stop switch 42, and the stop switch 42 to be operated to stop the right reel 31 is the right stop switch 42. Note that the left reel 31 may be referred to as the first reel 31, the middle reel 31 may be referred to as the second reel 31, and the right reel 31 may be referred to as the third reel 31.

[0079] The reel 31 is ring-shaped, and a reel tape on which a plurality of types of symbols (symbols forming symbol combinations corresponding to winning combinations) are printed is attached to the outer peripheral surface of the reel 31. Furthermore, each reel 31 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 31, and is used to detect whether or not the reel 31 has passed a predetermined position, whether or not it has rotated once. Then, each index is detected by the reel sensor 33. The signal of the reel sensor 33 is electrically connected to the main control board 50. Then, when the index detects (turns off) the reel sensor 33, the input signal is input to the main control board 50, and it is detected that the reel 31 has passed a predetermined position.

[0080] Further, the symbol on the reference position at the moment when the reel sensor 33 detects the index of the reel 31 is stored in the ROM 54 in advance. Thereby, the symbol on the reference position at the moment the index is detected can be detected. Furthermore, from the moment when the reel sensor 33 detects the index of the reel 31, how many pulses should the (stepping) motor 32 be driven to stop the symbol at the number of symbols ahead, counting from the symbol on the reference position, on the active line? It becomes possible to identify whether the

[0081] Further, a medal payout device is electrically connected to the main control board 50. The medal dispensing device includes a hopper 35 for storing medals, a hopper motor 36 that is driven when dispensing medals from the hopper 35 from a dispensing port, and a dispensing motor 36 for detecting medals dispensed from the hopper motor 36. A sensor 37 is provided.

[0082] The medals that have been cleaned and accepted (determined to be normal) from the medal slot 47 are stored in the hopper 35. In this embodiment, the payout sensor (optical sensor) 37 includes a pair of payout sensors 37a and 37b arranged at a predetermined distance apart. Then, when a medal is paid out, a predetermined moving member is moved by the medal. The dispensing sensors 37a and 37b are turned on / off by movement of a predetermined moving member. Based on whether the payout sensors 37a and 37b are turned on / off within a predetermined time range, it is determined whether the medals are correctly paid out.

[0083] For example, when the pair of payout sensors 37 are not detected to be on even though the hopper motor 36 is being driven, it is determined that no medals have been paid out, and a hopper error (no medals) is detected. On the other hand, when at least one of the payout sensors 37 continues to output an on signal, it is detected that a medal jam has occurred.

[0084] When starting a game, the player inserts medals that have been credited in advance by operating the bet switch 40 (storage bet) or inserts medals from the medal slot 47 (care bet). When the start switch 41 is operated with a prescribed number of medals for the game being bet, a signal generated at that time is input to the main control board 50. When the main control board 50 (specifically, the reel control means 65 described later) receives this signal, it performs a lottery by the winning combination lottery means 61, and drives and controls all the motors 32 to control all the reels 31. Control it so that it rotates. As the reels 31 are rotated by the motor 32 in this manner, the symbols on the reels 31 are displayed moving up and down within the display window at a predetermined speed.

[0085] Then, by pressing the stop switch 42, the player stops the rotation of the reel 31 corresponding to the stop switch 42 (for example, the left reel 31 corresponding to the left stop switch 42). When the stop switch 42 is operated, the signal generated at that time is input to the main control board 50. When the main control board 50 (specifically, the reel control means 65 to be described later) receives this signal, it drives and controls the motor 32 corresponding to the stop switch 42 to display the lottery result (internal lottery) of the winning combination lottery means 61. The stop control of the reel 31 related to the motor 32 is performed so as to correspond to the result determined by the means.

[0086] Then, the game result of the current game is displayed based on the symbol combination when all the reels 31 are stopped. Furthermore, when the symbol combination corresponding to any winning combination stops on the active line (when the winning combination is achieved), medals corresponding to the winning combination are paid out.

[0087] Next, the specific configuration of the main control board 50 will be explained. As shown in FIG. 1, the main CPU 55 of the main control board 50 includes the following combination lottery means 61 and the like. The following means in this embodiment are merely examples, and the present invention is not limited to the means shown in this embodiment.

[0088] The winning lottery means 61 performs lottery (determination, selection) of winning numbers. Therefore, the winning number lottery means 61 is also referred to as "winning number lottery (determination, selection) means". Here, the "drawing of winning numbers by the prize drawing means 61" is the same as the "internal drawing" in the Entertainment Business Law Regulations (Rules regarding certification of gaming machines and type examination, etc., hereinafter simply referred to as "Rules"). The lottery result by the winning combination lottery means 61 is the same as the "result determined by internal lottery" in the rules. Therefore, the winning lottery means 61 is also referred to as "internal lottery means 61" in accordance with the rules. The winning lottery means 61 includes, for example, a random number generating means for lottery (hardware random numbers, etc.), a random number extracting means for extracting the random numbers generated by the random number generating means, and a random number extracting means based on the random number extracted by the random number extracting means. and winning number determining means for determining the winning number.

[0089] The random number generation means generates random numbers in a predetermined range (for example, "0" to "65535" in decimal notation). The random number is a random number that a counter that counts once every 200n (nano) sec continues to count the range from "0" to "65535" as one cycle, and while the slot machine 10 is powered on, the random number Continue counting.

[0090] The random number extraction means extracts the random number generated by the random number generation means at a predetermined time, in this embodiment, when the start switch 41 is operated (turned on) by the player. The determination means determines the winning number corresponding to the area to which the random number value belongs by comparing the random number value extracted by the random number extraction means with a lottery table to be described later.

[0091] When the winning number is determined by the prize lottery means 61, the condition device number (winning and replay condition device number, and accessory condition device number) is determined based on the winning number, and the winning number that can be activated in the game is determined. The replay condition device, and accessory condition device will be determined. Therefore, the winning combination lottery means 61 is also referred to as a condition device number determination (lottery or selection) means, a winning combination determination (lottery or selection) means, etc. The “accessory condition device number” is the condition device number corresponding to the special combination (accessory). Further, the "winning and replay condition device number" is a condition device number corresponding to a small winning combination or a replay.

[0092] The winning flag control means 62 controls on / off of the winning flag corresponding to each winning combination based on the lottery result by the winning combination lottery means 61. In this embodiment, a winning flag is provided for each role for all roles. Then, when any of the winning combinations is won in the lottery by the winning combination lottery means 61, the winning flag for that winning combination is turned on (the winning flag is set). Note that there are two cases of winning a role: a case where there is only one winning role (single winning) and a case where there are multiple winning roles (multiple winning).

[0093] The push order instruction number selection means 63 selects the push order instruction number (the number corresponding to the correct push order) based on the lottery result of the winning number by the winning combination lottery means 61 (when the push order bell or push order replay is won). decisions). The “push order” of the press order instruction numbers selected here means a press order (correct press order) that is advantageous for the player. For example, when a push order bell is won, it refers to the push order (correct answer push order) that makes the higher bell win the prize. In addition, when replaying multiple wins, it refers to the push order that promotes to an advantageous RT or the push order that does not allow the RT to fall to a disadvantageous RT.

[0094] In this embodiment, each winning number is provided with a unique push order instruction number. Then, during AT, if you win the push order bell or the push order replay, the main control board 50 displays the above-mentioned obtained number display LED 78 with the push order instruction information corresponding to the push order instruction number, specifically " =*" ("*" = 1, 2, ...). In this manner, the function of displaying push order instruction information when a conditional device having an advantageous push order is activated is also referred to as an instruction function. Also, if you win the push order bell or push order replay during AT, the main control board 50 will control the sub control board at the start of the game (after the start switch 41 is operated and the winning number is determined). Send the command corresponding to the push order instruction number to 80. When the sub-control board 80 receives the command, it displays an image of the correct pressing order on the image display device 23.

[0095] Note that the push order instruction number selected by the main control board 50 can be transmitted to the sub control board 80 only during the advantageous section (AT). Therefore, even if a push order instruction number is selected by the push order instruction number selection means 63 in the normal section, the push order instruction number is not transmitted to the sub control board 80. Note that in the normal section, it is not necessary to select the push order instruction number.

[0096] The effect group number selection means 64 is for selecting the effect group number corresponding to the winning number and the number to be transmitted to the sub control board 80. Here, the performance group number corresponding to the winning number is determined in advance. When the winning number is determined by operating the start switch 41, the performance group number selection means 64 selects the performance group number corresponding to the winning number of the game, and the main control board 50 selects the performance group number corresponding to the winning number of the game. Send the number to the sub control board 80. The sub-control board 80 outputs a performance related to the winning combination based on the received performance group number. The production group number, unlike the above-mentioned push order instruction number, is selected every game and is transmitted from the main control board 50 to the sub control board 80.

[0097] Furthermore, the main control board 50 does not transmit the winning number of the game to the sub control board 80. Therefore, the sub-control board 80 cannot know the winning numbers of the game. However, since the sub control board 80 receives the performance group number for each game, it is possible to output the performance based on the received performance group number. However, even if the push order bell or push order replay is won, the correct push order cannot be determined from the performance group number, so the sub-control board 80 will not notify the correct push order based on the performance group number. . On the other hand, during AT, when the push order bell or push order replay is won, the push order instruction number is transmitted from the main control board 50 to the sub control board 80. Thereby, the sub-control board 80 can notify the correct pressing order based on the received pressing order instruction number.

[0098] The reel control means 65 controls all (three) reels 31 to start rotating when receiving a command to start rotating the reels 31, particularly when detecting the operation of the start switch 41 in this embodiment. . Furthermore, after the winning numbers have been determined by the winning combination lottery means 61, the reel control means 65 refers to the on / off of the winning flag in the current game, and generates a stop position determination table corresponding to the on / off of the winning flag. is selected, and when the stop switch 42 is operated, the stop position of the reel 31 corresponding to the stop switch 42 is determined based on the timing when the operation of the stop switch 42 is detected, and the motor 32 is The drive is controlled so that the reel 31 is stopped at the determined position.

[0099] For example, in a game where at least one winning flag is on, the reel control means 65 enables the symbol combination corresponding to the winning combination (the winning flag is on) within the range of stop control of the reels 31. The reels 31 are controlled to stop so as to be able to stop on the line, and the reels 31 are stopped so as not to stop on the active line the symbol combinations corresponding to combinations other than winning combinations (winning flags are turned off).

[0100] Here, "within the range of stop control of the reels 31" refers to the time from the moment the stop switch 42 is operated until the reels 31 actually stop, or the amount of rotation of the reels 31 (number of moving symbols (frames)). means within range. In this embodiment, the reel 31 is rotated at a speed of about 80 revolutions per minute at constant speed. When the stop switch 42 is operated, the time from the moment the stop switch 42 is operated until the reel 31 is stopped is within 190 ms, except for the predetermined reel 31 (for example, the middle reel 31) in which the MB is in operation. is set to . As a result, in this embodiment, the maximum number of symbols to be moved from the symbol at the moment when the stop switch 42 is operated until the reel 31 stops is set to 4 symbols, excluding the predetermined reel 31 during MB operation.

[0101] On the other hand, for a predetermined reel 31 during MB operation, the time from the moment the stop switch 42 is operated until the reel 31 is stopped is set within 75 ms. As a result, for a predetermined reel 31 during MB operation, the maximum number of symbols to be moved from the symbol at the moment the stop switch 42 is operated until the reel 31 stops is set to one symbol.

[0102] At the moment when the operation of the stop switch 42 is detected, if any of the symbols within the range of the stop control of the reel 31 is a symbol that should be stopped on a predetermined active line, when the stop switch 42 is operated. Then, the symbol is controlled to stop at a predetermined active line. That is, if the reels 31 are stopped immediately at the moment the stop switch 42 is operated, if the symbols of the combination corresponding to the winning number do not stop on the predetermined active line, the reels 31 will be stopped until the reels 31 are stopped. By controlling the rotational movement of the reel 31 within the range of the stop control, the symbols of the combination corresponding to the winning number are controlled to be stopped on a predetermined active line as much as possible (pull-in stop control).

[0103] Conversely, if you stop the reels 31 immediately at the moment the stop switch 42 is operated, the symbol combination of the winning combination that does not correspond to the winning number will stop on the active line. By controlling the rotational movement of the reel 31 within the range of stop control, it is controlled so that symbol combinations of winning combinations that do not correspond to winning numbers are not stopped on the active line (kick-off stop control). Furthermore, in a game where multiple winning combinations are won (for example, when the push order bell is won), the priority order of winning combinations is determined in advance according to the order in which the stop switches 42 are pressed and the timing at which the stop switches 42 are operated. Based on a predetermined priority order, control is performed to stop the drawing of symbols related to the most prioritized winning combination.

[0104] The winning determination means 66 determines, when the reels 31 are stopped, whether or not the symbol combination of the reels 31 that has stopped on the active line is a symbol combination that corresponds to any winning combination. Here, the winning determination means 66 does not actually detect whether or not the symbol combination corresponding to the winning combination has stopped on the active line. Specifically, from the condition device activated in the game, the order in which the stop switches 42 are pressed and / or the operation timing of the stop switches 42, a symbol combination that will cause the reels 31 to stop on the active line is determined in advance before the reels 31 actually stop. Or, after the reels 31 have stopped, the symbol combinations that have stopped on the active line are determined in advance.

[0105] The control command transmitting means 71 transmits to the sub-control board 80 information (control commands) necessary for the performance output by the sub-control board 80. The control commands include, for example, information when the bet switch 40 is operated, information when the start switch 41 is operated, press order instruction number (only when AT is in progress and a winning number with the correct press order is won). , performance group number, RT (gaming status) information, information when the stop switch 42 is operated, information on winning roles, etc.

[0106] A set value display LED 73 is provided on the main control board 50. The "setting value" relates to the player's advantage, and in this embodiment, although not shown, there are six levels, setting 1 to setting 6. The higher the set value is, the higher the player's advantage becomes. Furthermore, if you turn on the setting key switch (corresponding to the setting key switch 152 in FIG. 112 (fifth embodiment) described later) with the power off, and then turn on the power in this state, the set value will change. Move to a state where settings can be changed (settings change mode). At this time, initialization processing (RWM clear processing) for initializing a predetermined storage area of ​​the RWM 53 is executed. Furthermore, when the setting key switch is turned on while the power is on, the setting changes to a setting confirmation state (setting confirmation mode) in which the setting values ​​cannot be changed but can be confirmed.

[0107] In FIG. 1, the sub-control board 80 controls the selection and output of effects (information) during the game and while waiting for the game. Here, the main control board 50 and the sub-control board 80 are electrically connected, and the main control board 50 (control command transmitting means 71) unidirectionally communicates with the sub-control board 80 through parallel communication. Send information (control commands) necessary for output. Note that the main control board 50 and the sub-control board 80 are not limited to being electrically connected, but may be connected using optical communication means. Furthermore, both the electrical connection and the optical communication connection are not limited to parallel communication, but may be serial communication, or serial communication and parallel communication may be used together.

[0108] Like the main control board 50, the sub control board 80 includes an input port 81, an output port 82, an RWM 83, a ROM 84, a sub CPU 85, and the like. The sub-control board 80 is electrically connected to peripheral equipment for performance such as the following performance lamps 21 as shown in FIG. 1 via an input port 81 or an output port 82. However, peripheral devices for presentation are not limited to these. The RWM83 is a storage medium that can temporarily store data etc. taken in when the sub CPU85 controls the performance. Further, the ROM 84 is a storage medium that stores programs for holding a lottery related to a performance, various data, etc. as performance data.

[0109] The effect lamps 21 are made of, for example, LEDs, and are lit in a predetermined pattern when predetermined conditions are met. In addition, the production lamp 21 includes a back lamp that is placed on the inner circumferential side of each reel 31 and illuminates the symbols displayed on the reel 31 (three consecutive symbols visible from the display window) from behind. They include a fluorescent light that illuminates the symbols on the reels 31 from above, a frame lamp that is placed in front of the front door of the slot machine 10, and that flashes when a winning combination occurs.

[0110] Further, the speaker 22 outputs a predetermined sound when predetermined conditions are met in order to perform various effects during the game. Furthermore, the image display device 23 is composed of a liquid crystal display, an organic EL display, a dot display, etc., and displays various effect images during the game (correct answer pressing order, effects corresponding to the conditional devices activated in the game, etc.). It also displays game information (the number of games played and the number of coins acquired when the accessory is activated or during the advantageous section (AT), etc.).

[0111] FIG. 2 is a diagram showing the symbol arrangement of the reels 31 in the first embodiment. As shown in FIG. 2, in the first embodiment, each reel 31 consists of 20 frames. Furthermore, in the first embodiment, the maximum number of symbols to be moved from the moment the stop switch 42 is operated until the reels 31 stop is set to "4". Therefore, by arranging four predetermined symbols at intervals of five symbols on one reel 31, the predetermined symbols can always be stopped and displayed on the active line no matter where the stop switch 42 is operated. Specifically, for example, on the left reel 31, "Replay" is placed at No. 17, No. 12, No. 7, and No. 2. Therefore, the "replay" on the left reel 31 is arranged at four 5-symbol intervals. Therefore, for the left reel 31, no matter at what timing the left stop switch 42 is operated, the "replay" can always be stopped on the active line. Such a symbol arrangement is sometimes referred to as a "PB=1" arrangement. On the other hand, a case where such a symbol arrangement is not used may be referred to as a "PB≠1" arrangement.

[0112] On the left reel 31, "Replay", "Watermelon", and "Bell A" are each arranged in "PB=1". Furthermore, on the middle reel 31, "Replay", "Bell A", and "Bell B" are each arranged in "PB=1". Furthermore, on the right reel 31, "Replay", "Watermelon", and "Bell A" are each arranged in "PB=1". Furthermore, for example, on the left reel 31, "Blank B" and "Cherry" are arranged in "PB=1" in total of these two symbols. Therefore, no matter at what timing the left stop switch 42 is operated, either "Blank B" or "Cherry" can be stopped and displayed on the effective line. In this way, there is a place where the "PB=1" symbol is placed in total for the two symbols. Furthermore, for example, on the left reel 31, "White BAR", "Red 7", "Black BAR", and "Blank A" are arranged in "PB=1" in total of these four symbols. Therefore, no matter what timing the left stop switch 42 is operated, it is possible to stop any one of "White BAR", "Red 7", "Black BAR", and "Blank A" on the effective line. In this way, there is a place where the "PB=1" symbol is placed for a total of 4 symbols.

[0113] FIG. 3(A) is a diagram showing the display window 18, the positional relationship of each reel 31, and the active line (display line that displays symbol combinations). I can do that.

[0114] Furthermore, the effective line in the first embodiment is one line in the middle row in the horizontal direction. Each reel 31 is arranged so that three consecutive symbols can be seen from the display window 18. Therefore, a total of nine symbols (tops) are arranged so that they can be seen from the display window 17 of the slot machine 10. In the first embodiment, the symbol positions visible from the display window 18 when stopped are referred to as "upper row," "middle row," and "lower row" in order from the top, and for the left reel 31, "upper left row" and "left upper row," respectively. They are called "middle row" and "lower left row."

[0115] FIGS. 4 to 11 are diagrams showing the types of winning combinations (such as winning numbers corresponding to the winning numbers drawn by the winning lottery means 61), symbol combinations, and the number of payout pieces in the first embodiment. As shown in FIG. 4, the game states of the first embodiment include when the accessory is not activated (non-special game state) and when the RB is activated (when the accessory is activated, special game state). The specified number (bet number) is set to "3". As shown in FIG. 4, the special winning combination (accessory object) is only 1BB (first type accessory continuous operation device; first type big bonus) with winning number "001". If you win 1BB, the winning will be carried over to the next game until you win 1BB. The state in which the winning of 1BB is not carried over is called "non-internal", and the state in which the winning of 1BB is carried over is called "internal". Also, games that win 1BB are considered "non-internal". In other words, when it is called "internal", it refers to a state in which the player has won 1BB in the previous game. Note that the timing of transition to the inside can be set as appropriate. For example, in the game in which 1BB was won, after all reels 31 have stopped, the game may be moved to 1BB, or in the game in which 1BB was won, it may not be moved to 1BB, and in the next game, the 1BB may be moved to 1BB. You may move it inside. If you win 1BB in the non-special gaming state (when the role object is not activated) and 1BB is won, no medals will be paid out in this game, but from the next game, you will be transferred to the 1BB gaming (special gaming state) and will be playing 1BB. In this case, the RB will be in continuous operation (accessory object operation) until the end condition of the 1BB game is met. Here, in the first embodiment, it is not assumed that 1BB will win, and the game is played with 1BB inside. In contrast to 1BB, where winnings are carried over to the next game, with replays and small winnings, winnings are only valid for the game in question and are not carried over to the next game.

[0116] In addition, as a special prize, in addition to the above-mentioned 1BB, MB (second type bonus continuous operation device; second type big bonus) can be mentioned. If MB is won and the symbol combination corresponding to MB stops on the active line (MB wins), no medals will be paid out in this game, but the MB game will start from the next game. During the MB game, the CB (second type special bonus) game is executed continuously. In the CB game, regardless of the lottery result by the prize lottery means 61, all minor prizes are won repeatedly, and from the moment the stop switch 42 is operated for a specific reel 31 (for example, the left reel 31), The time it takes for reel 31 to stop is within 75ms (maximum number of moving frames is 1 frame). A CB game ends with one game. When the number of medals paid out during the MB game exceeds a predetermined number, the MB game ends and the game returns to the gaming state before the transition from the next game to the MB game.

[0117] As shown in FIGS. 4 to 7, the types of replays in the first embodiment include replays 01 to 22. Even if the symbol combination corresponding to any replay is stopped and displayed, the game will be replayed. The symbol combination of Replay 04 with winning number "008" is "Red 7", and as will be described in detail later, when the winning combination includes Replay 04 and the device is activated, the stop switch 42 is pressed in a prescribed order. When you operate , the "Red 7" set can be stopped and displayed, and you can move to the sub-bonus (also referred to as "sub-bonus game". Same as "AT". Details will be described later).

[0118] As shown in FIGS. 7 to 11, the types of small winnings in the first embodiment include small winnings 01 to 87. Small roles 01 to 08 are small roles that pay out 14 pieces, and when a predetermined condition device (Winning A condition device or Winning B condition device described later) is activated, the game result varies depending on the order of pressing. The winning combination is a small winning combination that can be won by operating the stop switch 42 in a pressing order that allows a winning combination (also referred to as an "advantageous pressing order" or "correct pressing order"). In addition, small roles 09 to 13 are small roles that pay out 3 pieces, and the game results vary depending on the order in which they are pressed. ) is activated, a small winning combination can be achieved by operating the stop switch 42 in a pressing order that allows a 3-card winning combination (same as the above, also referred to as an "advantageous pressing order" or "correct pressing order"). It is. Furthermore, small winnings 14 to 69 (one-card winnings) are winnings that can be won when the stop switch 42 is operated in an unadvantageous pressing order when a conditional device is activated in which the game result varies depending on the pressing order. .

[0119] FIG. 12 is a diagram showing RT transition in the first embodiment. First, when RWM53 is initialized, it transitions to non-RT. "RWM initialization" here is executed, for example, when the power is turned on with a setting change, and indicates the initialization of the entire range of RWM53, including information on winning 1BB and initialization of the RT state. It includes. When the RT state data is initialized, it becomes "0", but when the RT state data is "0", it corresponds to non-RT. Non-RT is 1BB non-internal and continues until 1BB is won. As will be described later, the probability of winning 1BB for non-RTs is "7564 / 65536 (approximately 11%)".

[0120] If the symbol combination corresponding to 1BB is not stopped and displayed in a game where 1BB is won, it will be RT1 (inside 1BB) from the next game. In addition, in this embodiment, when it comes to RT1 (inside 1BB), there are no small winning combinations or replay non-winning games. Therefore, there is no chance that 1BB will be won in RT1. Therefore, 1BB wins are limited to games in which 1BB wins in non-RT games. Furthermore, the game in which 1BB is won in this embodiment includes a case where 1BB is won alone and a case where 1BB and a small winning combination (winning E) are won simultaneously. In a game where 1BB and a small winning combination (winning E) are won twice, the symbols related to the small winning combination (winning E) are prioritized and displayed in a stopped state, so there is no case where 1BB is won in the game. Therefore, 1BB wins only in non-RT games where 1BB wins alone (as described later, the probability is "4 / 65536"). Therefore, such cases rarely occur. On the other hand, when the symbol combination corresponding to 1BB is stopped and displayed in a game where 1BB is won, 1BB is activated (RB is activated) (special game state) until the end condition of 1BB operation is met (for example, 100 pieces are paid out) ) to continue. When the termination conditions for 1BB operation are met, the system shifts to non-RT again.

[0121] FIGS. 13 to 18 are diagrams showing the number (winning probability) for each winning number in the first embodiment. 13 and 14 show the number tables for non-RT, FIGS. 15 and 16 show the number tables for RT1, and FIGS. 17 and 18 show the number tables during RB operation. Divide the number in each number table by "65536" to get the winning probability. For example, in Figure 13, the winning number "1" (Replay A) has the same number as "8943" for all settings, so its winning probability is "8943 / 65536" (approximately "1 / 7.3"). Become. Further, as in the first embodiment, the "setting value" relates to the player's advantage, and has six levels, "setting 1" to "setting 6." In this way, a number is determined for each RT (gaming state) and each set value.

[0122] Furthermore, in each number table, the "advantageous section" indicates whether there is a transition lottery for the advantageous section. "○" means that the advantageous section lottery will be executed when the winning number concerned is won, and "?" means that the advantageous section lottery will not be executed when the concerned winning number is won. "-" means that it is not a lottery target for the advantageous section because it is not a lottery target (because the number is "0"). Furthermore, in the present embodiment, when the advantageous section transfer lottery is executed, it is set so that the probability of winning the advantageous section is "1 / 1". For example, if the game in question is a normal section and the winning number "1" (Replay A) in FIG. 13 is won, the game will definitely win to move to an advantageous section, and the next game will be in an advantageous section. Note that when the game is in an advantageous section, the advantageous section transition lottery is not executed. Furthermore, as shown in FIGS. 13 and 15, when both the non-RT and RT1 win the winning number "2" (replay B), the advantageous section transfer lottery is not executed, so the transfer to the advantageous section does not occur. Therefore, when winning number "2" is won in the normal section, the next game will also be in the normal section. Further, as shown in FIG. 16, in RT1, when winning numbers "60" to "71" (win E1 to prize 12) are won, the advantageous section shift lottery is not executed, so the shift to the advantageous section does not occur. Therefore, similarly to the winning number "2", when winning numbers "60" to "71" are won in the normal section, the next game will also be in the normal section. It should be noted that a winning number to be transferred to the advantageous section may be determined without executing the transfer lottery for the advantageous section, and when the winning number is won, the game may be transferred to the advantageous section from the next game. For example, if you win a winning number marked with "○" in the advantageous section column in each of the number tables shown in Figures 13 to 16, you will move to the advantageous section from the next game without executing the advantageous section transfer lottery. You can do it like this.

[0123] As shown in Figures 13 and 14, the winning number 1BB in non-RT (non-internal) is the winning number "0" which is a single win, and the winning numbers "60" to "60" which are a double win with prize E. 71". On the other hand, there is no chance of winning 1BB in RT1 (internal medium). Therefore, in RT1, there is no chance of winning with winning number "0". In addition, the winning numbers “60” to “71” in RT1 will be the sole winning of Prize E. In this embodiment, non-RT occurs after RWM initialization, that is, after power is turned on with setting changes, as shown in FIG. Then, assuming that 1BB is not won in a game where 1BB is won, after winning 1BB, it will remain at RT1 (internal). On the other hand, although the details will be described later, the advantageous section ends at the end of the game in which the difference from the start of the advantageous section (the value obtained by subtracting the number of inputs from the number of payouts) exceeds "2400", and ” The next game after the game exceeds the normal period. However, even if you move to the normal section, the 1BB winnings will be carried over, so you will remain at RT1. Therefore, in the case of this embodiment, after RWM initialization (after setting change), it is a non-RT and normal zone, but if you win 1BB, it becomes RT1, and if you win a winning number that moves to the advantageous zone, you will be advantageous from the next game. Move to section. Then, after reaching RT1 and the advantageous section, if the difference exceeds "2400", the next game will be RT1 and the normal section. If you win a winning number that moves to the advantageous section in RT1 and the normal section, it will become RT1 and the advantageous section from the next game.

[0124] 19 to 26 are diagrams showing condition device numbers, condition devices, winning combinations, etc. First, in the winning combination lottery means 61, a winning number is drawn with a winning probability corresponding to the above-mentioned number table according to each gaming state. For example, if the winning number "0" (1BB) is won in non-RT, the game becomes a game in which the 1BB condition device with accessory condition device number "1" can be activated. In a game where the 1BB condition device can be activated, the winning combination included in the 1BB condition device, that is, the symbol combination corresponding to 1BB, can be stopped on the active line. Further, for example, if the winning number "1" (Replay A) is won in non-RT, the game becomes a game in which the Replay A condition device among the small winning combinations and the Replay condition device can be activated. In a game where the Replay A condition device operates, the winning combination included in the Replay A condition device, specifically, any one symbol combination of Replay 01, 03 to 05, can be stopped on the active line.

[0125] In addition, in this embodiment, in a game when the Replay B condition device is activated, when the stop switch 42 is operated with a reverse push (press order 321 (right center left)), the symbol combination corresponding to Replay 04 ("Red 7" all together) is displayed. can be stopped, and if the stop switch 42 is operated in any other pressing order, the symbol combination corresponding to Replay 01 can be stopped. In addition, in the game when the Replay A, Replay C to Replay G condition device is activated, the symbol combination corresponding to Replay 01 can be stopped regardless of the order in which the stop switch 42 is pressed. For example, the symbol combination for Replay 01 is "Blank B"-"Blank B"-"Replay" for the winning number "001" in Figure 4, but "Blank B" on the left and middle reels 31 is "PB=1". ” arrangement, and “Replay” on the right reel 31 is “PB=1” arrangement. Therefore, in a game when the Replay A to Replay G condition device is activated, Replay 01 can be stopped and displayed no matter what order the stop switches 42 are pressed.

[0126] In addition, the symbol combinations of Replay 01 to 05, which are the winning combinations included in the Replay B condition device, are as follows: Replay 01: "Blank B" - "Blank B" - "Replay" Replay 02: "Bell A" - "Replay" - "Bell A" Replay 03: "White BAR" - "Replay" - "Red 7" Replay 03: "Red 7" - "Replay" - "Red 7" Replay 03: "Black BAR" - "Replay" - "Red 7" Replay 03: "Blank A" - "Replay" - "Red 7" Replay 04: "Red 7" - "Red 7" - "Red 7" Replay 05: "White BAR" - "Red 7" - "Red 7" Replay 05: "Black BAR" - "Red 7" - "Red 7" Replay 05: "Blank A" - "Red 7" - "Red 7" It is. In the game when the replay B condition device is activated, for example, if "Red 7" can be stopped at the first stop on the right, "Red 7" is stopped at the middle right row. If you cannot stop "Red 7" in the middle right row, stop "Replay" in the middle right row. After stopping "Replay" in the middle right row, then "Blank B" is stopped in the middle row, and "Blank B" is stopped in the middle left row.

[0127] On the other hand, after stopping "Red 7" at the first stop on the right, if it is possible to stop "Red 7" in the middle middle row at the second stop in the middle, "Red 7" is stopped in the middle middle row. If you cannot stop "Red 7" in the middle middle row, stop "Replay" in the right middle row. In addition, if you stop "Red 7" at the first stop on the right and stop "Replay" at the second stop in the middle, "White BAR", "Red 7", "Black BAR" or "Black BAR" will be displayed at the third stop on the left. Stop "Blank A" (symbols with "PB=1" in total of 4 symbols). As a result, Replay 03 is stopped and displayed. Next, if "Red 7" is stopped at the first right stop, and "Red 7" is stopped at the middle middle row when the middle second stop is stopped, "Red 7" is stopped at the left middle row when the left third stop is stopped. If possible, stop "Red 7" in the middle left row. As a result, the symbol combination of Replay 04 is stopped and displayed. On the other hand, if "Red 7" cannot be stopped at the left middle row when the third left stop occurs, "White BAR", "Black BAR" or "Blank A" is stopped at the left middle row. As a result, Replay 05 is stopped and displayed.

[0128] Furthermore, when the first stop is at the left reel 31, "Bell A" is stopped at the middle left row (PB=1). Furthermore, after that, when the middle reel 31 stops, "Replay" is stopped at the middle middle row (PB=1), and when the right reel 31 stops, "Bell A" is stopped at the right middle row (PB=1). As a result, Replay 02 is stopped and displayed. The same applies when the first stop is the middle reel 31. When the middle reel 31 stops, "Replay" is stopped in the middle middle row, then when the left reel 31 stops, "Bell A" is stopped in the left middle row, and when the right reel 31 is stopped, "Bell A" is stopped in the right middle row. let

[0129] Furthermore, since RT1 carries over the winning of 1BB, when any replay is won, the game becomes a game in which the 1BB condition device and the winning replay condition device are activated. However, in a game where both 1BB and replay can be stopped and displayed, priority is given to stopping and displaying replay. Furthermore, the replay is "PB=1". Therefore, in the game when the replay condition device is activated in RT1, there is no case where 1BB is displayed as stopped. Furthermore, in RT1, when any of the small winnings is won, it becomes a game in which the 1BB condition device and the won small winning combination condition device operate. However, in a game where both 1BB and the small winning combination can be stopped and displayed, priority is given to stopping and displaying the small winning combination. Here, the minor winnings include a minor winning that is "PB=1" and a minor winning that is not "PB=1". However, if priority is given to stopping and displaying the small winning combination, 1BB is configured not to stop and display. In other words, even in a game where the small winning combination cannot be stopped and displayed, 1BB will not be stopped and displayed. Specifically, when playing the game by pressing in order, in order to stop and display the symbol combination of 1BB, it is necessary to stop "Blank B" in the middle left row when the left reel 31 stops. However, the symbols on the left reel 31 are "Blank B" only for small role 72 with role number ``276'', minor role 76 with role number ``280'', and minor role 78 with role number ``282''. It is. However, in the game when the small winning combination condition device is activated, there is no case where the stop display of the small winning combination 72, the small winning combination 76, or the small winning combination 78 is given priority. For example, the winning A1 condition device includes the small winning combination 72 as a winning combination, but when pressing in order, priority is given to the stop display of the small winning combination 52 or 54. From the above, in RT1, there is no game in which the 1BB symbol combination is stopped and displayed even when any conditional device is activated.

[0130] Next, a so-called pressing order bell condition device will be explained. The push order bell condition device consists of the following types. Winning A condition device: Winning A1 condition device ~ Winning A16 condition device Winning B condition device: Winning B1 condition device ~ Winning B16 condition device Winning C condition device: Winning C1 condition device ~ Winning C8 condition device Winning D condition device: Winning D1 condition device ~ Winning D12 condition device Winning E condition device: Winning E1 condition device ~ Winning E12 condition device The winning A condition device and the winning B condition device are condition devices in which an irregular press (first stop in the middle or first stop on the right) is the correct pressing order. In a game when these conditional devices are activated, if the pressing order is correct, a small winning combination that will pay out 14 pieces will be won, and if the pressing order is incorrect, a small winning combination that will pay out 1 piece will be won or will be missed. On the other hand, the winning C condition device is a condition device in which pressing in order (left first stop) is the correct answer in the pressing order. In a game when the winning C condition device is activated, when the pressing order is correct, a small winning combination that pays out 3 pieces is won, and when the pressing order is incorrect, a small winning combination that pays out 1 piece is won or is missed. Also, among the games when the winning D condition device is activated, the first left stop 1 is the correct pressing order in the game with the winning D1 to D4 condition device, and the middle first stop is the correct pressing order in the game when the winning D5 to D8 condition device is activated. The order is correct, and in the game when the prize winning D9-D12 condition device is activated, the right first stop is the correct answer. In the game when these conditional devices are activated, if the pressing order is correct, a small winning combination that will pay out 3 pieces will be won, and if the pressing order is incorrect, a small winning combination that will pay out 1 piece will be won or will be missed. Furthermore, among the games when the winning E condition device is activated, the first stop on the left is the correct pressing order for games when the winning E1 to E4 condition device is activated, and the middle first stop is the correct answer for games when the winning E5 to E8 condition device is activated. The pressing order is correct, and in the game when the winning E9-E12 condition device is activated, the first stop on the right is the correct pressing order. In the game when these conditional devices are activated, if the pressing order is correct, a small winning combination that will pay out 3 pieces will be won, and if the pressing order is incorrect, a small winning combination that will pay out 1 piece will be won or will be missed.

[0131] Hereinafter, some condition devices related to the push order bell will be selected and reel stop control when the condition devices are activated will be explained. In addition, in the following explanation, even if the winning of 1BB is carried over in RT1, the stop control related to 1BB will be omitted. (Example 1) Small role A1 condition device (press order 213 correct answers) For example, in a game where the winning number is "8" in RT1 and the minor prize A1 condition device is activated, as shown in Figure 19, any of the minor prizes 01, 14, 32, 52, 54, 70~72 can be won. Become. However, the small winnings that can actually win are any of the small winnings 01, 14, 32, 52, and 54. The small winning combinations 70 to 72 are control winning hands (the control winning combination is a winning combination to make the stop control of the reels 31 different, and is not a winning combination). As explained in the first embodiment, when multiple types of small winning combinations are won overlappingly (at the same time), the reel 31 is controlled to stop with priority given to the number of pieces when the pressing order is correct, and the reel 31 is controlled to stop with priority given to the number of pieces when the pressing order is incorrect. Control the stop. As shown in Figure 19, when the winning A1 condition device is activated, Press order 123 (incorrect): Small role 52, 54 (1 piece) (winning rate "1 / 2") Press order 132 (incorrect): Small role 52, 54 (1 piece) (winning rate "1 / 2") Press order 213 (correct answer): Small role prize 01 (14 pieces) (PB=1) Press order 231 (incorrect): Small role 14 (winning rate "1 / 2") Press order 312 (incorrect): Small role 32 (winning rate "1 / 8") Press order 321 (incorrect): Small role 32 (winning rate "1 / 8") are each eligible for prizes. Note that the pressing order shown above is the same as in the first embodiment. Press order 123: Press order left middle right Press order 132: Press order left / right middle Press order 213: Left and right in press order Press order 231: Press order middle right left Press order 312: Press order right left middle Press order 321: Press order right middle left each means.

[0132] Furthermore, the symbol combinations corresponding to each minor combination included in the winning A1 condition device are as follows. Small role 01: "Watermelon" - "Bell A" - "Watermelon" Small role 14: "White BAR" - "Bell A" - "Bell A" Small role 14: "Red 7" - "Bell A" - "Bell A" Minor role 32: "Black BAR" - "White BAR" - "Replay" Minor role 32: "Blank A" - "White BAR" - "Replay" Minor role 52: "Replay" - "Watermelon" - "White BAR" Small role 52: "Replay" - "Watermelon" - "Black BAR" Small role 54: "Replay" - "Blank B" - "White BAR" Small role 54: "Replay" - "Blank B" - "Black BAR" Minor role 70: "Bell A" - "Replay" - "Watermelon" Minor role 71: "Cherry" - "Replay" - "Red 7" Minor role 72: "Cherry" - "Replay" - "Blank B" Minor role 72: "Blank B" - "Replay" - "Blank B" First, when the middle first stop is made, the pressing order is correct at this point, so in order to win the small winning combination 01, "Bell A" is stopped at the middle middle stage with priority given to the number of pieces (PB=1). Next, at the second stop on the left, since the pressing order is correct at this point, "Watermelon" is stopped at the middle row on the left with priority given to the number of sheets (PB=1). Then, when stopping at the third stop on the right, "Watermelon" is stopped at the middle row on the right (PB=1). As a result, small role 01 wins. In addition, when the second right stop occurs after the middle first stop, the pressing order is incorrect at this point, so "Bell A" is stopped at the right middle stage with priority given to the number of pieces (PB=1). Then, at the third stop on the left, if it is possible to stop "White BAR" or "Red 7" on the middle row on the left, either of these symbols is stopped (PB≠1). If you can stop "White BAR" or "Red 7" in the middle left row, you will win a small prize of 14. Here, the "white BAR" on the left reel 31 is placed at number "16", and the "red 7" is placed at number "11". Therefore, the probability (pull rate (PB)) of being able to pull "White BAR" or "Red 7" into the middle left row is "1 / 2". Therefore, when the push order is 231, it becomes possible to win the small winning combination 14, and the winning rate becomes "1 / 2".

[0133] Next, at the first stop on the right, the pressing order is incorrect at this point, so if you use number priority, the symbols with the highest number on right reel 31 are "Bell A", "Replay", "White BAR". ”, “Black BAR”, and “Blank B” (2 each). In this way, when the maximum number of symbols is plural, it can be arbitrarily determined, so it is determined that priority is given to "Replay" among these symbols, and "Replay" is stopped at the middle right row (PB=1). Then, at this point, only the small role 32 can be won. Next, at the time of the second left stop, if it is possible to stop "Black BAR" or "Blank A" in the middle left row, either of these symbols is stopped in the middle left row. The pull rate of "Black BAR" or "Blank A" to the middle left row is "1 / 2". Furthermore, at the time of the third stop in the middle, if it is possible to stop the "white BAR" in the middle middle row, the symbol is stopped in the middle middle row. The pull rate to the middle of the "White BAR" is "1 / 4". Therefore, when the push order is 312, it becomes possible to win the small winning combination 32, and the winning rate becomes "1 / 8". Also, after the first stop on the right, at the second stop in the middle, the "white BAR" stops at a retraction rate of "1 / 4", similar to the above. Furthermore, at the third stop on the left, the "Black BAR" or "Blank A" stops at a retraction rate of "1 / 2" in the same way as above. Therefore, when the push order is 321, it becomes possible to win the small winning combination 32, and the winning rate becomes "1 / 8".

[0134] Next, when the left first stop occurs, the pressing order is incorrect at this point, so if number priority is adopted, the most common symbol on the left reel 31 is "Replay" (4 pieces). Therefore, it is determined that "replay" (PB=1) is to be stopped. Then, at this point, it is possible to win a small prize of 52 or 54. Next, at the time of the second middle stop, if it is possible to stop "Watermelon" or "Blank B" in the middle middle row, either of these symbols is stopped in the middle middle row (total "PB=1"). Furthermore, at the third stop on the right, if the "white BAR" or "black BAR" can be stopped in the middle right row, either of these symbols is stopped in the middle right row. The pull rate to the middle right row of "White BAR" or "Black BAR" is "1 / 2". Therefore, when the push order is 123, it becomes possible to win the small winning combination 52 or 54, and the winning rate becomes "1 / 2". Furthermore, after the first stop on the left, at the second stop on the right, the "white BAR" or "black BAR" can be stopped at a retraction rate of "1 / 2" in the same way as above. Furthermore, when stopping at the middle third stage, "PB=1" allows "Watermelon" or "Blank B" to be stopped at the middle middle stage in the same manner as above. Therefore, when the push order is 132, the small winning combination 52 or 54 can be won, and the winning rate is "1 / 2".

[0135] (Example 2) Small role A13 condition device (press order 321 correct answers) In the game where the small winning combination A13 condition device is activated, as shown in FIG. 21, any of the small winning combinations 04, 20, 36, 60, 62, 77, 78, and 80 can be won. Winning A13 Condition When the device is activated, Press order 123 (incorrect): Small role 60, 62 (1 piece) (winning rate "1 / 4") Press order 132 (incorrect): Small role 60, 62 (1 piece) (winning rate "1 / 4") Press order 213 (incorrect): Small role 36 (1 piece) (winning rate "1 / 8") Press order 231 (incorrect): Small role 36 (1 piece) (winning rate "1 / 8") Press order 312 (incorrect): Small role 20 (1 piece) (winning rate "1 / 2") Press order 321 (correct answer): Small role 04 (14 pieces) (PB=1) are each eligible for prizes. In addition, the symbol combinations for each small role are as follows. Small role 04: "Watermelon" - "Watermelon" - "Replay" Small role 04: "Watermelon" - "Blank B" - "Replay" Small role 20: "Bell A" - "White BAR" - "Replay" Small role 20: "Bell A" - "Red 7" - "Replay" Small role 36: "White BAR" - "Replay" - "White BAR" Small role 36: "Red 7" - "Replay" - "White BAR" Minor role 60: "Replay" - "Bell A" - "Red 7" Minor role 62: "Replay" - "Watermelon" - "Red 7" Minor role 77: "Cherry" - "Bell B" - "Watermelon" Minor role 78: "Blank B" - "Bell B" - "Watermelon" Small role 80: "Black BAR" - "Black BAR" - "Watermelon" Small role 80: "Blank A" - "Black BAR" - "Watermelon"

[0136] Here, the push order 123 and the push order 132 (in the case where the winning rate is "1 / 4") will be explained as an example. When it is the first stop on the left, the pressing order is incorrect at this point, so the symbols are stopped with priority given to the number of pieces. In this case, "Watermelon", "Bell A", and "Replay" each have the number of symbols "2", but here they are defined as "Replay" (PB=1). Furthermore, at the time of the middle (second or third) stop, if it is possible to stop "Bell A" or "Watermelon" in the middle middle row, either of these symbols is stopped. Furthermore, middle reel 31 has only “Bell A” and “PB=1”. Furthermore, when stopping on the right (second or third), if it is possible to stop "Red 7" on the middle right row, the symbol is stopped (PB≠1). Furthermore, since there is only one "Red 7" on the right reel 31, the pull rate is "1 / 4". Therefore, the winning rate of the small winning combination 60 or 62 in the push order 123 and the pushing order 132 when the small winning combination A13 condition device is activated is "1 / 4".

[0137] (Example 3) Small role B15 condition device (press order 321 correct answers) In the game where the small winning B15 condition device is activated, as shown in FIG. 23, any of the small winnings 08, 21, 50, 64, 65, 77 to 79 can be won. Also, when the winning B15 condition device is activated, Press order 123 (incorrect): Small role 64, 65 (1 piece) (winning rate "3 / 4") Press order 132 (incorrect): Small role 64, 65 (1 piece) (winning rate "3 / 4") Press order 213 (incorrect): Small role 50 (1 piece) (winning rate "1 / 8") Press order 231 (incorrect): Small role 50 (1 piece) (winning rate "1 / 8") Press order 312 (incorrect): Small role 21 (1 piece) (winning rate "1 / 2") Press order 321 (correct answer): Small role 08 (14 pieces) (PB=1) are each eligible for prizes. In addition, the symbol combinations for each small role are as follows. Small role 08: "Watermelon" - "Replay" - "Replay" Small role 21: "Bell A" - "Black BAR" - "Replay" Small role 21: "Bell A" - "Cherry" - "Replay" Small role 50: "Black BAR" - "Bell A" - "Cherry" Small role 50: "Blank A" - "Bell A" - "Cherry" Minor role 64: "Replay" - "Watermelon" - "Blank B" Minor role 65: "Replay" - "Blank B" - "Blank B" Minor role 77: "Cherry" - "Bell B" - "Watermelon" Minor role 78: "Blank B" - "Bell B" - "Watermelon" Minor role 79: "White BAR" - "White BAR" - "Watermelon" Small role 79: "Red 7" - "White BAR" - "Watermelon"

[0138] Here, the push order 123 and the push order 132 (in the case where the winning rate is "3 / 4") will be explained as an example. When it is the first stop on the left, the pressing order is incorrect at this point, so the symbols are stopped with priority given to the number of pieces. In this case, "Watermelon", "Bell A", and "Replay" each have the number of symbols "2", but here they are defined as "Replay" (PB=1). Furthermore, at the time of the middle (second or third) stop, if it is possible to stop "Watermelon" or "Blank B" in the middle middle row, either of these symbols is stopped. In addition, on middle reel 31, the sum of the two symbols "Watermelon" and "Blank B" is "PB=1". Furthermore, when stopping on the right (second or third), if it is possible to stop "Blank B" in the middle right row, the symbol is stopped (PB≠1). It should be noted that on the right reel 31, "Blank B" is arranged at three locations at intervals of 5 symbols, so the pull-in rate is "3 / 4". Therefore, the winning rate of the small winning combination 64 or 65 in the push order 123 and the pushing order 132 when the small winning combination B15 condition device is activated is "3 / 4".

[0139] As described above, in the game when the win A condition device and the win B condition device are activated, the irregular press is the correct press order, and when the press order is correct, "PB=1" and a 14-card winning combination is won. In addition, if the first stop is correct and the second stop is incorrect, a 1-card winning combination will be won with a winning rate of ``1 / 2''. Furthermore, when it is the first stop on the left (press in order), a 1-card winning combination is won with a winning rate of "1 / 1", "1 / 2", "1 / 4", or "3 / 4". Furthermore, if the first stop is incorrect due to an irregular press, a 1-card winning combination will be won with a winning rate of "1 / 8".

[0140] (Example 4) Winning C1 condition device (first correct answer on the left) In the game where the small winning combination C1 condition device is activated, as shown in FIG. 23, any of the small winning combinations 09, 28, 29, 44, and 45 can be won. Also, when the winning C1 condition device is activated, Press order 1--(correct answer): Small role 09 (3 pieces) (PB=1) Press order -1- (incorrect): Small role 44, 45 (1 piece) (winning rate "1 / 4") Press order--1 (incorrect): Small role 28, 29 (1 piece) (winning rate "1 / 4") are each eligible for prizes. In addition, the symbol combinations for each small role are as follows. Small role 09: "Replay" - "Replay" - "Watermelon" Small role 28: "White BAR" - "White BAR" - "Replay" Small role 28: "Red 7" - "White BAR" - "Replay" Small role 29: "White BAR" - "Red 7" - "Replay" Small role 29: "Red 7" - "Red 7" - "Replay" Minor role 44: "White BAR" - "Bell A" - "White BAR" Small role 44: "Red 7" - "Bell A" - "White BAR" Minor role 45: "White BAR" - "Bell A" - "Black BAR" Small role 45: "Red 7" - "Bell A" - "Black BAR" First, when it is the first stop on the left (pressing order is correct), stop "Replay" in the middle left row (PB=1). Furthermore, when stopping in the middle after that, "Replay" is stopped in the middle middle row (PB=1), and when stopping on the right, "Watermelon" is stopped in the middle right row (PB=1). As a result, small role 09 will be awarded. Also, when it is the first stop in the middle, the pressing order is incorrect at this point, and due to number priority, "Bell A" with the largest number of symbols is stopped in the middle middle row (PB=1). Also, when stopping on the left after that, "White BAR" or "Red 7" will be stopped in the middle left row (the pull rate is "1 / 2" for the two symbols combined). Furthermore, when stopping on the right after that, "Cherry" or "Blank A" is stopped on the middle right row (the retraction rate is "1 / 2" for the sum of the two symbols). Therefore, at the time of the middle first stop, the small winning combination 44 or 45 is stopped and displayed with a winning rate of "1 / 4". Next, when it is the first stop on the right, the pressing order is incorrect at this point, and due to number priority, "Replay" with the largest number of symbols is stopped at the middle right row (PB=1). Also, when stopping on the left after that, "White BAR" or "Red 7" will be stopped in the middle left row (the pull rate is "1 / 2" for the two symbols combined). Furthermore, when stopping in the middle after that, "Black BAR" or "Cherry" is stopped in the middle middle row (the pull rate is "1 / 2" for the sum of the two symbols). Therefore, when the right first stop occurs, the small winning combination 28 or 29 is stopped and displayed with a winning rate of "1 / 4".

[0141] (Example 5) Prize D5 condition device (1st correct answer) In the game in which the small winning combination D5 condition device is activated, as shown in FIG. 24, any of the small winning combinations 11, 52, and 66 can be won. Also, when the winning D5 condition device is activated, Press order 1--(incorrect): Small role 52 (1 piece) (winning rate "1 / 4") Press order -1- (correct answer): Small role 11 (3 pieces) (PB=1) Press order--1 (incorrect): Small role 66 (1 piece) (winning rate "1 / 4") are each eligible for prizes. In addition, the symbol combinations for each small role are as follows. Small role 11: "Watermelon" - "Bell A" - "Replay" Minor role 52: "Replay" - "Watermelon" - "White BAR" Small role 52: "Replay" - "Watermelon" - "Black BAR" Minor role 66: "White BAR" - "White BAR" - "Bell A" Small role 66: "White BAR" - "Red 7" - "Bell A" Minor role 66: "Red 7" - "White BAR" - "Bell A" Small role 66: "Red 7" - "Red 7" - "Bell A" First, when it is the first stop in the middle (correct press order), stop "Bell A" in the middle middle stage (PB=1). Furthermore, when stopping on the left, "Watermelon" is stopped in the middle row (PB=1), and when stopping on the right, "Replay" is stopped on the middle row on the right (PB=1). As a result, 11 small roles will be awarded. Also, if it is the first stop on the left, the pressing order is incorrect at this point, and depending on the number of items, either "Replay", "White BAR", or "Red 7" will be stopped at the middle left row. , here it is determined that "replay" is to be stopped (PB=1). In addition, when stopping in the middle after that, "Watermelon" is stopped in the middle middle stage (retraction rate "1 / 2"). Furthermore, when stopping on the right after that, the "white BAR" or "black BAR" is stopped in the middle right row (the retraction rate is "1 / 2" for the sum of the two symbols). Therefore, when the first stop is on the left, the small winning combination 52 is stopped and displayed with a winning rate of "1 / 4". Next, when it is the first stop on the right, the pressing order is incorrect at this point, and due to number priority, "Bell A", which has the largest number of symbols, is stopped at the middle right row (PB=1). Also, when stopping on the left after that, "White BAR" or "Red 7" will be stopped in the middle left row (the pull rate is "1 / 2" for the two symbols combined). Furthermore, when stopping in the middle after that, "White BAR" or "Red 7" is stopped in the middle row (the pull rate is "1 / 2" for the sum of the two symbols). Therefore, at the first stop on the right, the small winning combination 66 is stopped and displayed with a winning rate of "1 / 4".

[0142] (Example 6) Winning E9 condition device (first correct answer on the right) In a game where the small winning combination E9 condition device is activated, as shown in FIG. 25, any of the small winning combinations 12, 42, 43, and 52 can be won. Also, when the winning E9 condition device is activated, Press order 1--(incorrect): Small role 52 (1 piece) (winning rate "1 / 4") Press order -1- (incorrect): Small role 42, 43 (1 piece) (winning rate "1 / 4") Press order--1 (correct answer): Small role 12 (3 pieces) (PB=1) are each eligible for prizes. In addition, the symbol combinations for each small role are as follows. Small role 12: "Watermelon" - "Bell B" - "Replay" Small role 42: "Black BAR" - "Replay" - "Cherry" Minor role 42: "Blank A" - "Replay" - "Cherry" Small role 43: "Black BAR" - "Replay" - "Blank A" Minor role 43: "Blank A" - "Replay" - "Blank A" Minor role 52: "Replay" - "Watermelon" - "White BAR" Small role 52: "Replay" - "Watermelon" - "Black BAR" First, when it is the first stop on the right (correct press order), "Replay" is stopped at the middle right row due to number of sheets priority (PB=1). Furthermore, when stopping on the left after that, "Watermelon" is stopped on the left middle row (PB=1), and when stopping in the middle, "Bell B" is stopped on the right middle row (PB=1). As a result, 12 small roles will be awarded. Also, if it is the first stop on the left, the pressing order is incorrect at this point, and depending on the number of items, either "Replay", "Black BAR", or "Blank A" will be stopped at the middle left row. , here it is determined that "replay" is to be stopped (PB=1). In addition, when stopping in the middle after that, "Watermelon" is stopped in the middle middle stage (the retraction rate is "1 / 2"). Furthermore, when stopping on the right after that, the "white BAR" or "black BAR" is stopped in the middle right row (the retraction rate is "1 / 2" for the sum of the two symbols). Therefore, when the first stop is on the left, small winning combination 52 will be won with a winning rate of "1 / 4". Next, when it is the first stop in the middle, the pressing order is incorrect at this point, and the "Replay" with the largest number of symbols is stopped in the middle middle row by giving priority to the number of symbols (PB=1). Also, when stopping on the left after that, "Black BAR" or "Blank A" is stopped in the middle left row (the pull rate is "1 / 2" for the two symbols combined). Furthermore, when stopping on the right after that, "Cherry" or "Blank A" is stopped in the middle row (the retraction rate is "1 / 2" for the two symbols). Therefore, at the first stop in the middle, the small winning combination 42 or 43 will be won with a winning rate of "1 / 4".

[0143] In non-RT or RT1, there are cases where winning numbers "72" to "75" are won (Figures 14 and 16), and when these winning numbers are won, the winning F condition device and the winning G condition device are activated, respectively. , winning H condition device, and winning prize I condition device are activated. Also, during RB operation, winning numbers "76" to "78" may be won (Figure 18), and when these winning numbers are won, the winning J condition device, winning K condition device, The winning L condition device is activated. A description of the reel stop control when these conditional devices are activated will be omitted.

[0144] FIG. 27 is a diagram showing presentation group numbers in the first embodiment. In the main process, for each game, a performance group number corresponding to the lottery result (winning number) is selected (performance group number selection means 64 in FIG. 1), and the selected performance group number is transmitted to the sub control board 80. The sub-control board 80 determines the performance for the current game based on the received performance loop number and outputs it. Regarding the performance group number, the feature of the first embodiment is that the winnings A1 to A16, the winnings B1 to B16, and the winnings C1 to C8 all have the same performance group number "8". Therefore, on the sub-control board 80 side, when receiving the performance group number 8, it can be determined that in this game, the player has won the push order bell of any of the prizes A1 to A16, prizes B1 to B16, and prizes C1 to C8. , it is not possible to determine the correct answer press order.

[0145] Here, among the performance group number "8", winnings A1 to A16 and winnings B1 to B16 are all correct answer presses in an irregular press order, so the number of each winning number and the payout in the correct answer press order. Depending on the number of cards, the expected value when making an irregular push may exceed the specified number (bet number). However, in this embodiment, even if the player makes an irregular press knowing that the effect group number of the current game is "8", the expected value of the current game is set to be less than or equal to the specified number. As a result, even if the performance group number transmitted from the main control board 50 to the sub-control board 80 is fraudulently obtained due to, for example, a fraudulent act, the system is configured such that medals exceeding the specified number cannot be obtained.

[0146] FIG. 28 is a diagram illustrating the expected value when the performance group number is "8" in the first embodiment. Here, as an example of irregular pressing, the pressing order 213 is taken as an example. Although the calculation is omitted, in the case of irregular presses, the expected values ​​are the same for all press orders 213, 231, 312, and 321. In addition, in order of pressing, the pressing order 123 will be taken as an example. Although the calculation is omitted, the expected value at push order 123 and the expected value at push order 132 are the same value. First, if you win any of the prizes A1 to A16, you will receive 14 coins in the push order 213 when you win the prizes A1 to A4. Therefore, in the push order 213, when winning A1 to A4, a 14-card winning combination will be won with a winning rate of "1 / 1", so the expected value will be "14 (cards)". In addition, in the push order 213, when the winnings are A5 to A8, a 1-card winning combination is won with a winning rate of "1 / 2", so the expected value is "0.5 (pieces)". Furthermore, in the push order 213, when winnings are A9 to A16, a 1-card winning combination is won with a winning rate of "1 / 8", so the expected value is "0.125 (pieces)". The above is the same for winnings B1 to B16. Furthermore, in the push order 213, when winning C1 to C8, a 1-card winning combination is won with a winning rate of "1 / 4", so the expected value is "0.25 (pieces)".

[0147] Next, in the push order 123, when the prizes are A1 to A8, a winning combination of 1 card is won with a winning rate of "1 / 2", so the expected value is "0.5 (pieces)". Furthermore, in the push order 123, when winnings are A9 to A12, the expected value is "1 (piece)" because "PB=1" and a 1-card winning combination is won. Furthermore, in the push order 123, when winnings are A13 to A14, a 1-card winning combination is won with a winning rate of "1 / 4", so the expected value is "0.25 (pieces)". In addition, in the push order 123, when the winnings are A15 to A16, a 1-card winning combination is won with a winning rate of "3 / 4", so the expected value is "0.75 (pieces)". The above is the same for winnings B1 to B16. Furthermore, in the push order 123, when winning C1 to C8, a 3-card combination is won with "PB=1", so the expected value is "3 (cards)".

[0148] From the above, when the push order is 213, the expected value when the winnings are A1 to A16 and B1 to B16 is "3.6875 (pieces)". Further, in the case of the push order 213, the expected value when the winnings are C1 to C8 is "0.25 (pieces)". On the other hand, when the push order is 123, the expected value when there are prizes A1 to A16 and prizes B1 to B16 is "0.625 (pieces)". Furthermore, when the push order is 123, the expected value when winning C1 to C8 is "3 (pieces)". The winning probabilities (set number "1112") of prizes A1 to A16 are the same. Furthermore, the winning probabilities (set number "1112") of prizes B1 to B16 are the same. Furthermore, the winning probabilities (set number "1113") of prizes C1 to C8 are the same. Therefore, the total number of prizes A1 to A16, B1 to B16, and C1 to C8 is: 1112×16+1112×16+1113×8 =44488 It is. Therefore, the probability of winning A1 to A16 when the production group number is "8" is: (1112×16) / 44488 ≒0.399928 It is. The probability of winning B1 to B16 when the performance group number is "8" is also "0.399928" as above. Also, when the production group number is “8”, the probability of winning C1 to C8 is: (1113×8) / 44488 ≒0.200144 It is.

[0149] Therefore, the expected value when operating in the push order 213 when the production group number is "8" is 0.399928×3.6875+0.399928×3.6875+0.200144×0.25 ≒2.9995(sheets) Therefore, the number is less than the specified number "3". Also, the expected value when operating in the press order 123 when the production group number is "8" is 0.399928×0.625+0.399928×0.625+0.200144×3 ≒1.1003(sheets) Therefore, the number is less than the specified number "3". From the above, even if the player makes an irregular push knowing that the current game is the production group number "8", the expected value cannot exceed the specified number "3".

[0150] Note that, as described above, when the performance group number is "8", the expected value when pressing irregularly is higher than the expected value when pressing sequentially. However, in the first embodiment, in the current game where an irregular push was made during non-AT, the sub-bonus (equivalent to AT) lottery is not executed, the sub-bonus lottery performed in the current game is invalidated, or the order A sub-bonus lottery with a lower winning probability than when pressed is executed. In other words, the expectation level regarding AT in the current game in which an irregular push was made during non-AT is relatively lower than the expectation level regarding AT in the current game in which forward push was performed during non-AT. . In the case of "invalidating the sub-bonus drawing that was performed in this game", for example, when operating the start switch 41, the sub-bonus drawing is executed as usual (at this point, it is not determined whether or not it will be pressed irregularly). ), when it is determined that an irregular press has been made during a full stop, the sub-bonus lottery for the current game may be invalidated (cleared, discarded). Therefore, it is better to play by pressing in order during non-AT and following the push order instructions during AT, and when playing with irregular presses during non-AT and following the push order instructions during AT. It is configured so that the total ball output performance is higher than the above. Here, the lower the base during non-AT, the higher the proportion of instructions included. Therefore, in order to reduce the ratio of accessories that include instructions, it is possible to provide a common bell. However, since the common bell is a winning combination regardless of the order in which it is pressed (the position in which it is pressed), the rate of balls appearing when pressed irregularly is high. Therefore, by providing a left-biased bell (a push order bell for which the correct answer is to press in order) as in this embodiment, the base during non-AT when playing with order push is lowered, and the proportion of accessories that include instructions is suppressed. be able to. Furthermore, the rate of balls coming out during irregular presses can be suppressed compared to the case where a common bell is provided to suppress the proportion of accessories that include instructions.

[0151] Furthermore, in the first embodiment, an SP flag is provided. The SP flag is a flag for determining whether or not it was pressed irregularly in the previous game. For example, when the current game is completely stopped, the SP flag is turned off once, and then when it is determined that the game was operated in order this time, the SP flag is turned on. On the other hand, when it is determined that the game was operated by an irregular press this time, the SP flag is left off. Then, move on to the next game, and when the SP flag is on, the normal sub-bonus drawing is executed, and when the SP flag is off, the normal sub-bonus drawing is not executed (whether the sub-bonus drawing is not executed or not). , Although the sub-bonus drawing itself is executed, the sub-bonus drawing result is invalidated afterwards, or a sub-bonus drawing with a lower winning probability than when playing in order is executed), and the SP flag is temporarily set when the next game is completely stopped. is turned off, and then when it is determined that the next game has been operated in order, the SP flag is turned on. On the other hand, when it is determined that the next game is operated by an irregular press, the SP flag is kept off. In this way, for example, when a hot performance is output when the start switch 41 is operated (when there is a certain level of expectation of winning the sub-bonus), the order is pressed, and at other times, for example, when the start switch 41 is operated, a special effect for the game is displayed. When the effect is not output, it is possible to prevent a strategy attack such as an irregular press.

[0152] Next, mode lottery in the first embodiment will be explained. As described above, in the first embodiment, a sub-bonus is provided as the same concept as AT. For the sub-bonus, when the sub-bonus starts, a unique symbol combination (a set of "red 7") indicating the start of the sub-bonus is stopped and displayed. Then, when moving to the sub-bonus, the correct pressing order is notified when the pressing order bell (for example, the above-mentioned winning A to winning E) is won, just like AT. Then, the sub-bonus is continued until the number of coins to be paid out reaches a predetermined number (for example, 300 coins), and the sub-bonus is ended in a game where the number of coins to be paid out reaches the predetermined number, and the game shifts to a non-AT (normal game). As the mode lottery of the first embodiment, 1) Initial normal mode lottery in normal section 2) Normal mode lottery executed in the first game of the advantageous section when transitioning from the normal section to the advantageous section 3) Mode transition lottery executed at the start of sub-bonus can be mentioned. The degree of expectation of transition to the sub-bonus (the degree of expectation of winning, the number of ceiling games, the degree of expectation of transition to a more advantageous mode) differs for each mode (see FIG. 31(a) described later).

[0153] FIG. 29 is a diagram showing the initial normal mode lottery in the normal section in the first embodiment, and (a) shows a flowchart of the normal section lever process (meaning the process when the start switch 41 is operated); b) indicates the lottery number. The following two trains usually stay in the section. First, when the power is turned on and RWM is initialized (settings changed), the gaming section is cleared and becomes a normal section. Therefore, the first game after RWM initialization will be the normal section. Second, when the conditions for ending the advantageous section are met, the next game will shift to the normal section. In this embodiment, when the difference from the start of the advantageous section exceeds 2400 (pieces), the end condition of the advantageous section is satisfied, the advantageous section ends, and the next game will be the normal section. Here, it is known that the advantageous section ends when the number of games played from the start of the advantageous section reaches a predetermined number (for example, 1500 games, 3000 games, etc.). In the first embodiment, the advantageous section is configured not to end when the number of games is played.

[0154] In FIG. 29(a), when the normal section is started, in step S492, it is determined whether the performance group number corresponding to the winning number of the current game is the performance group number "2". The performance group number “2” corresponds to the winning of Replay B (winning number “2”). When it is determined that the performance group number is not "2", the process proceeds to step S493, and when it is determined that the performance group number is "2", the process according to this flowchart is ended. In other words, when the performance group number is "2" (when replay B is won), the advantageous section transfer lottery is not executed, so there is no transfer to the advantageous section (see FIG. 13). Therefore, when it is determined that the performance group number is "2", the following initial normal mode lottery is not executed, the next game will also be in the normal section, and the normal section lever process will be executed again. Proceeding to step S493, it is determined whether the current game is non-RT. The main control board 50 stores the current RT information in a predetermined storage area of ​​the RWM 53, and makes decisions based on this information. When it is determined that it is non-RT (not inside 1BB), the process proceeds to step S495, and when it is determined that it is not non-RT, the process proceeds to step S494. It is assumed that the RT transition occurs at the end of the current game. Therefore, even if you win 1BB in this game, it is determined in step S493 that it is a non-RT.

[0155] Here, after RWM initialization after power-on, it is non-RT. After RWM is initialized after the power is turned on, for example, even if 1BB was won before the power was turned on, the winning information for that 1BB will be cleared, and the RT information will also be cleared (this will cause the RT state to become non-RT). ). In the following explanation, the 1BB non-interior period may be referred to as "first thing in the morning," and the advantageous section transferred during 1BB non-internal period may be referred to as the "advantageous section transferred first thing in the morning." On the other hand, a period within 1BB may be referred to as ``not first thing in the morning,'' and an advantageous section transferred within 1BB may be referred to as ``an advantageous section transferred other than first time in the morning.'' In addition, when it is unclear whether or not it is an advantageous section that was transferred first thing in the morning, it may be referred to as "uncertain first thing in the morning."

[0156] In step S493, it is determined that it is not non-RT, and when the process proceeds to step S494, it is determined whether the performance group number of the current game is "10". The performance group number “10” corresponds to the winning prize E (winning numbers “60” to “71”. See FIG. 16). When it is determined that the performance group number is not "10", the process proceeds to step S495, and when it is determined that the performance group number is "10", the process according to this flowchart is ended. This is because, as shown in FIG. 16, when winning the prize E in RT1, the advantageous section transition lottery is not executed, so the next game will not proceed to the advantageous section. Therefore, in this case as well, the normal section lever process will be executed again in the next game. From the above, the normal section lever processing will be executed in the next game (not moving to the advantageous section) when the effect group number becomes "2" regardless of non-RT or RT1 (when replay B is won), or first thing in the morning. This is when the production group number becomes ``10'' in other than (RT1) (when winning prize E).

[0157] Proceeding to step S495, an initial normal mode lottery is executed. The process then proceeds to the next step S496, stores (memorizes) the lottery result, and ends the process according to this flowchart. The initial normal mode lottery in step S495 is performed using the numbers shown in FIG. 29(b). Note that the denominator of the number shown in FIG. 29(b) is "240", and when the number is "240", the winning probability is "1 / 1". First, if you win the production group number "0" (1BB won alone) in non-RT, or if you win the production group number "10" (1BB and winning E), you will win in normal mode 0. . Here, if you win 1BB, it is determined that the time before the start of the game is non-RT (1BB not inside), so it is determined that you will win first thing in the morning. Similarly, since the initial normal mode lottery is not executed when the performance group number is "10" and not non-RT, the performance group number "10" in this game means that it is non-RT. Therefore, when the performance group number is "10" in the current game, it is confirmed that it is first thing in the morning.

[0158] On the other hand, in non-RT or RT1, if the performance group number is "1", "3" to "9", or "11" to "14", the normal mode 1 is won. In addition, the above performance group number has the possibility of winning both when it is the first thing in the morning and when it is not the first thing in the morning, and if you win the above performance group number, you will be eligible for the advantageous section regardless of whether you are in 1BB non-internal or not. Therefore, in the game of the above performance group number, it will be uncertain in the morning. From the above, normal modes 0 and 1 are modes that are drawn at the time of transition from the next game to the advantageous section in the normal section, and are modes to determine whether it is first in the morning or not, and if normal mode is 0, first in the morning is confirmed. However, if it is normal mode 1, the first thing in the morning will be uncertain.

[0159] FIG. 30 is a diagram showing the normal mode transition process, where (a) shows a flowchart and (b) shows the lottery number. When shifting from the normal section to the advantageous section, a normal mode lottery is executed in the first game of the advantageous section. The normal mode after the second game in the advantageous section has numbers "2" to "9" as described later. Therefore, in the advantageous section, the first game is in the normal mode 0 or 1, and the second and subsequent games are in any of the numbers "2" to "9". In (a) of the figure, when the normal mode transition process is started, it is determined in step S502 whether the normal mode is 0 or 1. When the normal mode is 0 or 1, the process advances to step S503, and when the normal mode is not 0 or 1, the process according to this flowchart is ended. That is, in this example, the normal mode transition process is executed for every game during the advantageous section, but since the answer in step S502 is "No" for games other than the first game in the advantageous section, the normal mode lottery in step S503 is not executed. Then, if it is determined in step S502 that the normal mode is 0 or 1 (this is the first game in the advantageous section), the process advances to step S503, and the normal mode lottery is executed. Then, the process advances to step S504, where the normal mode determined by lottery is saved (memorized), and the process according to this flowchart ends.

[0160] FIG. 29(b) shows the numbers placed in the normal mode lottery in four types of patterns. First, "Non-RT and normal mode 0" corresponds to the case where the performance group number becomes "0" first thing in the morning (winning 1BB alone) and winning 1BB in the game. In addition, during the 1BB game, the normal mode lottery is not executed (the normal mode transition process is not entered). Therefore, "Non-RT and normal mode 0" indicates the normal mode lottery in the first game (non-RT) after the end of the 1BB game. This kind of thing can actually happen, but it is a rare case. In addition, "RT1 and normal mode 0" means that first thing in the morning the production group number is "0" (1BB wins alone) and 1BB does not win, or first thing in the morning the production group number is "10" (1BB and winning E). (in this case, the small winning combination included in winning E will be won with priority, so there is no case where 1BB will be won), and this corresponds to the case of moving to an advantageous section. Furthermore, "non-RT and normal mode 1" corresponds to a case where the production group number is other than "0" or "10" first thing in the morning and the stage shifts to an advantageous section. Furthermore, "RT1 and normal mode 1" corresponds to a case where the vehicle shifts to an advantageous section other than first thing in the morning. In addition, at times other than first thing in the morning, the performance group number will not be "0" (single winning of 1BB). Furthermore, in cases other than first thing in the morning, the production group number becomes "10" and does not shift to the advantageous section. Therefore, the case where the transition to the advantageous section occurs other than first thing in the morning corresponds to when the production group number becomes "1", "3" to "9", or "11" to "14" other than first thing in the morning.

[0161] In the above normal mode lottery, Winning number “0”: Heaven B preparation mode Winning number “1”: Normal A mode Winning number “2”: Normal B mode Winning number "3": Normal C mode Winning number "4": Heaven A mode Win one of the following. The normal A mode, normal B mode, and normal C mode are modes that are not advantageous to the player (it is difficult to win a sub-bonus). On the other hand, the heaven B preparation mode and the heaven A mode are modes that are advantageous to the player (easier to win the sub-bonus).

[0162] In "Non-RT and normal mode 0", "RT1 and normal mode 0", and "Non-RT and normal mode 1", the setting number to shift to Heaven B preparation mode is "0", Moreover, since the number set to shift to Heaven A mode is "1", in most cases the mode does not shift to a mode advantageous to the player. On the other hand, in "RT1 and normal mode 1", there is a 100% probability of transitioning to Heaven B preparation mode. Here, there is no case where the production group number becomes "0" (single winning of 1BB) other than first thing in the morning, and if the production group number becomes "10" other than first thing in the morning, the advantageous section transition lottery will not be executed, so the advantageous section does not move to Therefore, if the normal mode lottery is executed other than first thing in the morning, there is a 100% probability that the game will shift to Heaven B preparation mode (a mode advantageous to players), and if the normal mode lottery is executed first thing in the morning, most of the Since the game does not shift to a mode advantageous to the player, it is configured such that the ball payout rate in advantageous sections to which the mode is shifted other than first thing in the morning is higher than the ball payout rate in advantageous sections to which the shift occurs first thing in the morning. In other words, it is possible to make the advantageous section that has shifted to first in the morning (non-internal) more disadvantageous to the player (lower the ball payout rate) than the advantageous section that has shifted to other than first in the morning (internal), so the settings can be changed. It is possible to prevent the advantageous section first thing in the morning from becoming excessively advantageous (so-called morning countermeasures). Furthermore, since the advantageous section that is shifted to other than first thing in the morning always starts from Heaven B preparation mode, the player's desire to play can be increased even after completing the advantageous section. Note that, contrary to the above, if it is made to be advantageous for the player (increase the ball payout rate) when moving to the advantageous section first thing in the morning, it is possible to promote operation first thing in the morning.

[0163] FIG. 31 is a diagram explaining the types and characteristics of normal modes "2" to "9". (a) in the figure shows the characteristics of each normal mode (2 to 9), and (b) in the figure shows the transition probability (lottery placement number) of the normal mode at the start of the sub-bonus. As mentioned above, the normal mode is drawn at the first game in the advantageous section, and thereafter, the normal mode transition drawing is executed every time the sub-bonus starts. In (a) of the figure, the normal modes advantageous to the player are Heaven B preparation mode, Heaven A mode, Heaven B mode, and Heaven C mode. Furthermore, the Heaven B pullback mode is advantageous for the player in terms of the probability of winning the sub-bonus. In each normal mode, the ceiling number of games until winning the sub-bonus and the probability of winning the sub-bonus are set. During each normal mode, a sub-bonus is drawn based on the winning numbers for each game with the winning probability shown in FIG. 31(a). Further, each normal mode has a ceiling number of games, and when the ceiling number of games is reached without winning a sub-bonus, the sub-bonus winning flag is forcibly set (the sub-bonus is won). After winning the sub-bonus, the symbol combination corresponding to the sub-bonus (all ``red 7'') can be stopped and displayed after a predetermined number of precursory games from ``0''. When the symbol combination corresponding to the sub-bonus (“Red 7” all together) stops, the sub-bonus will be executed from the next game.

[0164] On the other hand, no matter which normal mode you are staying in, if you win the winning number "2" (Replay B), you will win the sub bonus. When the winning number "2" is won, as described above, by pressing the stop switch 42 in the reverse order, it is possible to stop the symbol combination corresponding to Replay 04, that is, the "Red 7" arrangement. Therefore, in a game where the winning number is "2", a notification is issued to instruct the reverse push of the stop switch 42, and it is possible to stop the matching of "red 7", and when the matching of "red 7" is stopped and displayed in the game, , the sub-bonus will start from the next game.

[0165] Here, when the winning number "2" is won and the stop switch 42 is pressed in the opposite direction to stop and display "Red 7", the game is the main game. On the other hand, any other game that stops and displays a set of "red 7" is not a real game but a pseudo (also referred to as "pseudo") game performance. Here, "pseudo game production" means a stop for operating a rotation stop device for the rotating reels 31 after the reels 31 start rotating until the rotation speed of the reels 31 becomes constant. Triggered by the operation of the switch 42, the reels 31 are pseudo-stopped (the stop in this case is also referred to as a "temporary stop" or "pseudo-stop". Hereinafter, referred to as a "temporary stop"), and an arbitrary symbol combination is displayed. It refers to a performance that causes The "pseudo game performance" is also referred to as the "reel performance." On the other hand, in contrast to the above-mentioned "pseudo game production", a game for displaying a symbol combination as a game result (a symbol combination corresponding to a winning combination lottery result) is referred to as a "main game." The symbol combination temporarily stopped by the pseudo game performance does not display the game result. After the symbol combination is temporarily stopped by the pseudo game performance, the symbol combination is stopped and displayed by the main game, and the game result is displayed.

[0166] In particular, in this embodiment, when you win a sub-bonus and meet the conditions to execute a pseudo game effect (for example, when you have exhausted the number of precursory games), you can play up to 4 times until the "Red 7" set is temporarily stopped. , execute a pseudo game performance. Further, during the pseudo game presentation, it may be possible to notify the player that it is a pseudo game presentation, in other words, that it is not a real game. By doing this, it is possible to prevent the player from mistakenly confusing the pseudo game production with the real game. Furthermore, when all the reels 31 are temporarily stopped during a pseudo game production, the motor 32 is activated so that the symbols move up and down at predetermined time intervals (so that they slightly vibrate up and down) without making the reels 31 stand still. By controlling the drive (referred to as "shaking fluctuation" or "shaking fluctuation control"), it is possible to notify the player that this is not a stop that displays the game result in the main game (actual stop), but a temporary stop in a pseudo game production. You may notify. Then, when moving to the main game after stopping all the reels 31 in a pseudo game performance, when the start switch 41 is operated, the rotation start timing of each reel 31 is made to be different due to random delay processing. Make it.

[0167] FIG. 32 is a flowchart showing a pseudo game presentation of "Red 7". This flowchart does not include the main game when the winning number "2" is won and "Red 7" is stopped and displayed by pressing the reverse button. First, in step S581, the main control board 50 determines whether or not the start switch 41 has been operated, and when determining that the start switch 41 has been operated, the process proceeds to step S582. In step S82, it is determined whether or not the conditions for starting the pseudo game are satisfied. Here, it means the sub-bonus confirmed state (main gaming state) after winning the sub-bonus and exhausting the number of precursory games. When it is determined that the conditions for starting the pseudo game are satisfied, the process proceeds to step S583, and when it is determined that the conditions are not satisfied, the process according to this flowchart is ended. In step S583, the main control board 50 adds "1" to the number "N" of consecutive pseudo game performances. The initial value of "N" is "0".

[0168] Next, the process advances to step S584, and the main control board 50 determines whether "N" is "4". When it is determined that "N" is not "4", the process advances to step S585, and when it is determined that "N" is "4", the process advances to step S591. In step S585, the sub-control board 80 outputs an effect that informs the player that he is aiming for "red 7" by pressing in order. The process then proceeds to step S586. In step S586, the main control board 50 determines whether or not the stop switch 42 has been operated, and when determining that the stop switch 42 has been operated, the process proceeds to step S587. In step S587, the reel control means 65 executes a temporary stop process to draw "Red 7" into the active line within a maximum of four frames. Next, the process advances to step S588, and the main control board 50 determines whether all reels 31 have temporarily stopped. When it is determined that all the reels 31 have been temporarily stopped, the process proceeds to step S589, and when it is determined that all the reels 31 have not been temporarily stopped, the process returns to step S586.

[0169] In step S589, the main control board 50 determines whether or not the "Red 7" set has temporarily stopped on the valid line. When it is determined that the "red 7" set has been temporarily stopped, the process proceeds to step S590, and the process moves to the sub-bonus. On the other hand, when it is determined that the "Red 7" set is not temporarily stopped and displayed, the "Red 7" match pseudo game effect is repeated. On the other hand, if it is determined in step S584 that "N" is "4", the process advances to step S591. In step S591, the reel control means 65 automatically temporarily stops all the rotating reels 31, and temporarily stops them when all the reels are aligned with "Red 7". Here, the reels 31 may be temporarily stopped in the order of the left, middle, and right reels 31, or all the reels 31 may be temporarily stopped almost simultaneously. Then, the process proceeds to step S590, and the sub-bonus is started. The pseudo-game presentation described above allows the player to perform the "Red 7" match, but if the player fails to match the "Red 7" three times in a row, the fourth pseudo-game presentation requires the player to press the stop switch. Automatically temporarily stop the "Red 7" set without operating 42. Thereby, the transition process to the sub-bonus can be quickly performed.

[0170] Although not shown, when the winning number "2" is won when the sub-bonus is not in progress, the sub-control board 80 outputs an effect informing the player that he is aiming for "red 7" by pressing the reverse button. Then, when the stop switch 42 is operated by reverse pressing, the reel control means 65 executes a stop control process (main game) to draw "Red 7" into the active line with a maximum of 4 frames. As mentioned above, in the game where the winning number "2" is won, by pressing the reverse button, "Red 7" can be aligned, that is, the symbol combination corresponding to Replay 04 can be stopped on the active line. Further, when it is not possible to stop the "Red 7" alignment by reverse pressing (the player fails to press the eyes), the symbol combination corresponding to Replay 01 is stopped and displayed. Furthermore, even in a game where the winning number "2" is won, if the stop switch 42 is not operated by reverse pressing, the symbol combination corresponding to Replay 01 is stopped and displayed. When it is not possible to stop and display the combination of ``red 7'' in a game in which the winning number ``2'' is won, a ``red 7'' combination pseudo game performance (pseudo game) is executed in the next game. However, this is not limited to this, and if it is not possible to stop and display "Red 7" in a game where the winning number "2" is won, the sub-bonus will be started from the next game without going through the pseudo game. Good too. Note that even if the main game state is the sub-bonus confirmed state, the sub-state may be in the foreshadowing state (a state in which the confirmed screen is not displayed). In such a case, it is optional whether or not it is determined that the conditions for starting the pseudo game are satisfied. However, in the sub-state, the notification for all "Red 7" will not be executed because it is a sign, but in the main game state, if the sub-bonus is confirmed, a pseudo-game will be executed, and in the pseudo-game, the player will aim for "Red 7". It can be stopped by

[0171] The explanation returns to FIG. 31. As described above, the Heaven B preparation mode is a normal mode that is selected with a 100% probability when a transition is made from a normal section to an advantageous section other than first thing in the morning. Then, when the sub-bonus starts under the condition of Heaven B preparation mode, a normal mode transition lottery is made, and as shown in Figure 31(b), there is a 50% (120 / 240) probability that there will be no transition (sub-bonus). Even after the bonus ends, it will remain in Heaven B Preparation Mode), and there is a 50% chance of transitioning to Heaven B Mode. That is, while the player continues to stay in the heaven B preparation mode, the heaven B preparation mode is maintained or shifts to the heaven B mode, which is advantageous for the player. Further, the normal A mode, normal B mode, and normal C mode are disadvantageous modes for the player. Then, as you progress to normal A mode, normal B mode, and normal C mode, the mode becomes closer to heaven. For example, in normal A mode, the probability of no transition is highest, and in the case of transition, the probability of transition to normal B mode is highest. Further, in the normal B mode, the probability of no transition is the highest, and in the case of a transition, the probability of transitioning to the normal C mode is the highest. Furthermore, there is no case of falling from normal B mode to normal A mode. Furthermore, in normal C mode, the probability of transitioning to heaven A mode is the highest, and there is no case of falling to normal A mode or normal B mode. As shown in FIG. 31(b), when transitioning from the normal A mode to another normal mode, the normal mode B is transferred, and when transferring from the normal B mode to another normal mode, the normal mode is transferred to the normal C mode. Therefore, when you normally stay in C mode, you are most likely staying in normal mode the longest. Of the normal A mode, normal B mode, and normal C mode, normal C mode is the easiest to transition to heaven C mode. In other words, the difference counter value is not referred to when transitioning to the normal mode, but the longer the normal C mode continues to be disadvantageous to the player, the easier it is to transition to the heavenly C mode.

[0172] Heaven A mode is a mode that does not transition (loops) with a probability of 60% (144 / 240), and if it leaks from the loop, it transitions to normal A mode or normal B mode. Heaven B mode is a mode that does not transition (loops) with a probability of 90% (216 / 240), and if it leaks from the loop, it transitions to Heaven B pullback mode. In the heaven B pullback mode, the pullback rate to heaven B mode is 20% (48 / 240), and if the pullback is not possible, the mode transitions to normal A mode or normal B mode. Heaven C mode is a mode without transition, and is a so-called completion mode that is maintained until the end of the advantageous section, that is, until the difference from the start of the advantageous section exceeds "2400." In addition, conditions for transition to heaven C mode are defined. If you win the transition to Heaven C mode, if the remaining difference at that time is ``1000'' or more, you will transition to Heaven C mode. On the other hand, if you win the transition to heaven C mode and the remaining difference number at that time is less than "1000", you will transition to heaven A mode.

[0173] From the above, for example, 1) When repeating the 60% loop in Heaven A mode and the difference in the advantageous section exceeds "2400", 2) If you maintain Heaven B preparation mode or transition to Heaven B mode and the number of differences in the advantageous section exceeds "2400", 3) When the number of differences in the advantageous section exceeds "2400" after transitioning to Heaven C mode end their respective advantageous sections. When the advantageous section ends, the next game will shift to the normal section. When shifting to the normal section, the normal section lever process shown in FIG. 29 is executed, and the normal mode 1 is entered. Then, in the case of RT1 and normal mode 1, as shown in FIG. 30, Heaven B preparation mode is definitely won. Once you enter Heaven B Preparation Mode, you will stay in Heaven B Preparation Mode until you transition to Heaven B Mode, and after entering Heaven B Mode, Heaven B Mode will loop 90% of the time. This increases the possibility that in the next advantageous section, the difference in the advantageous section will exceed "2400" and the advantageous section will end. In this way, it is possible to repeat the advantageous section that ends with the difference number exceeding "2400" multiple times.

[0174] FIG. 33 is a flowchart showing the effect processing when the advantageous section is repeated multiple times as described above. This process is performed by the sub-control board 80. First, in step S622, it is determined whether the advantageous section has started. When it is determined that the advantageous section has started, the process advances to step S623. In step S623, it is determined whether the heaven modes (any one of heaven A mode, heaven B preparation mode, heaven B mode, and heaven C mode) in the advantageous section are consecutive. Here, if the end of the previous advantageous section is Heaven A mode, Heaven B preparation mode, Heaven B mode, or Heaven C mode, and the start of the next advantageous section is Heaven B preparation mode, determines that the heaven mode in the advantageous section is continuous. When it is determined that the heaven modes in the advantageous sections are continuous, the process proceeds to step S624, and when it is determined that the heaven modes in the advantageous sections are not continuous, the process according to this flowchart is ended.

[0175] In step S624, the advantageous section continuous counter provided on the sub-control board 80 side is set to "+1". Then, the process proceeds to step S625, and the sub-control board 80 executes continuous production of advantageous sections. Here, based on the value of the advantageous section continuous counter, for example, when the value of the advantageous section continuous counter is "1" (the number of consecutive advantageous sections is "2"), the frame lamp among the production lamps 21 is lit in blue. For example, when the value of the continuous advantageous section counter is "2", the frame lamp is lit in yellow, and when the value of the continuous advantageous section counter is "3", the frame lamp is lit in green. . In other words, by looking at the display of the frame lamp (casing) of the gaming machine 10, it is possible to roughly understand how many times the heaven mode of the advantageous section continues. Furthermore, the sub-control board 80 displays an image of the total number of coins acquired in the heaven mode in the previous advantageous section, and stores the total number of coins acquired. Then, after moving to the next advantageous section, if it is in heaven mode, the cumulative value from the total number of coins acquired in heaven mode in the previous advantageous section is displayed as an image, and the predetermined number of games from the start of the current advantageous section ( For example, if the sub-bonus is started within 100 games, it is assumed that the heaven mode continues and the total number of acquired coins is continued to be displayed. Note that during the heaven mode loop, the total number of acquired coins may be displayed even when the sub-bonus is not in progress, but the total acquired number may be displayed only during the sub-bonus.

[0176] Furthermore, when displaying an image of the total number of coins acquired across multiple advantageous periods, a predetermined image (for example, an icon) is Display (from then on, the predetermined image is changed or increased every time the number of images is +2000). Note that at the end of the advantageous section, the main control board 50 side clears the parameters related to the advantageous section, but the sub control board 80 side does not clear the parameters related to the advantageous section (such as the above-mentioned total number of acquired coins). However, this is not limited to the above, and if the advantageous section is crossed, the total number of acquired coins may not be carried over and may be reset.

[0177] After outputting the advantageous section continuous effect in step S625, in the next step S626, it is determined whether or not the advantageous section has ended. When it is determined that the advantageous section has ended, the process returns to step S622, and when it is determined that the advantageous period has not ended, the process proceeds to step S627. In step S627, it is determined whether the heaven mode of the advantageous section has ended. Here, when the loop of the heaven mode is exited, it is determined that the heaven mode of the advantageous section has ended. When it is determined that the heaven mode of the advantageous section has ended, the process proceeds to step S628, and when it is determined that the heaven mode of the advantageous section has not ended, the process returns to step S625. In step S628, the continuous performance of the advantageous section is ended. For example, when a frame lamp effect is being executed as described above, the effect is ended. Further, when the total number of coins acquired from the heaven mode in the previous advantageous section is being displayed, the display is ended. Next, the process advances to step S629, and the advantageous section continuous counter is cleared. Then, the process according to this flowchart ends. As described above, by performing a continuous performance of advantageous sections, it is possible to appeal to those around the player that the player has acquired a large amount of medals. Particularly in the case of a medalless gaming machine, which will be described later, since the medals that have actually been won cannot be seen, the continuous production of advantageous sections becomes more effective. In addition, in the example of FIG. 33, the advantageous section continuous presentation ended when the heaven mode ended, but the present invention is not limited to this, and even if the advantageous section continuous presentation ends after the end of the heaven mode, for example, up to about 100 games. good. Furthermore, when the advantageous section ends and shifts to the normal section, in this embodiment, in most cases, the first game of the normal section wins the advantageous section transfer lottery, and the next game becomes the advantageous section again. In this case, an advantageous section continuous effect may be performed including a normal section between an advantageous section and the next advantageous section. When performing advantageous section continuous performance during the normal section, it is possible to notify that the heaven loop continues even during the normal section, so it is possible to prevent the player from erroneously quitting the game. On the other hand, in the normal section, it is not necessary to perform the advantageous section continuous effect. In this case, it is possible to prevent the player from misperceiving that the AT lottery will be executed even in the normal section.

[0178] Next, the complete function in the first embodiment will be explained. The "complete function" corresponds to the stop function of the gaming machine (ending the subsequent games of the day). In the first embodiment, first, the number of differences in the advantageous section is counted by a difference counter. Here, "the number of difference in the advantageous section" refers to the difference in the number of sheets when the start time of the advantageous section is set to "0". In other words, the starting time of the advantageous section is used as the reference ("0"), not the number of differences (MY) from the minimum value in the advantageous section. Therefore, when the difference number becomes a negative value during the advantageous section, the negative value is counted. Also, similar to the other embodiments described above, the difference counter does not count the number of games during the normal period. For example, the difference counter is a 2-byte decrement counter. Then, when the difference in number during the advantageous section exceeds "+2400 (sheets)", it is determined that the end condition of the advantageous section is satisfied. Here, as a first example of the difference counter, "+2415" (sheets) ("096Fh" in hexadecimal) is set as the initial value at the start of the advantageous section, and the difference number of the current game is negative. In this case, the difference number is added to the difference number counter, and when the difference number of the current game is positive, the difference number is subtracted from the difference number counter. To explain specifically, first, set "+2415" at the start of the advantageous section, and if the difference in the first game is "-3 (sheets)" (number of bets "3", number of payouts "0"). If so, add "3" to the difference counter and update the difference counter to "+2418". On the other hand, if the difference number in the first game is "+11 (pieces)" (number of bets "3", number of payouts "14"), "11" is subtracted from the difference counter, and the difference number is Update the counter to "+2404". Then, when the difference counter becomes "0", it is determined that the difference number in the advantageous section exceeds "+2400", and the advantageous section ends. It is assumed that the difference counter value in the examples of FIGS. 34 and 35, which will be described later, increases as the difference number in the current game increases.

[0179] In addition, as a second example of the difference counter, the start of the advantageous section is set to "0", and when the difference counter exceeds "+2400" (units) (specifically, in hexadecimal notation, the difference number One method is to determine that the condition for ending the advantageous section is satisfied when the counter value is equal to or greater than "0961h". In addition, in the difference counter and stop counter shown below, when indicating a hexadecimal number, "h" is appended to the numerical value. If the numeric value does not have an "h" appended to it, it indicates a decimal number. Moreover, when a minus sign is not attached to the difference counter value, it indicates that it is plus. Furthermore, as described above, in the first embodiment, the number of games played during the advantageous section is not included in the end condition of the advantageous section, so the number of games played during the advantageous section is not counted. In both the first example and the second example, when the advantageous section ends, the difference counter is cleared.

[0180] Further, in the first embodiment, secondly, the stop counter counts MY from the time the power is turned on. Here, "MY" is a value when the minimum value is "0", similar to the difference counter in the other embodiments described above. The stop counter is initialized to "0000h" when the power is turned on. For example, when the power is turned on, 1st game: Number of bets "3", number of payouts "0", stop counter "0000h" 2nd game: Number of bets “3”, number of payouts “14”, stop counter “000Bh” 3rd game: Number of bets "3", number of payouts "0", stop counter "0008h" 4th game: Number of bets "3", number of payouts "0", stop counter "0005h" 5th game: Number of bets "3", number of payouts "0", stop counter "0002h" 6th game: Number of bets "3", number of payouts "0", stop counter "0000h" : becomes. Here, in the first game above, the difference number is "-3", so if you add the difference number "-3" to the initial value "0000h" of the stop counter, it becomes "FFFDh", but the digit is lowered. When this occurs, it is corrected to "0000h" each time. Similarly, in the 6th game, the difference number is "-3", so adding the difference number "-3" to the stop counter "0002h" results in "FFFFh", but with correction it becomes "0000h". When the value of the stop counter from when the power is turned on reaches "19000" (4A38h), the complete function is activated, the game machine 10 is stopped, and subsequent games (operation for the day) are ended. do. Note that unlike the difference counter, the stopping counter counts MY even in the normal section.

[0181] FIG. 34 is a diagram showing changes in the difference counter and stop counter in the first embodiment. First, the point when the power is turned on and RWM is initialized corresponds to "A" in the diagram. At point "A" in the figure, both the difference counter and the stop counter are "0". Immediately after the power is turned on for RWM initialization, it is a normal section, so it is assumed that the normal section is started and the transition is made to the advantageous section at point "B" in the figure. Therefore, at this time point "B" (the start of the advantageous section), the difference counter is "0". During the normal period, the difference counter is not updated.

[0182] Further, when the difference number decreases from point "B" in the figure and reaches point "C", the difference number counter value at this point "C" is "B-C". Further, the stop counter value is "0". Then, after that, when the sub-bonus etc. is executed in the advantageous section and the difference number increases and reaches the "D" point, if the difference number "D-B" exceeds "2400", then the "D" point When the conditions for ending the advantageous section are met and the advantageous section ends, the next game will be in the normal section, and when the conditions for transition to the advantageous section are met in the normal section, the game will move to the advantageous section. Next, when the stop counter value "E-C" reaches "19000" when the point "E" in the figure is reached, the complete function is activated and the gaming machine 10 is stopped.

[0183] In addition, in FIG. 34, the dashed line indicates the case where the number of differences continues to increase after the power is turned on, and the stop counter reaches "19000" in the shortest time. In the diagram, "F-A" is "19000". Here, the minimum game time (the shortest time from the start of rotation of the reels 31 in the current game to the start of rotation in the next game) is set to "4.1" seconds. On the other hand, under the Act on the Regulation of Entertainment Businesses, etc. and the Appropriation of Business Operations (hereinafter sometimes referred to as the "Entertainment Business Law," "Entertainment Business Law," or "Entertainment Business Law"), "Pachinko ``ya'' is stipulated. Furthermore, the Entertainment Business Act does not, in principle, permit all entertainment businesses to operate from midnight to 6 a.m. (Article 13 of the Act). For this reason, the maximum number of hours a pachinko parlor can operate in a day is 18 hours. Furthermore, among the business hours stipulated by each prefecture's ordinances, the shortest is 13 hours. Furthermore, although specific calculations are omitted, based on the number table and condition device mentioned above, the transition from the normal section to the advantageous section to the sub-bonus will occur in the shortest possible time until the difference counter exceeds "2400". Considering that if the sub-bonus continues and the difference counter exceeds "2400", the advantageous section ends and shifts to the normal section, the net increase in the number of coins per game is set to about "6". In other words, if it takes "4.1" seconds per game and the net number of coins added per game is "6", the net number of coins added per hour is approximately "5268". Therefore, it takes approximately 3.6 hours for MY to reach 19000. Therefore, the stop counter may reach "19000" within one day's business hours (minimum 13 hours, maximum 18 hours). In this way, by setting the value of the stop counter that activates the complete function and the net increase in the number of coins per game so that the complete function can operate during the business hours of the pachinko parlor in one day, It is possible to prevent a player's gambling spirit from being significantly stimulated.

[0184] FIG. 35 is a diagram showing the relationship between the difference counter, stop counter, and power on / off. It is assumed that "power off" and "power return" in the graph in FIG. 35 are simple power on / off operations, and RWM clearing (setting change) is not performed. As shown in FIG. 35, for example, when the power is cut off in a situation where the stoppage counter and the difference counter values ​​are predetermined values, and then the power is restored, the stoppage counter is cleared. Therefore, after recovery from power-off, it starts from "0000h" (dotted chain line in the figure). On the other hand, the difference counter is not cleared. Therefore, after recovery from power-off, the value resumes from before the power-off (solid line in the figure). In addition, the table below in FIG. 35 shows the status of the difference counter and stop counter between power on / off without RWM clear and power on / off with RWM clear. As described above, when the power is turned on and off without RWM clearing, the difference counter is held, but the stop counter is cleared. On the other hand, when the power is turned on / off (for example, when changing settings) when RWM clear is performed, both the difference counter and the stop counter are cleared.

[0185] Furthermore, the "complete function activation flag" is a flag that turns on when the stop counter reaches "19000" and the complete function is activated. For example, it is composed of 1 byte data, and when it is off. is a flag that is "00h" and "FFh" when it is on. Furthermore, the "complete function provisional flag" is turned on when the stop counter reaches "19000" but the complete function cannot be activated, for example, in a special game state (accessories are in operation). For example, this flag is composed of 1-byte data, and is "00h" when it is off and "FFh" when it is on. These complete function activation flags and complete function temporary flags are configured not to be cleared by turning the power on / off without clearing the RWM.

[0186] Therefore, although the details will be described later, for example, when the stoppage counter reaches "19000" during the special game state, the complete function activation flag remains off, but the temporary complete function flag turns on. If the power is turned off before the special gaming state ends and then returns, the complete function provisional flag will be turned on, so when the special gaming state ends after the power is turned off, the complete function will be turned on. The complete function can be activated by turning on the function activation flag. However, when the power is turned on / off (when changing settings) with RWM clear, both the complete function activation flag and the temporary complete function flag are cleared.

[0187] FIG. 36 is a flowchart showing the flow from power-on to main processing, and includes processing related to the complete function. First, when the power is turned on in step S511, a power-on process is executed in the next step S512. One of the power-on processes includes initialization processing of a predetermined storage area. Here, if the power is turned on without clearing the RWM, initialization processing (clear processing) of the stop counter is executed as one of the initialization processing. On the other hand, the initialization process of the difference counter, complete function activation flag, and complete function temporary flag is not executed. On the other hand, in the case of power-on with RWM clear, all of the stop counter, difference counter, complete function activation flag, and complete function temporary flag are initialized. Next, the process advances to step S513, where error processing is performed. During this error processing, processing related to the complete function is executed as described later.

[0188] In the next step S515, the main control board 50 executes input / payment acceptance processing. In the next step S516, the main control board 50 determines whether or not the start switch 41 has been operated, and if it determines that the start switch 41 has been operated, the process proceeds to step S517. In step S517, the winning combination lottery means 61 performs a lottery for winning combinations (winning numbers). Then, in the next step S518, the reel control means 65 starts rotating the reel 31. In step S519, the main control board 50 determines whether or not the stop switch 42 has been operated. If it is determined that the stop switch 42 has been operated, the process proceeds to step S520, and the reel control means 65 controls the stop switch 42 to be operated. The corresponding reel 31 is stopped and controlled. In the next step S521, the main control board 50 determines whether or not all reels 31 have stopped, and when determining that all reels 31 have not stopped, returns to step S519 and determines that all reels 31 have stopped. When determined, the process advances to step S522. In step S522, the winning determination means 66 determines the winning combination. Then, the process proceeds to step S523, and the payout means 67 pays out medals corresponding to the winning combination. Next, the process advances to step S524, and the main control board 50 performs updating processing of the role ratio monitor (management information display LED 74). Next, the process advances to step S525, and the main control board 50 executes complete function calculation processing. This process is a process such as updating a stop counter, and is a process shown in FIG. 38, which will be described later. Next, the process advances to step S526, and the main control board 50 executes a gaming state update process. Then, the process returns to step S513.

[0189] FIG. 37 is a flowchart showing error processing in step S513 of FIG. First, in step S531, the main control board 50 determines whether or not it is in a special game state (accessories are in operation). This is because, in this embodiment, the complete function is not activated even if the activation conditions (stopping conditions) for the complete function are met in the special game state. When it is determined that the game is in a special game state, the process proceeds to step S537, and other error processing other than the processing related to the complete operation is executed. On the other hand, when it is determined in step S531 that there is no special gaming state, the process advances to step S532. In step S532, the complete function activation flag is read. Then, in the next step S533, it is determined whether the complete function activation flag is "FFh" (on). When it is determined that it is "FFh", the process advances to step S534, and when it is determined that it is not "FFh", the process advances to step S537.

[0190] In step S534, the main control board 50 notifies the operation of the complete function. In this process, a complete function activation signal is transmitted to the sub-control board 80, and a completion function activation signal is notified on the image display device 23 or the like. Next, the process advances to step S535, and the main control board 50 executes automatic payment processing. Note that when the complete function is activated, it is optional whether or not to perform automatic payment of the credited medals, and if automatic payment is to be performed when the complete function is activated, automatic payment processing is executed in step S535. do. On the other hand, if automatic payment is not to be executed when the complete function is activated, the process of step S535 is not executed. Next, the process advances to step S536, and a complete signal is output to the outside. This ends the error handling. Further, when the process advances to step S536, the process does not proceed to steps S515 and subsequent steps in FIG. As a result, the operation switches (bet switch 40, start switch 41, stop switch 42) are not accepted, making it impossible to proceed with the game. Note that in this example, the process related to the activation of the complete function is executed within the error process in step S513, but the present invention is not limited to this. The processes of steps S531 to S536 in FIG. 37 may be executed.

[0191] FIG. 38 is a flowchart showing the complete function calculation process in step S525 of FIG. First, in step S541, the main control board 50 determines whether the temporary complete function flag is on (FFh). If it is determined that the temporary complete function flag is not on, the process advances to step S542, and if it is determined that it is on, the process advances to step S548. In step S542, the main control board 50 determines whether the complete function activation flag is on (FFh). If it is determined that the complete function is on, that is, the complete function is already in operation, the process according to this flowchart ends. This is because if the complete function has already been activated, the process of updating the stop counter etc. will not be executed. When it is determined in step S542 that the complete function activation flag is not on and the process proceeds to step S543, the main control board 50 determines whether or not a replay operation is in progress. In this embodiment, the stop counter is not updated during the replay operation, so when it is determined that the replay operation is in progress, the process according to this flowchart is ended. If it is determined that the replay operation is not in progress, the process advances to step S544. In step S544, the stop counter is updated based on the number of bets and the number of payouts for the current game.

[0192] In the next step S545, it is determined whether the stop counter has become less than "0", that is, whether a digit has fallen. When it is determined that the stop counter is not less than "0", the process advances to step S546, and when it is determined that it is less than "0", the process advances to step S551. In step S551, the stop counter value is corrected to "0". As a result, the minimum value of MY becomes "0". Then, the process according to this flowchart ends. On the other hand, when proceeding from step S545 to step S546, the main control board 50 determines whether the stop counter value has reached "19000". As described above, when the stop counter value is equal to or greater than "4A38h", it is determined that it has reached "19000". When it is determined that the stop counter has reached "19000", the process advances to step S547, and when it is determined that the stop counter has not reached "19000", the process according to this flowchart is ended.

[0193] In step S547, the temporary complete function flag is turned on (FFh). Next, the process proceeds to step S548, and it is determined whether or not the current game is in a special game state (during 1BB game, RB game, etc.). Note that when the special game state ends in the current game (for example, when it is the last game of the 1BB game), since the special game state has ended at the time of step S525, it is determined that the special game state is not in the special game state. When it is determined that the special gaming state is in effect, the processing according to this flowchart is ended. Therefore, in the special game state, when the stop counter reaches "19000", the complete function provisional flag is turned on in step S547, but since step S549 is not passed, the complete function activation flag is not turned on (FFh). Therefore, the complete function does not operate in the special game state. On the other hand, when it is determined in step S548 that there is no special gaming state, the process advances to step S549. In step S549, the main control board 50 turns on the complete function activation flag (FFh). Next, the process advances to step S550, and the temporary complete function flag is turned off (00h). Then, the process according to this flowchart ends. When the complete function activation flag is turned on in step S549, the complete function is activated in steps S513 of FIG. 36 and FIG. 37 at the start of the next game. In addition, in the special game state, when the complete function temporary flag is turned on in step S547, the complete function temporary flag remains on (the complete function activation flag is turned off) until the special game state ends, and the special game state is At the end of the process, the complete function activation flag is turned on (step S549), and the temporary complete function flag is turned off (step S550).

[0194] Next, image control by the sub-control board 80 regarding the complete function will be explained. FIG. 39 shows images for advance notice (advance notification) of the completion function operation, in which (a) shows a game screen, (b) shows a demonstration screen, and (c) shows a menu screen. After the power is turned on, the sub-control board 80 independently counts the stopping counter. However, the present invention is not limited to this, and the stop counter value may be transmitted from the main control board 50 to the sub-control board 80 at the end of each game. If the complete function is suddenly activated when the stop counter reaches "19000", the player will be surprised. Therefore, when the activation of the complete function is approaching, the player is notified of the activation of the complete function.

[0195] The sub-control board 80 notifies the activation of the complete function when the stop counter reaches "18900", in other words, when there are "100" sheets remaining until the complete function is activated. As shown in (a), (b), and (c) in the figure, regardless of whether the game screen, demonstration screen, or menu screen " is displayed. Furthermore, when the stop counter reaches, for example, "+11" pieces in the next game, the preview image of the completion function activation is updated to display "89 pieces remaining until the complete function activation". In this way, the completion function activation is announced in such a way that the quantitative change until the completion function activation condition (the stop counter reaches "19000") can be visually recognized. In the figure, the region of the preview image of the complete function activation is shown by a dot pattern, and this dot pattern region represents the forefront layer. Therefore, for example, if there is an area where a predetermined display on the screen overlaps with a preview image for activation of the complete function, the preview image for activation of the complete function will be displayed for the overlapping area, and the predetermined image (back layer) will be displayed. Not done. Also in other drawings to be described later, the area indicated by the dot pattern indicates the foremost layer.

[0196] In the above example, when the complete function is activated when the stop counter reaches "19000", the complete function activation is announced when the stop counter reaches "18900". Here, if the stop counter value reaches "19000" without decreasing after the completion function activation is announced, after the stop counter value reaches "18900", until it reaches "19000", All the while, the complete function operation is announced. On the other hand, when the value of the stop counter decreases after the stop counter reaches "18900" and the value of the stop counter reaches a predetermined value, the notification of the complete function operation is terminated. Here, if the stop counter rises and falls as the game progresses with the threshold value "18900", the state where the completion function is activated and the state where it is not announced will frequently change, for example, when the complete function is activated. Preview images are sometimes displayed and sometimes not. Therefore, in this embodiment, once the complete function activation is announced, the complete function activation warning is maintained until the stop counter becomes less than a predetermined value ("18850" in this embodiment).

[0197] FIG. 40 is a diagram illustrating a transition between a section in which complete function activation is announced (advance notification) and a section in which no advance notice is given. In the figure, the solid line is the section where the complete function operation is predicted, and the wavy line is the section where it is not predicted. In FIG. 40, when the value of the stop counter reaches "A" (MY1="18900") in the figure, the conditions for notifying the completion function activation are met, and therefore the completion function activation is announced from this point on. Then, as the game progresses, the value of the stop counter falls below "MY1 (18900)" at point "B" in the figure, but the notice of completion function activation continues. Then, when the value of the stop counter becomes less than "MY2 (18850)" at point "C" in the figure, the advance notice of the completion function operation ends and the process moves to a section where no advance notice is given.

[0198] Once the transition is made to the section where no advance notice is given, the next time the stop counter does not reach "18900" (MY1), it will not become the section where the complete function operation is given notice. The example in FIG. 40 shows an example in which the stop counter reaches "18900" (MY1) at point "D" in the figure, and the period is again in which the complete function operation is announced. Note that when the stop counter reaches "19000", the complete function is activated, so the advance notice of the complete function activation ends. In addition, the difference "MY1-MY2" between the stop counter "MY1" which is the section where the complete function is activated and the stop counter "MY2" which is the section where no notice is given is set to "50" in this example. Here, “MY1-MY2” is preferably larger than the maximum number of differences in one game (“11 pieces” in the first embodiment). In this way, it is possible to prevent the interval in which the completion function operation is forewarned and the interval in which it is not forewarned to change (frequently) in one game.

[0199] FIG. 41 is a diagram showing an example of displaying the complete function operation on the entire surface. In the figure, the display area of ​​the dot pattern is the image display area of ​​the complete function operation. Therefore, when an image indicating that the complete function is activated is displayed on the entire screen as in this example, the previous game screen etc. becomes completely invisible. Here, when the complete function is activated, there are cases in which automatic payment is executed and cases in which automatic payment is not executed. When the complete function is activated, operation acceptance of the bet switch 40, start switch 41, and stop switch 42 becomes invalid, so the game cannot proceed from then on. However, for gaming machines 10 that permit acceptance of operation of the settlement switch 43, all stored medals can be discharged into the medal tray by operating the settlement switch 43 after the complete function is activated. In this case, a display prompting payment is displayed as shown in (a) in the figure. On the other hand, when the complete function is activated, all stored medals are automatically discharged into the medal tray without the player operating the settlement switch 43 when performing automatic settlement. In this case, as shown in (b) in the figure, a message to that effect is displayed during automatic payment. In addition, in the case of a "medalless gaming machine" described in the 18th embodiment (FIG. 52) described later, when the counting switch 47 is operated, the gaming media (electronic medals) stored in the gaming machine 10 are transferred to the lending unit. Sent to 200. In the case of a medalless gaming machine, when the complete function is activated, it is necessary to operate the counting switch 47 to send gaming media to the lending unit 200. In this case, a display prompting counting is performed as shown in (c) in the figure.

[0200] FIG. 42 is a diagram showing an example of displaying an image of complete function activation in a partial area. In the figure, the dot pattern display area is the image display area for the complete function operation. (a) in the figure is an example in which the complete function is activated during a sub-bonus game (AT), for example. The image layer of the complete function operation is displayed on top of the game screen layer. Therefore, in the range where the game image and the image of the complete function operation overlap, the image of the complete function operation is displayed on top. It should be noted that the image of the complete function activation may be of a transparent type so that the game screen can be seen under the image of the complete function activation. Furthermore, if the game screen is left as it is and a predetermined period of time has elapsed, the screen shifts to a demonstration screen as shown in (b) in the figure. Even when the screen shifts to the demonstration screen, the image of the complete function activation continues to be displayed without being erased. Further, in a range where the image of the demonstration screen and the image of the complete function operation overlap, the image of the complete function operation is displayed as a layer on the near side. Furthermore, even after the complete function is activated, it is possible to move to the menu screen. Even when moving to the menu screen, the image of the complete function activation continues to be displayed without being erased. Furthermore, in the range where the image of the menu screen and the image of the complete function operation overlap, the image of the complete function operation is displayed as a layer on the near side.

[0201] FIG. 43 is a diagram showing an example when the stop counter reaches "19000" in a special game state (for example, during a 1BB game or RB game), (a) shows a time chart, (b) and (c) shows an example of image display. Note that the first embodiment is a game feature in which a sub-bonus (AT) can be executed on the premise that 1BB is inside (not winning 1BB). On the other hand, in the example shown in Fig. 43, for example, when 1BB or RB (accessory object) is won during a game and the stop counter reaches "19000" when the special game state is in progress (during 1BB game or RB game). An example is shown below. In (a) of the figure, at the time when the special gaming state is started, the stoppage counter is less than "18900", the temporary complete function flag is off, and the complete function activation flag is off. First, when the stop counter reaches "18900", the sub-control board 80 displays an image foretelling the completion function operation. (b) in the figure shows the image at this time. On the game screen in the special game state, a preview image of the completion function activation is displayed superimposed on a part of the area. Next, when the stoppage counter reaches "19000" in the special game state, the temporary complete function flag is turned on. However, since it is a special game state, the complete function activation flag remains off. Furthermore, based on the complete function provisional flag being turned on, the sub-control board 80 displays an image indicating that the complete function is on standby (the complete function will be activated after the special game state ends). . (c) in the figure shows the image at this time. Therefore, based on the stop counter reaching "19000", the image display changes from the image display in (b) in the figure to the image display in (c) in the figure. With this configuration, it is possible to notify the player that the stop counter has reached "19000" during the special gaming state (no more games can be played on that day), so the end of the special gaming state Troubles between pachinko parlor staff and players can be prevented when the gaming machine 10 is later stopped.

[0202] When the special game state ends, the complete function activation flag turns on (the temporary complete function flag turns off). As a result, the image shown in FIG. 41(c) is switched to the image shown in FIG. 41 or FIG. 42(a), for example. In addition, once the stop-stop counter reaches "19000" in the special game state, the count of the stop-stop counter ends, but if the number of acquired medals decreases after that (for example, after the stop-stop counter reaches "19000") , assuming that the subsequent counting continues without ending, even if the count value becomes less than "19000" at the end of the special gaming state), the complete function provisional flag will be set at the end of the special gaming state. remains on, and the complete function activation flag turns on. Note that in the example of FIG. 38, when the temporary complete function flag is on ("Yes" in step S541), the abort counter is not updated because step S544 is not passed. Therefore, in this case, even if the number of acquired medals decreases in the subsequent special game state, the stop counter does not change. However, the present invention is not limited to this, and the abort counter may be updated even after the temporary complete function flag is turned on. In this case, even if the stop counter is less than "19000" at the end of the special gaming state, if the complete function provisional flag is once turned on during the special gaming state, the special gaming state will end. At the end, the complete function activation flag is turned on and the game machine 10 is discontinued.

[0203] In addition, in FIG. 43, after the stop counter reaches "19000", the power is turned off before the special gaming state ends, and then when the power is turned on and the special gaming state ends, the special gaming state ends. Sometimes the complete function is activated. When the stop counter reaches "19000" during the special game state, the complete function activation flag does not turn on, but the temporary complete function flag turns on. The stop counter is cleared by turning on / off the power, but the temporary complete function flag is not cleared by turning on / off the power. Therefore, after the power is turned on and before the end of the special game state, the temporary complete function flag is on and the complete function activation flag is off. When the special gaming state ends, the temporary complete function flag is turned off, the complete function activation flag is turned on, and the complete function is activated. With this configuration, a situation where the game machine 10 is not stopped after the stoppage counter reaches "19000" (for example, the stoppage counter reaches "19000" during a special gaming state) Even if a power outage or the like occurs in the situation (the situation reached) and the power is then turned on and the discontinuation counter is cleared, the game machine 10 can be discontinued based on the temporary complete function flag and the complete function activation flag. , it is possible to prevent the player's gambling desire from being significantly aroused.

[0204] Figure 44 shows a state in which the complete function is activated (advance notification) (for example, the state shown in Figure 43(b)), and a game in which the complete function is activated after payout (a game in which the stop counter reaches "19000"). (The same applies hereinafter.) is a time chart showing an example in which a power outage occurs and the payout process ends before the start of the power outage process. First, it is assumed that the stop switch 42 is operated, the last stop switch 42 is released, and the payout process is performed in a state where the completion function is predicted to be activated. It is assumed that the power is cut off immediately before the end of the payout process, and the payout process ends before the power cutoff process starts. When the dispensing process is completed, the stoppage counter is updated, and as a result of the stoppage counter reaching "19000", the complete function activation state is shifted to the complete function activation state. Although the power is cut off at about the moment when the notification state is switched to the operating state, the operating state is reached before the power-off processing starts. Therefore, the complete function activation flag is turned on before the power-off process starts. After the power-off process is completed, the power is turned off. Next, when the power is turned on, a power-on process is executed. When the power-on process is completed, the complete function operation state is restored. As described above, when the power is turned on / off, the stop counter is cleared, but the complete function activation flag is not cleared. Therefore, the value of the complete function activation flag is read during the power-on process, and when the complete function activation flag is on, the complete function activation state is entered.

[0205] FIG. 45 is a time chart illustrating an example in which a power cut occurs in the middle of the payout process and the power cutoff process starts in a game in which the complete function is activated in a advance notice state and the complete function is activated after payout. FIG. 45 illustrates example 1 in (a) and example 2 in (b), but first, example 1 in (a) will be explained. It is assumed that the stop switch 42 is operated in the advance notice state of the complete function activation, the last stop switch 42 is released, and the payout process is performed. It is assumed that the power is cut off during the payout process, and the power cutoff process is started before the payout process is finished (before all the medals are paid out). Therefore, when the power-off process is completed and the power is turned off, the abort counter has not reached "19000". For this reason, the power is turned off while the complete function is still in the warning state. In other words, the complete function activation flag is off when the power is turned off. In addition, when the power is turned off, the partial payout process and the notification state of the completion function activation are backed up.

[0206] Next, when the power is turned on, a power-on process is executed. When the power-on process is completed, the payout process continues based on the backup data. Also, based on the backup data at the time of power outage, the system returns to the state where the complete function is activated. When the payout process is completed, the stoppage counter is updated, but the stoppage counter is cleared by turning off the power. Therefore, even if the subsequent payout process is executed after the power is turned on and the stoppage counter is updated, the stoppage counter does not reach "19000". Furthermore, the value of the stop counter has not reached the value (for example, "18900" in the example of FIG. 40) for entering the complete function activation notice state. Therefore, after the dispensing process is completed, the complete function operation is not notified but the normal state is entered. Furthermore, example 2 shown in (b) in the figure is an example in which the advance notice state of complete function activation is not backed up when the power is turned off. Therefore, after the power is turned on, the complete function activation warning state is not restored. Therefore, when the power-on process is completed, the normal state is established. Note that FIG. 45 shows a state in which the complete function is activated, and this applies even if the complete function does not operate after payout (the stop counter does not reach "19000"). Further, in example 2 shown in (b) in the figure, the advance notice state of complete function activation is backed up when the power is cut off, but it may be configured such that the advance notice state of complete function operation is cleared in the process when the power is restored. Processing in this manner also applies to FIG. 46(b), FIG. 47(b), and FIG. 48(b), which will be described later.

[0207] Figure 46 shows a state in which the complete function is activated, and in a game where the complete function is activated after a payout, if the power is cut off before you release your hand from the last stop switch and the payout process is completed halfway. 3 is a time chart illustrating an example in which a power-off process is executed. FIG. 46 illustrates example 1 in (a) and example 2 in (b), but first, example 1 in (a) will be explained. It is assumed that the stop switch 42 is operated in the advance notice state of the complete function activation, the last stop switch 42 is released, and the payout process is performed. Here, it is assumed that the power is cut off before the last stop switch 42 is released. Further, it is assumed that the power-off process starts before all payout processes are completed (before all medals are paid out). Therefore, at the time when the power-off process is completed and the power is turned off, the stop counter has not reached "19000". For this reason, the power is turned off while the complete function is still in the warning state. In addition, when the power is turned off, the partial payout process and the notification state of the completion function activation are backed up.

[0208] Next, when the power is turned on and a power-on process is executed, the payout process is continued based on the backup data. Also, based on the backup data at the time of power outage, the system returns to the state where the complete function is activated. When the payout process is completed, the stoppage counter is updated, but the stoppage counter is cleared by turning off the power. Therefore, even if the subsequent payout process is executed after the power is turned on and the stoppage counter is updated, the stoppage counter does not reach "19000". Furthermore, the value of the stop counter has not reached the value required to enter the completion function activation warning state. Therefore, after the dispensing process is completed, the complete function operation is not notified but the normal state is entered. Furthermore, example 2 shown in (b) in the figure is an example in which the advance notice state of complete function activation is not backed up when the power is turned off. Therefore, after the power is turned on, the complete function activation warning state is not restored. Therefore, when the power-on process is completed, the normal state is established. Note that FIG. 46 shows a state in which the complete function is activated, and this applies even if the complete function does not operate after payout (the stop counter does not reach "19000"). Furthermore, when comparing the example in FIG. 45 and the example in FIG. 46, the results are the same. In the example of FIG. 45, the power is turned off after the last stop switch 42 is released, and in the example of FIG. 46, the last stop switch is removed after the power is turned off. In both cases, the power-off process is completed in the middle of the payout process. As a result, after the power is turned on, the dispensing process continues, and if the complete function activation notice state is backed up, it returns to the complete function activation notice state, but since the stop counter has been cleared, , after which it becomes normal. Note that the following two methods can be used to update the stop counter when the power is turned on / off. The first method is to update the stop counter based on the number of payouts and the number of bets in the game. The second method is to update the stop counter based on the number of coins paid out after the power is turned on. For example, in a game where 3 coins are bet and 10 coins are paid out, the power-off process is completed when 5 out of 10 coins are paid out, and then the power is turned on and the remaining payouts are made. , When the first method is adopted, after the power is turned on, the stop counter is updated by 7 sheets as the difference. As a result, even if the power is turned on or off during the payout process, the same difference number can be updated as when the power was not turned on or off, simplifying the process. . However, the value of the stop counter updated after the power is turned on may not match the number of coins paid out after the power is turned on. Furthermore, when the second method is adopted, the stop counter is updated by the amount of five coins paid out after the power is turned on. As a result, the value of the stop counter updated after the power is turned on matches the number of coins paid out after the power is turned on, which confuses players when a notice of the completion function activation is given after the power is turned on. Never.

[0209] Figure 47 shows a state in which the complete function is activated, and in a game where the complete function is activated after a payout, if you remove your hand from the last stop switch immediately before starting the power-off process (T1) or after the power-off process (T2). It is a time chart showing an example of separation. If you release your hand from the last stop switch just before the start of power-off processing (T1), or if you release your hand from the last stop switch between the end of power-off processing and before power-on (T2). Either way, the result will be the same. FIG. 46 illustrates example 1 in (a) and example 2 in (b), but first, example 1 in (a) will be explained. It is assumed that after the stop switch 42 is operated in the advance notice state of the complete function activation, the last stop switch 42 is released immediately before the start of the power-off process (T1) or after the power-off process (T2). When the last stop switch 42 is released, the payout process is executed, but the last stop switch 42 must be released immediately before the start of the power-off process (T1) or after the power-off process (T2). Since then, the power-off process has ended before the payout process starts. Therefore, at the time when the power-off process is completed and the power is turned off, the stop counter has not reached "19000". For this reason, the power is turned off while the complete function is still in the warning state. In addition, when the power is turned off, the fact that a prize has been won and the notification state of the complete function operation are backed up.

[0210] Next, when the power is turned on and a power-on process is executed, a payout process is executed based on the backup data. Also, based on the backup data at the time of power outage, the system returns to the state where the complete function is activated. When the payout process is completed, the stoppage counter is updated, but the stoppage counter is cleared by turning off the power. Therefore, even if the payout process is executed after the power is turned on and the stop counter is updated, the stop counter does not reach "19000". Furthermore, the value of the stop counter has not reached the value required to enter the completion function activation warning state. Therefore, after the dispensing process is completed, the complete function operation is not notified but the normal state is entered. Furthermore, example 2 shown in (b) in the figure is an example in which the advance notice state of complete function activation is not backed up when the power is turned off. Therefore, after the power is turned on, the complete function activation warning state is not restored. Therefore, when the power-on process is completed, the normal state is established.

[0211] FIG. 48 is a time chart illustrating an example in which the completion function is in a notice state and the last stop switch is released after the power is turned on after the power is turned off. Even if the last stop switch 42 is released after the power is turned off after the power is turned off, the result is the same as the example shown in FIG. 47 described above. Specifically, as in (a) Example 1, if the notification state of the complete function activation is backed up when the power is turned off, the complete function is executed based on the backup data after the power is turned on and before the end of the payout process. Returns with advance notice of function activation. Then, after the payout process is completed, the state shifts to the normal state. On the other hand, as in (b) Example 2, if the advance notice state of complete function activation is not backed up when the power is turned off, the normal state will be established after the power is turned on.

[0212] FIG. 49 is a time chart illustrating an example of a case where a power outage occurs in a state in which a notice of completion function activation is made during a sub-bonus. In this example, it is assumed that there is no payout process before or after the power is turned off. In the sub-bonus, the complete function is activated, so the remaining number of sheets until the complete function activates is displayed as an image. For example, the image display is as shown in FIG. 43(b). Additionally, the number of coins acquired during the sub-bonus is displayed as an image. When the power is turned on after a power cut occurs while the remaining number of coins until the completion function is activated and the number of acquired sub-bonuses are displayed as images, a power-on process is executed. When the power-on process is completed, the stop counter is cleared, so the value of the stop counter does not reach the value required to enter the complete function activation notice state. This prevents the complete function from being activated. Therefore, after the power is turned on, the remaining number of sheets until the complete function is activated is not displayed as an image. On the other hand, when the power-on process is completed, the number of acquired sub-bonuses is displayed as an image based on the backup data. As described above, before the power is turned off, the number of coins remaining until the complete function is activated and the number of coins acquired in the sub-bonus are displayed as images, but after the power is turned on, the number of coins acquired in the sub-bonus is displayed as an image.

[0213] Figure 50 shows a case where an advance notice of the complete function activation is announced, and when the complete function is activated after the payout process and the complete function activation is notified, a hopper empty error occurs during automatic payment after the payout process. It is a figure which shows an example. (a) shows a time chart, and (b) to (d) show image display contents. In (a) of the figure, when the payout process is completed in a situation where a notice of activation of the complete function is being notified, the stop counter reaches "19000" and the complete function activation flag is turned on. This notifies the user that the complete function has been activated. In (b) of the figure, "Complete function in operation, please call the attendant" is an example of notifying the operation of the complete function. Also, in this example, like the example in FIG. 41(b), it is assumed that the payment is automatically settled when the complete function is activated. Therefore, when the activation of the complete function is notified, automatic payment is started. (b) in the figure is an example of notifying the operation of the complete function and notifying that automatic payment is in progress.

[0214] Next, if a hopper empty error occurs during automatic payment, the hopper empty error is notified. (c) in the figure is an example in which the operation of the complete function is notified and the occurrence of a hopper empty error is notified. Then, when the hopper empty error is resolved and automatic payment is completed, only the activation of the complete function is notified, as shown in (d) in the figure. In the case of (c) in the figure, if priority is given to the occurrence of the hopper empty error, the notification of the hopper empty error may be displayed larger than the notification of the complete function activation. Alternatively, if priority is given to notification of complete function activation, the notification of complete function activation may be displayed larger than the notification of hopper empty error.

[0215] FIG. 51 is an example of notifying the complete function activation after automatic payment in a case where a notice of the complete function activation is notified and the complete function is activated after the payout process. Furthermore, it is a diagram showing an example in which a hopper empty error occurs during the automatic payment. (a) shows a time chart, and (b) to (d) show image display contents. The difference between FIG. 51 and FIG. 50 is that the complete function operation is not notified during automatic payment after payout processing, but the complete function activation is notified after automatic payment. In (a) of the figure, when the payout process is completed in a situation where a notice of activation of the complete function is being notified, the stop counter reaches "19000" and the complete function activation flag is turned on. Next, before notifying the activity of the complete function, automatic payment processing is executed, so that a message indicating that automatic payment is in progress is displayed. (b) in the figure shows the state at this time.

[0216] Note that in the example of FIG. 37, when it is determined in step S533 that the complete function activation flag is on, the process advances to step S534, and the activation of the complete function is notified. Next, the process proceeded to step S535 to execute automatic payment processing. Therefore, an example of this flowchart is that of FIG. On the other hand, in the case of processing as shown in FIG. 51, if it is determined in step S533 in FIG. 37 that the complete function activation flag is on, the process proceeds to step S535 and automatic payment processing is executed. Then, after the automatic payment process, the process advances to step S534 to notify the operation of the complete function. If a hopper empty error occurs during automatic checkout, the display switches from "Automatic checkout in progress" to "Hopper empty error" as shown in (c) in the figure. Then, when the hopper empty error is resolved and automatic payment is completed, a complete function operation is notified as shown in (d) in the figure. With this configuration, the operation of the complete function is not notified when the automatic settlement is not completed, so it is possible to prevent the player from quitting the game and losing money when the automatic settlement is not completed. Can be done.

[0217] Further, in the example of FIG. 51, when the payout process is completed, the stop counter reaches "19000", and at that point, the complete function activation flag is turned on, and the complete function is activated. However, the operation of the complete function is not notified during automatic payment, which is performed after the payout process. Here, if the power is turned off during the hopper empty error during automatic payment, and then the power is turned on and the hopper empty error is cleared, a notification that automatic payment is in progress will be notified before the automatic payment process is completed (complete). Activation of the function is not announced), but when the automatic payment process is completed, the activation of the complete function is notified. As a result, even if a hopper empty error occurs during automatic payment when the complete function is activated, and the power is cut off while the hopper empty error occurs, the complete function activation flag will be reset after the hopper empty error is cleared. Since it is possible to stop the gaming machine 10 based on the complete function provisional flag, it is possible to prevent the player's gambling desire from being significantly agitated.

[0218] Next, a description will be given of the power recovery process in the sub-control board 80 in the first embodiment. In the first embodiment, the return screen from power off is changed depending on whether the gaming state before power off was a gaming state advantageous to the player or not. Here, "gaming conditions advantageous to the player" are not limited to the sub-bonus (AT), but also include the so-called chance zone (CZ) during the main sign of the sub-bonus (AT) and the high expectation of winning the AT. It's okay. The case of this sign includes both the case where the winning of the sub-bonus (AT) is notified to the player and the case where the winning of the sub-bonus (AT) is not notified. However, the "gaming state advantageous to the player" does not include a mere advantageous section (when AT is not won). Although different from the specifications of the first embodiment, in the case of a specification in which a won special combination is won and a special game is executed (transition to a special gaming state), a "gaming state advantageous to the player" is defined as a special It is not limited to the gaming state, but may also include the internal state where the winning of the special role is carried over. Furthermore, the internal case includes both the case where the winning of the special prize has been announced and the case where it has not been announced.

[0219] In this embodiment, if the state was not advantageous to the player before the power was cut off, a game standby screen (normal return screen) is displayed after the power is restored from the power cut. On the other hand, if the player was in an advantageous state before the power was cut off, a predetermined return screen is displayed. With this, for example, when a hall clerk turns on the gaming machine 10, he or she can judge whether or not the previous day's hall hours ended in an advantageous state for the players (when the power was turned off). Therefore, it is possible to appropriately select whether to change the settings and start business in a normal state, or to start business in a state advantageous to players without changing settings. Further, when the complete function activation screen is displayed before the power is turned off, the game state is almost always advantageous to the player before the power is turned off. However, if the player is in an advantageous gaming state and the complete function activation screen is being displayed before the power is turned off, after the power is restored, the complete function will be activated with priority over the predetermined return screen. Display the screen. This allows the hall clerk to be informed that the game cannot be played unless the settings are changed.

[0220] The main control board 50 transmits information such as the current gaming state, winning of the sub bonus (AT), winning of the special role, etc. to the sub control board 80. Based on this information, the sub-control board 80 determines whether the current gaming state is advantageous to the player. For example, a flag is provided that is turned on when the game is in an advantageous state for the player (including during the above-mentioned main sign or inside), and it is stored whether or not the game is in an advantageous state for the player. Further, if a predetermined error (such as a selector error or a door opening error) occurs while displaying the predetermined return screen, the predetermined return screen is replaced with an error screen in order to give priority to notification of the predetermined error. However, the fact that a predetermined error has occurred may be displayed on a part of the predetermined return screen. Alternatively, it may be displayed on a part of the error screen that a predetermined return screen is being displayed. In other words, when displaying that a predetermined error has occurred while displaying a predetermined return screen, both the predetermined return screen and the error screen may be displayed in a distinguishable manner. In addition, when the power is cut off while the reels 31 are rotating and the power is restored from the power cut, the error screen is not displayed while the reels 31 are rotating, and an error notification is made after the reels 31 have completely stopped. However, the present invention is not limited to this, and the error notification may be performed while the reels 31 are rotating.

[0221] When the complete function activation screen is displayed, it will not be cleared unless the power is turned on / off with a setting change. On the other hand, the display of the predetermined return screen ends when the game starts (when the start switch 41 is operated). However, betting operations alone are not enough. Further, when a predetermined time has elapsed after the power is turned on and the predetermined return screen is displayed, the display of the predetermined return screen is ended and the display shifts to the demonstration screen. Here, if the time from when the game standby screen is displayed to when the demonstration screen is displayed is T1, and the time from when the predetermined return screen is displayed until the time when the demonstration screen is displayed is T2, T2>T1 It is configured so that

[0222] As a result, when the power is turned on in the hall and the game returns to the predetermined return screen, the game standby screen (in the first game, this is the game screen that is displayed after a complete stop as the game progresses, (It is not a dedicated screen. Also, it is a different screen from the demonstration screen.) Since it takes longer to transition to the demonstration screen than the previous screen, it is possible to make it easier for hall staff to notice that the specified return screen is displayed. can. Note that when a predetermined time has elapsed without any operation being performed from a predetermined timing after the end of the game (such as after all reels 31 have stopped or after the payout process has ended), the display shifts to a demonstration screen. When the time from the end of the game to the transition to the demonstration screen display is T0, T0≒T1 It is. therefore, T2>T0 It is.

[0223] Furthermore, if a bet operation is performed after the display of the game standby screen or the predetermined return screen shifts to the display of the demonstration screen, the display of the demonstration screen is ended and the screen returns to the game standby screen. Then, when the start switch 41 is operated from the game standby screen, a game start screen (normal performance screen displayed at the start of the game) is displayed. Further, when a bet operation is performed while the demonstration screen is being displayed and the screen shifts to the game standby screen, the screen does not shift to the demonstration screen even if time passes thereafter.

[0224] FIG. 52 is a flowchart showing the process flow of the return screen after power-off in the sub-control board 80. First, in step S561, the sub control board 80 determines whether or not it is in the setting change mode. When the power is turned on in the setting change mode, a command indicating that the main control board 50 is in the setting change mode is sent to the sub control board 80, and based on the reception of the command, the setting change mode is activated. Determine whether or not. When it is determined that the mode is not the setting change mode, the process advances to step S562, and when it is determined that the mode is the setting change mode, the process according to this flowchart is ended. In this manner, when in the setting change mode, the mode is shifted to the setting change mode without displaying a predetermined return screen or the like (a screen specific to the setting change mode is displayed).

[0225] Proceeding from step S561 to step S562, the sub-control board 80 determines whether or not the complete function activation screen was displayed before the power was turned off. When the power is turned off, information on whether or not the complete function is being activated is also backed up. If it is determined that the complete function activation screen was not displayed before the power was turned off, the process advances to step S563, and if it is determined that it was displayed, the process according to this flowchart is ended. In step S563, the sub-control board 80 determines whether the gaming state before the power was turned off was a gaming state advantageous to the player. As described above, the sub control board 80 stores whether or not the gaming state is advantageous to the player based on the information transmitted from the main control board 50. Then, when the power is turned off, this information is backed up, and when the power is turned on, the information is read and the game state before the power is turned off is determined. When it is determined that the gaming state before the power is turned off is advantageous to the player, the process proceeds to step S564, and when it is determined that the gaming state is not advantageous to the player, the process proceeds to step S572.

[0226] When proceeding to step S564, that is, when the complete function activation screen is not displayed before the power is turned off, and when the state before the power is turned off is advantageous to the player, the sub control board 80 displays the predetermined return screen. indicate. Then, the process advances to step S565. In step S565, the sub-control board 80 determines whether or not medals have been bet. When it is determined that a medal has been bet, the process proceeds to step S576, and when it is determined that a medal has not been bet, the process proceeds to step S566. In step S566, the sub-control board 80 determines whether time T2 has elapsed since the start of displaying the predetermined return screen. When it is determined that time T2 has elapsed, the process advances to step S567, and when it is determined that time T2 has not elapsed, the process returns to step S565. Proceeding to step S567, the sub-control board 80 ends displaying the predetermined return screen and starts displaying the demonstration screen. Next, the process advances to step S568, and the sub-control board 80 determines whether or not medals have been bet. When it is determined that a medal has been bet, the process advances to step S569. That is, the demonstration screen continues until medals are bet. When determining that medals have been bet and proceeding to step S569, the sub-control board 80 displays a game standby screen.

[0227] After displaying the game standby screen in step S569, the process proceeds to step S570, and the sub control board 80 determines whether the start switch 41 has been operated. In other words, in step S570, it is determined whether the game has started. When it is determined that the start switch 41 has been operated, the process advances to step S571 and a game start screen is displayed. Then, the process according to this flowchart ends. On the other hand, after displaying a predetermined return screen in step S564, it is determined in step S565 that a medal has been bet, and when the process proceeds to step S576, the sub control board 80 determines whether or not the start switch 41 has been operated. Note that at the stage of step S576, a predetermined return screen is displayed. When it is determined in step S576 that the start switch 41 has been operated, the process advances to step S571 and a game start screen is displayed. On the other hand, if it is determined in step S576 that the start switch 41 is not operated, the process advances to step S577. In step S577, the sub-control board 80 determines whether time T2 has elapsed since the start of displaying the predetermined return screen. When it is determined that time T2 has elapsed, the process advances to step S578, and when it is determined that time T2 has not elapsed, the process returns to step S576. Proceeding to step S578, the sub-control board 80 ends displaying the predetermined return screen and starts displaying the demonstration screen. Next, the process advances to step S579, and the sub-control board 80 determines whether the start switch 41 has been operated. When it is determined that the start switch 41 has been operated, the process advances to step S571 and a game start screen is displayed.

[0228] On the other hand, in step S563, it is determined that the gaming state before the power is turned off is not advantageous to the player, and when the process proceeds to step S572, the sub-control board 80 displays a gaming standby screen. Next, the process proceeds to step S573, and the sub-control board 80 determines whether or not medals have been bet. When it is determined that a medal has been bet, the process advances to step S575. Furthermore, when it is determined that no medals have been bet, the process proceeds to step S574. In step S574, the sub control board 80 determines whether or not time T1 has elapsed since the start of display of the game standby screen. As described above, "time T1<time T2". When it is determined that the time T1 has not elapsed, the process returns to step S573 and the game standby screen is maintained. On the other hand, when it is determined that the time T1 has elapsed, the process advances to step S567 and a demonstration screen is displayed. Furthermore, when it is determined in step S573 that a medal has been bet and the process proceeds to step S575, the sub-control board 80 determines whether or not the start switch 41 has been operated. When it is determined that the start switch 41 has been operated, the process advances to step S571 and a game start screen is displayed. Note that after displaying the predetermined return screen in step S564, if it is determined in step S565 that there is a bet before it is determined in step S566 that time T2 has elapsed, the process moves to step S579 (instead of step S576). It's okay. In other words, after the bet, the demonstration screen may not be displayed even after the time T2 has elapsed, and the predetermined return screen may be kept displayed until the start switch 41 is operated. Alternatively, after displaying the predetermined return screen in step S564, the display of the predetermined return screen may be maintained until a bet is placed and the start switch 41 is operated. In other words, after step S564, the process may proceed to step S570, and the display of the predetermined return screen may be maintained until (a bet is placed and) the start switch 41 is operated in step S570.

[0229] Although the first embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and various modifications such as those described below are possible. (1) In the above embodiment, when winning the sub-bonus, the sub-bonus is started after a predetermined number of precursor games and pseudo-games ("red 7" matching game). However, the present invention is not limited to this, and a pseudo game may be executed in the next game of the game in which the sub-bonus has been won, and the game may be transferred to the sub-bonus. (2) In the above embodiment, the game in which the winning number "2" (Replay B) is won is the sub-bonus winning game, and the game is made to match "Red 7" by pressing backwards. However, for example, even if the winning number is "1" (Replay A), since the winning combination includes Replay 04, it may be possible to display "Red 7" matching (Replay 04) by pressing the reverse button. In addition, since the winning number "1" is won at approximately "1 / 7.3", if you win the sub-bonus and then win the winning number "1", you will be able to reverse push and aim for "red 7". is output, and when a set of "Red 7" is displayed, you may move to the sub-bonus from the next game. (3) In the above embodiment, the end condition for the advantageous section is that the difference in the advantageous section exceeds "2400." For example, when the number of games in the advantageous section reaches a predetermined number, the advantageous section ends. may be terminated. Examples of the "predetermined number of times" include "3000" games or "4000" games. In this case, if either the number of differences in the advantageous section exceeds "2400" or the number of games played in the advantageous section reaches a predetermined number of times, the advantageous section ends. In addition, in addition to the number of differences in the advantageous section exceeding "2400" or the number of games played in the advantageous section reaching the predetermined number of times, the end conditions of any advantageous section (for example, after AT ends, The advantageous section may be configured to end when a condition (such as when more than a predetermined number of game media are acquired in AT) is satisfied.

[0230] (4) When the complete function is activated, it has a specification that automatically settles the credit. Here, for example, if a bet operation is performed at the moment the game is finished and the complete function is activated thereafter, there is a risk that the bet number will remain in the gaming machine. Therefore, in automatic settlement when the complete function is activated, both the number of credits and the number of bets may be calculated. (5) The preview (advance notification) image of the activation of the complete function may be displayed all the time during the game, but it may also be displayed, for example, when the number of remaining coins is reached. For example, when the stop counter reaches "18500," "18600," "18700," "18800," and "18900," a notice (advance notice) corresponding to each number of sheets may be given. . In addition, in order to ensure that players are thoroughly informed, specific notification methods include, for example, flashing the production lamp 21, playing a notification sound such as "Picone" once or a predetermined number of times, and further announcing "Complete Function". For example, the speaker 22 may output a voice such as "There are only ○○○ sheets left until operation."

[0231] (6) Similar to the above notice, the notification of the activation of the complete function is not limited to the image display, but also the notification sound such as "picone", or "The complete function has activated" or "The complete function has activated." .The game is over for today.'' etc. may be output from the speaker 22. Further, the effect lamp 21 may be caused to emit light in a pattern corresponding to the activation of the complete function. Furthermore, notification of complete function activation can be executed not only on the sub-control board 80 side but also on the main control board 50 side. Specifically, the fact that the complete function is activated may be notified by displaying, for example, "Ed" on the acquisition number display LED 78 or the credit number display LED 76 after automatic payment. (7) After the start of the notification, the notification of the complete function activation may be continued until the gaming machine 10 is powered off, or may be performed for a certain period of time. When executing for a certain period of time, it is preferable to continue for 10 seconds or more to ensure that the player is informed. (8) It is preferable that the preview image of the complete function activation be displayed immediately when all reels 31 have stopped, the payout process has finished, and the stop counter has reached a predetermined value (for example, "18900"). . For example, when displaying after the payout process is finished, the display may be performed in a shorter time than the time it takes to count up one medal after the payout process is finished. On the other hand, when all the reels 31 have stopped, the number of coins to be paid out has been determined, and it has been determined that the stop counter has reached a predetermined value, the display may be started before the end of the payout process.

[0232] (9) When displaying a preview image of the activation of the complete function, display the image on the first layer, but if, for example, the push order navigation is displayed, the complete function should be displayed so as not to interfere with the display of the push order navigation. Display a preview image of the function activation. Furthermore, when displaying a preview image of the activation of the complete function during the sub-bonus (AT), it should not interfere with the display of game information such as the number of remaining games and the number of acquired coins. (10) When the replay is displayed as stopped in a game where the stop counter reaches "19000", the first thing to do is not to execute the automatic bet process. Alternatively, secondly, the automatic bet itself is executed, but the operation of the start switch 41 is disabled, for example, before the automatic bet process is completed, so that a replay game is not possible. (11) When the complete function provisional flag is turned on in the special game state, the complete function is activated regardless of the value of the stop counter at the end of the special game state, and in the case of specifications that have an automatic settlement function. Execute automatic payment. For example, in the case of a special game state in which the winning combination lottery result may result in non-winning of the winning combination, after the complete function provisional flag is turned on, the stoppage counter value may decrease. However, once the complete function provisional flag is turned on in the special gaming state, the complete function will be activated even if the number of coins is less than the notification of the completion function activation at the end of the special gaming state. .

[0233] (12) As shown in Figure 50(b), when an error (hopper empty error in this example) occurs during the operation of the complete function, an image notifying the operation of the complete function and an image showing the error that has occurred are displayed. are displayed at the same time, but the present invention is not limited to this. Priority may be given to the error image, and the image notifying the complete function operation may not be visible while an error occurs. (13) In advance of the activation of the complete function and notification of the activation of the complete function, in the case of a gaming machine equipped with the image display device 23, an image is displayed, and furthermore, the speaker 22 is used to notify the player with audio. On the other hand, in the case of a gaming machine that does not include the image display device 23, the speaker 22 is used to give an audio notice of the complete function activation or to notify the complete function activation. Furthermore, in conjunction with these, these notifications may be made by causing the effect lamp 21 (frame lamp, etc.) to emit light in a specific pattern. In addition, for game machines that are not equipped with the image display device 23, regarding the activation notice of the complete function, a) As a first example, the number of coins to be paid out is displayed on the payout number display (in the example of FIG. 1, the obtained number display LED 78) during the operation notice, and the number of coins to be paid out is not displayed during the operation notice. b) A second example is to provide a dedicated lamp to notify the activation of the complete function. (14) If the winning combination has a payout when starting the special gaming state, and the stop counter reaches "19000" or more at the start of the special gaming state, when the winning combination or the special gaming state From the start of the special game state to the end of the special game state, notification may be given to the effect that the complete function will be activated. In addition, if you start a special game state in a situation where it is highly likely that the stop counter will be 19000 or more at the end of the special game state, a message such as "The complete function will be activated when the special game state ends" will be displayed. For example, the notification may be made at the time of winning a special winning combination or at the start of a special game state. Specifically, in a gaming machine that is capable of executing a special game in which a payout of 150 coins is expected, if the special game is started in a situation where the complete function is activated with 100 coins remaining, the special game cannot be started. At times, notifications such as ``the complete function will be activated when the special game ends'' are executed.

[0234] (15) When the player is in an advantageous gaming state but is not in AT mode, and an image indicating that the order of presses is not recommended due to irregular presses is displayed (for example, Fig. 94(c)), or when the specified In the event that the power is cut off while the game is being played with 2 cards when the number of cards is 3 and this is displayed, when the power is restored from the power cut, priority is given to the display of the specified recovery screen. Then, an image indicating that the push order is not recommended or an image indicating that the game was played with two cards may be displayed. As a result, even if a power outage occurs during a game in which an irregular press is performed, an appropriate game method can be communicated to the player. On the other hand, contrary to the above, priority may be given to displaying a predetermined recovery screen when recovering from power-off. By prioritizing the display of the predetermined return screen, it is possible to hide the fact that the player has made an irregular press, which may be disadvantageous to the player, and thus it is possible to prevent the player's desire to play from decreasing. (16) In the final game of the sub-bonus (AT), when the power is cut off while at least one reel 31 is rotating, and the power is restored from the power cut, both the prescribed return screen and the addictive prevention screen can be identified after the power is completely stopped. may be displayed. (17) When the power is turned off in a gaming state that is not advantageous to the player, and when the power is restored, the game standby screen is returned in the above example, but the demonstration screen is displayed after the power is turned off. You may.

[0235] (18) If the power is cut off in a gaming state that is advantageous to the player, the power is restored from the power cut and a predetermined return screen is displayed, and the power is cut off again while the predetermined return screen is being displayed, the following controls are performed. Can be mentioned. a) Display the predetermined return screen again for time T2. b) When the total of the display time of the first predetermined return screen and the display time of the second predetermined return screen reaches time T2, the display of the predetermined return screen is ended. c) When the device recovers from another power failure, the demonstration screen is displayed instead of the specified recovery screen. (19) In the above example, the display of the predetermined return screen is ended by operating the start switch 41 until time T2 has elapsed, but the display is not limited to this. You may migrate. (20) During the sub-bonus (AT), the power is cut off while the push order navigation is being displayed (while all reels 31 are rotating), and when the power is restored from the power cut off, the push order navigation is displayed together with a predetermined return screen.

[0236] (21) When the power is turned off while the complete function activation screen is being displayed, and the power is restored from the power failure, it is preferable that the complete function activation screen is displayed in priority to the predetermined recovery screen. Therefore, in this case, the predetermined return screen may not be displayed. However, the complete function activation screen and the predetermined return screen may be displayed simultaneously. (22) In the process shown in FIG. 159, when there is a bet, the payment promotion performance is output without shifting to the blessing performance. However, the present invention is not limited to this, and the presence or absence of a bet may be determined after performing a blessing performance, and if there is a bet, a payment promotion performance may be output while outputting a blessing performance. (23) In the above embodiment, the sub-bonus is exemplified as a set of "Red 7", but multiple types of sub-bonuses may be provided. For example, the first sub-bonus is started by matching "Red 7" - "Red 7" - "Red 7", and the second sub-bonus is started by matching "Red 7" - "Red 7" - "Black BAR". may be provided. Furthermore, in the case where multiple types of sub-bonuses are provided, the number of winning coins may be made different for each sub-bonus. For example, the first sub-bonus may end with a payout of approximately "300" coins (AT "50" game), and the second sub-bonus may end with a payout of approximately "90" coins (AT "15" game). Can be mentioned.

[0237] <Second embodiment> The second embodiment includes a power switch 11, a door switch 17, a setting key insertion slot 151, a setting key switch 152, and a setting change (reset) switch 153. Note that each of these configurations is illustrated in FIG. 112 (fifth embodiment), which will be described later. Further, the door switch 17, the setting key switch 152, and the setting change (reset) switch 153 are electrically connected to the main control board 50 via the input port 51.

[0238] The power switch 11 is a switch operated to turn on / off the power. In the following description, turning on the power switch 11 is sometimes referred to as "turning on the power," "turning on the power," or "resuming the supply of power." Furthermore, turning off the power switch 11 is sometimes referred to as "turning off the power" or "cutting off the power supply."

[0239] The door switch 17 is a switch that detects opening of the front door 12 (see FIG. 111 (fifth embodiment) described later), and is attached to the cabinet 13 or the front door 12. The front door 12 is normally closed, but is opened, for example, when power is turned on, when settings are changed, when settings are confirmed, when an error occurs, when medals are replenished, etc.

[0240] When the front door 12 is closed, the door switch 17 is turned off, and when the front door 12 is opened, the door switch 17 is turned on. Thereby, opening of the front door 12 can be detected. Note that by setting the door switch 17 to be turned on when the front door 12 is closed and turned off when the front door 12 is open, the front door 12 can be turned off. The opening may be detected.

[0241] The setting key switch 152 is in a setting change state in which setting values ​​can be changed (also referred to as "setting change mode" or "setting changing") or in a setting confirmation state in which setting values ​​cannot be changed but can be confirmed ("setting confirmation mode"). (Also referred to as "setting confirmation in progress"). By inserting the setting key from the setting key insertion slot 151 and rotating the setting key 90 degrees clockwise, the setting key switch 152 is turned on (also referred to as the "first mode"), and from this state, the setting key cannot be pressed. The setting key switch 152 is set to be turned off (also referred to as "second mode") by rotating it 90 degrees counterclockwise.

[0242] The setting change (reset) switch 153 is a switch that also serves as the setting change switch 153, the reset switch 153, and the RWM clear switch 153. The setting change switch 153 is a switch that is operated when changing the setting value in the setting change state. Further, the reset switch 153 is a switch that is operated to return to the state before the error occurred (cancel the error state) after removing the error that has occurred. Furthermore, the RWM clear switch 153 is a switch operated when initializing (clearing) a predetermined storage area in the RWM 53.

[0243] In the following explanation, there will be cases where it will be referred to as the “setting change (reset) switch 153,” “setting change switch 153,” “reset switch 153,” and “RWM clear switch 153.” has. Furthermore, when various switches such as the setting key switch 152 and the setting change switch (reset switch / RWM clear switch) 153 are in the on state, it is referred to as "being operated", and when in the off state, it is referred to as "being operated". In some cases, it is referred to as "not being implemented" In this embodiment, the setting change switch 153, reset switch 153, and RWM clear switch 153 are integrated, but the present invention is not limited to this, and the setting change switch 153, reset switch 153, and RWM clear switch 153 may be provided separately. It's okay.

[0244] FIG. 53 is a diagram illustrating the configurations of the main CPU 55, ROM 54, and RWM 53 in the second embodiment. A main CPU 55, RWM 53, and ROM 54 are provided on the main control board 50. Further, as shown in FIG. 53, a one-chip microprocessor (hereinafter simply referred to as a "chip") is mounted on the main control board 50, and a main CPU 55 is provided within this chip. Furthermore, the main CPU 55 has a built-in memory, and this built-in memory includes a (built-in) ROM 54 and a (built-in) RWM 53. Furthermore, the addresses of ROM54 and RWM53 are consecutive.

[0245] The storage area of ​​the ROM 54 has a used area and an outside area, and the used area and the outside area each have a control area and a data area. Here, the "use area" is a storage area in which information related to the progress of the game is stored. Further, the "control area" is a storage area in which various programs executed by the main control means 50 are stored, and is also referred to as a "program area." Furthermore, the "data area" is a storage area where information other than the program is stored, and is a storage area where data used when executing the program is stored.

[0246] Furthermore, the "outside use area" is a storage area in which information not related to the progress of the game is stored, such as a program for controlling the lighting of the management information display LED 74, which will be described later, a program used during testing, and This is a storage area where programs for preventing fraud are stored. Furthermore, the "outside of the used area" includes a control area and a data area, similar to the used area. The control area of ​​the used area may be referred to as a "first control area" or "first program area," and the control area outside the used area may be referred to as a "second control area" or "second program area." Furthermore, the program stored in the control area (first control area, first program area) of the used area is referred to as the "first program", and the program stored in the control area (second control area, second program area) outside the used area is referred to as the "first program". The program stored in the ``second program'' may also be referred to as the ``second program''.

[0247] While the program (first program) stored in the control area of ​​the used area of ​​ROM54 is being executed, reference (access) to the data stored in the data area of ​​the used area of ​​ROM54 is allowed, but the used area of ​​ROM54 is Reference to data stored in external data areas is prohibited. Similarly, while the program (second program) stored in the control area outside the used area of ​​ROM54 is being executed, reference to the data stored in the data area outside the used area of ​​ROM54 is allowed, but the Reference to data stored in the data area of ​​the used area is prohibited.

[0248] Like the ROM 54, the storage area of ​​the RWM 53 has a used area and an outside area, and the used area and the outside area each have a work area and a stack area. As shown in Figure 53, addresses "F000(H)" to "F1FF(H)" are used areas, addresses "F200(H)" to "F20F(H)" are unused areas, and addresses " F210(H)" to "F3FF(H)" are outside the usage area.

[0249] While the program (first program) stored in the control area of ​​the used area of ​​ROM54 is running, the data stored in the used area of ​​RWM53 is allowed to be referenced (accessed) and rewritten (overwritten). However, while data stored outside the RWM53's usage area is allowed to be referenced, rewriting is prohibited. Similarly, while the program (second program) stored in the control area outside the used area of ​​ROM54 is running, reference and rewriting of data stored outside the used area of ​​RWM53 is permitted. , the data in the used area of ​​RWM53 is allowed to be referenced but not rewritten. This is to prevent the processing from becoming complicated.

[0250] In addition, in order to prevent the data in the RWM53 used area from being rewritten (overwritten) due to a runaway program while a program (second program) outside the used area is being executed, the RWM53 used area is An unused area is provided between the area and the outside area. Furthermore, if an interrupt process occurs while a program (second program) outside the used area is being executed, the data in the used area of ​​RWM53 may be rewritten (overwritten) by the interrupt process. While the (second program) is running, interrupt processing is prohibited.

[0251] Further, as shown in FIG. 53, the ROM 54 has a program management area and the like as other areas in addition to the used area and the outside area. Furthermore, as shown in FIG. 53, the RWM 53 has an unused area and the like in addition to the used area and the unused area.

[0252] Furthermore, among the storage areas of the entire built-in memory, areas other than the ROM 54 and RWM 53 include a built-in register area, an unused area, and the like. Further, the built-in register area is provided with, for example, A register to L register, a transmission register, and the like.

[0253] FIG. 54 is a diagram showing addresses, label names, number of bytes, and names of data stored in the used area of ​​the RWM 53 in the second embodiment. As shown in FIG. 53, the address of the used area is set in the range of "F000(H)" to "F1FF(H)". Note that the data shown in FIG. 54 is for use in explaining the second embodiment, and the data stored in the used area of ​​the RWM 53 is not limited to these.

[0254] Address “F000(H)” is a storage area for setting value data (_NB_RANK). When the set value is "N", "N-1" is stored as the set value data. In this embodiment, the setting values ​​are "1" to "6". Therefore, any value from "0(H)" to "5(H)" is stored as the setting value data. The set value display LED 73 displays "N", which is the set value data plus "1", as the set value.

[0255] Address “F001(H)” is a 1-byte storage area where setting value display data (_NB_RANK_DSP) is stored. When the set value is "N", "N-1" is stored in address "F000(H)" as set value data (_NB_RANK). Then, "N" obtained by adding "1" to the setting value data (_NB_RANK) is stored at address "F001(H)" as setting value display data (_NB_RANK_DSP).

[0256] In this embodiment, the set values ​​are "1" to "6", and the address "F000(H)" has set value data (_NB_RANK) of "0(D)" to "5(D)". One of the values ​​is stored, and one of the values ​​from "1(D)" to "6(D)" is stored in the address "F001(H)" as the setting value display data (_NB_RANK_DSP). Then, the value of the setting value display data (_NB_RANK_DSP) is displayed on the setting value display LED 73 as a setting value.

[0257] Address “F010(H)” is a storage area for credit number data (_NB_CREDIT). The credit number data is data to be displayed on the credit number display LED 76. In this embodiment, any value from "0" to "50(D)" is stored as the credit number data. Here, in this embodiment, a value obtained by converting the number of credits into a decimal number is stored as the number of credits data. For example, when the number of credits to be displayed is "29", the value "29(H)" is stored. In other words, "00101001(B)" is stored in address "F010(H)". As a result, the lower 4 bits of D0 to D3 of address "F010(H)" are data for displaying the lower digit of the number of credits ("9" in this example), and the upper 4 bits of D4 to D7 are , is data for displaying the upper digit of the number of credits (“2” in this example). Note that in this embodiment, the upper limit of the number of credits is "50(D)", so the stored data values ​​are in the range of "0" to "50". In this embodiment, the address of the RWM 53 that stores the credit number data itself is not provided, but the credit number data is provided as display data of the credit number display LED 76.

[0258] Address “F011(H)” is a storage area for acquisition number data (_NB_PAYOUT). The acquisition number data is data to be displayed on the acquisition number display LED 78. In the acquisition number data, the lower 4 bits of D0 to D3 are data for displaying the lower digits, and the upper 4 bits of D4 to D7 are data for displaying the upper digits, similar to the credit number data described above. It is data. In this embodiment, when a small winning combination is won, the number of payouts corresponding to the winning small winning combination is displayed on the winning number display LED 78, so the payout number data corresponding to the winning small winning combination is stored as the winning number data. Specifically, when a small winning combination is won and medals are paid out, the acquisition number data is added as the medals are paid out, and the display of the acquisition number display LED 78 is updated. For example, when "1(H)" is stored as the acquisition number data, "01" is displayed on the acquisition number display LED 78.

[0259] Here, in the payout number data (_NB_PAY_MEDAL) of the address "F040(H)" which will be described later, "8(H)" is stored, for example, when an 8-card winning combination is won, and the payout number data is stored in the payout number data (_NB_PAY_MEDAL) when medals are paid out ( (including addition to credit) is decremented by "1" according to the number of payouts, as in "8" → "7" → ... → "0". On the other hand, the acquired number data stored in the address "F011(H)" is, for example, when an 8-card winning combination is won, "0" → "1" → "2" → ... → "8" ``1'' is added each time a medal is paid out. Therefore, the display on the acquired number display LED 78 also counts up as follows: "0" → "1" → "2" → ... → "8".

[0260] Further, in this embodiment, "88" is displayed on the acquisition number display LED 78 while the settings are being cha...

Claims

1. In the advantageous zone, a predetermined lottery for advantageous play that is advantageous to the player can be executed, During the normal period, a predetermined lottery for advantageous games that are advantageous to the player is not executed, The order in which the stop switches are pressed includes recommended and non-recommended orders. In comparison with the case of operating the stop switch in the recommended pressing order in a prescribed game in an advantageous zone ("prescribed game" excludes advantageous games advantageous to the player; the same applies below), in the case of operating the stop switch in a non-recommended pressing order in a prescribed game in an advantageous zone, it is possible to place the player at a disadvantage in a prescribed lottery for advantageous games advantageous to the player, When the stop switches are operated in a non-recommended pressing order in a predetermined game in the advantageous zone, a recommended image regarding the recommended pressing order of the stop switches can be displayed based on the first operation of the stop switch; When the user operates the stop switch in a non-recommended pressing order in a specific game in the normal section, a recommended image regarding the recommended pressing order of the stop switch can be displayed based on the first operation of the stop switch; The recommended image regarding the recommended pressing order of the stop switches can be displayed from the time when the display starts based on the first operation of the stop switch until a predetermined time has elapsed from a predetermined timing after all the reels have stopped, In a situation where a recommended image regarding the recommended pressing order of the stop switches is displayed until a predetermined time has elapsed, the display of the recommended image regarding the recommended pressing order of the stop switches can be terminated based on the operation of the start switch of the next game of the game in which the recommended image regarding the recommended pressing order of the stop switches was displayed. A gaming machine characterized by:

2. In the advantageous zone, a predetermined lottery for advantageous play that is advantageous to the player can be executed, During the normal period, a predetermined lottery for advantageous games that are advantageous to the player is not executed, The order in which the stop switches are pressed includes recommended and non-recommended orders. In comparison with the case where the stop switch is operated in the recommended pressing order in a prescribed game in an advantageous zone ("prescribed game" excludes advantageous games that are advantageous to the player; the same applies below), in the case where the stop switch is operated in a non-recommended pressing order in a prescribed game in an advantageous zone, it is possible to put the player at a disadvantage by not executing a prescribed lottery for advantageous games that are advantageous to the player, When the stop switches are operated in a non-recommended pressing order in a predetermined game in the advantageous zone, a recommended image regarding the recommended pressing order of the stop switches can be displayed based on the first operation of the stop switch; When the user operates the stop switch in a non-recommended pressing order in a specific game in the normal section, a recommended image regarding the recommended pressing order of the stop switch can be displayed based on the first operation of the stop switch; The recommended image regarding the recommended pressing order of the stop switches can be displayed from the time when the display starts based on the first operation of the stop switch until a predetermined time has elapsed from a predetermined timing after all the reels have stopped, In a situation where a recommended image regarding the recommended pressing order of the stop switches is displayed until a predetermined time has elapsed, the display of the recommended image regarding the recommended pressing order of the stop switches can be terminated based on the operation of the start switch of the next game of the game in which the recommended image regarding the recommended pressing order of the stop switches was displayed. A gaming machine characterized by: