Game machine

JP2024014209A5Active Publication Date: 2025-05-26SAMMY CORPORATION
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Patent Information

Application Number
JP2022116871
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-07-22
Publication Date
2025-05-26
Estimated Expiration
2042-07-22

AI Technical Summary

Technical Problem

Conventional gaming machines lack mechanisms to significantly enhance player engagement and interest, despite improvements aimed at smoother gameplay.

Method used

The gaming machine incorporates a notification system for benefit-granting operation information, with an advantageous section where notifications are provided, and the probability of receiving benefits is increased if certain conditions are met, along with a notification game that informs players of potential rewards for a predetermined number of games.

Benefits of technology

This configuration enhances player engagement by providing unexpected rewards and increasing the excitement and interest in gameplay, making the gaming experience more dynamic and appealing.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine that can increase the interest of a game.SOLUTION: A game machine includes reels, a stop switch, and notification means for notifying a player of privilege imparting operation information indicating information regarding the operation of the stop switch to obtain a game result for which a privilege is to be imparted. The game machine also includes a normal section in which notification of the privilege imparting operation information is not performed by the notification means and an advantageous section in which notification of the privilege imparting operation information can be performed by the notification means. The advantageous section ends when a privilege imparted during the advantageous section exceeds a predetermined amount. In the advantageous section, it is possible to execute a notification game in which the notification means notifies a player of the privilege imparting operation information for a predetermined number of games. When it is determined that the privilege imparted during the advantageous section exceeds a predetermined amount with the remaining number of games of the notification game, the probability that the notification means notifies a player of the privilege imparting operation information is increased.SELECTED DRAWING: Figure 151
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Description

[Technical field]

[0001] The present invention relates to gaming machines such as slot machines and pachinko machines. [Background technology]

[0002] Conventionally, gaming machines include slot machines (reel type gaming machines), pachinko gaming machines, arrange ball gaming machines, jankyu gaming machines, and the like. Among these types of gaming machines, for example, there is a slot machine as shown in Patent Document 1. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2017-144015 A Summary of the Invention [Problem to be solved by the invention]

[0004] In conventional gaming machines, various efforts have been made to improve the gameplay and to make the game more entertaining, and to allow the player to play the game smoothly, but there is still room for further improvement.

[0005] An object of the present invention is to provide a gaming machine that can enhance the enjoyment of gaming. [Means for solving the problem]

[0006] The present invention has the following features. In the following description of the features, examples of the features corresponding to the embodiments described later are shown in parentheses.

[0007] The gaming machine according to the present invention includes reels (e.g., reels 3a, 3b, and 3c in the embodiment), stop switches (e.g., stop switches 26a, 26b, and 26c in the embodiment), and a notification means for notifying bonus-granting operation information indicating information regarding the operation of the stop switches (e.g., correct push order in the embodiment) that will result in a gaming result in which a bonus (e.g., a gaming medal in the embodiment) will be awarded. The gaming machine has a normal period in which the notification means does not notify bonus-granting operation information, and an advantageous period in which the notification means can notify bonus-granting operation information. The advantageous period ends when the bonus awarded during the advantageous period reaches or exceeds a predetermined amount. During the advantageous period, a notification game (e.g., AT in the embodiment) in which the notification means notifies bonus-granting operation information can be executed for a predetermined number of games. When it is determined that the bonus awarded during the advantageous period will reach or exceed the predetermined amount during the remaining number of games of the notification game, the probability that the notification means will notify bonus-granting operation information is increased (e.g., switching to a high pure increase state in the embodiment). Effect of the Invention

[0008] According to the gaming machine having the above configuration, the entertainment value of the game can be improved. [Brief description of the drawings]

[0009] [Figure 1] 1 is a front view of a slot machine according to a first embodiment of the present invention. [Diagram 2] FIG. 2 is a block diagram showing a schematic configuration of the slot machine. [Diagram 3] A front view showing the above-mentioned slot machine with the front door removed. [Figure 4] FIG. 2 is a diagram showing the arrangement of symbols on the reels of the slot machine. [Diagram 5] FIG. 1 shows symbol combination 1 in the slot machine. [Figure 6] FIG. 13 shows symbol combination 2 in the slot machine. [Figure 7]FIG. 13 shows symbol combination 3 in the slot machine. [Figure 8] FIG. 13 shows symbol combination 4 in the slot machine. [Figure 9] FIG. 2 is a block diagram conceptually showing the functions of the slot machine. [Figure 10] A diagram showing the relationship between each RT state in the above-mentioned slot machine. [Figure 11] FIG. 2 is a diagram showing the relationship between each game mode in the slot machine. [Figure 12] FIG. 13 is a diagram showing variables used in controlling the slot machine. [Figure 13] In the above slot machine, (A) is the drawing for transition to the advantageous zone, (B) is the drawing for chance mode 1, (C) is the drawing for chance mode 2-1, (D) is the drawing for chance mode 2-2, and (E) is the drawing for chance game 3. [Figure 14] In the above slot machine, (A) is the chance game number lottery, (B) is the chance cycle lottery, (C) is the EX1 mode lottery, (D) is the EX2 mode lottery, (E) is the AT mode lottery-1, (F) is the AT mode lottery-2, and (G) is the AT mode lottery-3. [Figure 15] In the above slot machine, (A) is the Seven 1 draw, (B) is the Seven 2 draw, (C) is the AT mode rewrite draw, (D) is the Seven Loop draw, (E) is the Gold Seven Loop draw, (F) is the Gold Seven Loop rewrite draw, and (G) is the content of the add-on mode draw. [Figure 16] In the above slot machine, (A) is a diagram showing the contents of the bell count change lottery, (B) is a Seven Stock 1 lottery, (C) is a Seven Stock 2 lottery, and (D) is a diagram showing the contents of the performance lever weight lottery. [Figure 17] In the above slot machine, (A) is a diagram showing the contents of AT cycle drawing-1, (B) is an AT cycle drawing-2, (C) is a drawing of pullback 1-1, and (D) is a diagram showing the contents of drawing back 1-2. [Figure 18]In the above slot machine, (A) is a diagram showing the contents of the pullback 1 lottery -3, (B) is a pullback 2 lottery, and (C) is a diagram showing the contents of the AT cycle preferential game number lottery. [Figure 19] In the above slot machine, (A) is a diagram showing the contents of the Seven Table 1 lottery, and (B) is a diagram showing the contents of the Seven Table 2 lottery. [Figure 20] In the above slot machine, (A) is a diagram showing the contents of lottery for bell number 1 -1, (B) is lottery for bell number 1 -2, (C) is lottery for bell number 2, and (D) is lottery for bell number 3. [Figure 21] In the above slot machine, (A) shows the corresponding relationship between the bonus condition device and the performance group A number, and (B) shows the corresponding relationship between the winning replay condition device and the performance group B number. [Figure 22] A diagram showing the correspondence between the effect group number and the condition device group number in the above-mentioned slot machine. [Diagram 23] FIG. 13 is a diagram showing the winning numbers assigned to each condition device in the slot machine. [Figure 24] In the above slot machine, (A) shows the bonus condition device, and (B) shows the winning re-play condition device (1). [Diagram 25] FIG. 13 is a diagram showing a winning re-play condition device (2) in the slot machine. [Figure 26] FIG. 13 is a diagram showing a winning re-play condition device (3) in the slot machine. [Figure 27] FIG. 13 is a diagram showing a winning re-play condition device (4) in the slot machine. [Figure 28] FIG. 13 is a diagram showing a winning re-play condition device (5) in the slot machine. [Figure 29] FIG. 13 is a diagram showing a winning re-play condition device (6) in the slot machine. [Diagram 30] 13 is a flowchart showing the flow of a setting change process, a game progress control process, and a game start waiting process in the above slot machine. [Diagram 31]13 is a flowchart showing the flow of an internal lottery process in the slot machine, and FIG. [Diagram 32] 13 is a flowchart showing a flow of section type number management lever processing in the slot machine. [Diagram 33] 13 is a flowchart showing a further flow of the section type number management lever process. [Diagram 34] In the above slot machine, (A) is a flowchart showing the advantageous zone transition process, and (B) is a flowchart showing the chance game number lottery process. [Diagram 35] 13 is a flowchart showing the flow of processing when an AT is won in the above-mentioned slot machine. [Diagram 36] 13 is a flowchart showing the flow of the seven number correction process, the correction counter process, and the arrival flag process in the above slot machine. [Figure 37] 13 is a flowchart showing the flow of lever processing when entering the AT in the above slot machine. [Figure 38] In the above slot machine, (A) is a flow chart showing the flow of the loop CU rank set processing, (B) is the seven loop lottery processing, and (C) is the flow of the gold seven loop lottery correction processing. [Figure 39] 13 is a flowchart showing the flow of a bell count counter correction process in the slot machine. [Diagram 40] 13 is a flowchart showing a flow of a lever wait process in the slot machine. [Diagram 41] 13 is a flow chart showing the flow of the lever processing for main game state number 1, the flow of the chance mode number determination processing, and the flow of the lever processing for main game state numbers 2 and 5 in the above slot machine. [Diagram 42] 13 is a flowchart showing the flow of lever processing after AT winning in the above-mentioned slot machine. [Diagram 43]In the above slot machine, (A) is a flow chart showing the flow of the main game state number 3 lever processing, and (B) is a flow chart showing the flow of the gold seven loop rewrite lottery correction processing. [Diagram 44] In the above slot machine, (A) is a flow chart showing the flow of the main game state number 4 lever processing, and (B) is a flow chart showing the flow of the AT cycle preferential game number lottery processing. [Diagram 45] 13 is a flowchart showing the flow of a standby effect process in the slot machine. [Figure 46] 13 is a flowchart showing the flow of section type number management game ending processing in the slot machine. [Figure 47] 13 is a flowchart showing a flow of an accumulation counter process in the slot machine. [Figure 48] 13 is a flowchart showing a flow of main game state number 0 complete stop processing in the slot machine. [Figure 49] 13 is a flowchart showing the flow of the end processing after entering the AT in the above-mentioned slot machine. [Figure 50] This is a flowchart showing the continuation of the above-mentioned post-AT entry termination processing. [Figure 51] 13A is a flow chart showing the flow of the main game state number 1 full stop processing, and FIG. 13B is a flow chart showing the flow of the main game state number 2, 5 full stop processing in the above slot machine. [Figure 52] 13 is a flowchart showing a flow of main game state number 3 full stop processing in the above slot machine. [Figure 53] 13 is a flowchart showing the continuation of the main game state number 3 full stop processing. [Figure 54] 13 is a flowchart showing another continuation of the main game state number 3 full stop processing. [Figure 55] 13 is a flowchart showing a flow of main game state number 4 all-stop processing in the slot machine. [Figure 56]13A is a flow chart showing the flow of main game state number 6 full stop processing, and FIG. 13B is a flow chart showing the flow of main game state number 7 full stop processing in the above slot machine. [Figure 57] This is a flowchart showing the flow of the advantageous zone clear counter management process in the above-mentioned slot machine. [Figure 58] 13 is a flowchart showing a flow of a timer interrupt process in the slot machine. [Figure 59] FIG. 2 is a diagram showing LED boards arranged around the display screen of the slot machine. [Figure 60] FIG. 13A is a diagram showing a modified example of the LED board in the slot machine, and FIG. 13B is a diagram showing another modified example of the LED board. [Figure 61] FIG. 2 is a diagram showing light-emitting components in the slot machine. [Figure 62] FIG. 1A is a diagram showing a modified example of the light emitting components in the slot machine, and FIG. 1B is a diagram showing another modified example of the light emitting components. [Figure 63] (A) is a diagram showing an example of the installation posture of the light-emitting components in the above-mentioned slot machine, (B) is a diagram showing another example of the installation posture of the light-emitting components, and (C) is a diagram showing yet another example of the installation posture of the light-emitting components. [Figure 64] 11A and 11B are diagrams for explaining the biased state of the red LED element of the light-emitting component in the slot machine, in which (A) is a diagram showing an example of a state in which the red LED element is biased to the right, and (B) is a diagram showing an example of a state in which the red LED element is biased downward. [Figure 65] In the above slot machine, (A) is a diagram showing a state in which an LED element of a different color is placed between each red LED element of two light-emitting components arranged in the left-right direction, and (B) is a diagram showing a state in which an LED element of a different color is placed between each red LED element of two light-emitting components arranged in the up-down direction. [Figure 66]In the above slot machine, (A) is a diagram showing a state in which no LED element of a different color is placed between the red LED elements of two light-emitting components arranged in the left-right direction, and (B) is a diagram showing a state in which an LED element of a different color in another light-emitting component is placed between the red LED elements of two light-emitting components arranged in the left-right direction. [Figure 67] 1 is an oblique view of a pachinko game machine to which the above-mentioned light-emitting component can be applied. [Figure 68] 1 is a rear view of a pachinko game machine to which the above-mentioned light-emitting component can be applied. [Figure 69] This is an oblique view of the board case unit in the above-mentioned pachinko game machine from the rear. [Figure 70] A diagram showing a main control board housed in the board case of the board case unit in the above-mentioned pachinko game machine. [Figure 71] This is a view of the board case unit in the above-mentioned pachinko game machine from the front. [Figure 72] This is a view of the circuit board case unit in the above-mentioned pachinko game machine from the rear. [Figure 73] In the above pachinko game machine, (A) is a diagram showing a case where all LED segments of the LED indicator lights that make up the setting value display monitor are in an unlit state, (B) is a diagram showing a case where all LED segments of the LED indicator lights are in an lit state, and (C) is a diagram showing a case where some of the LED segments of the LED indicator lights are in an lit state. [Figure 74] In the above pachinko gaming machine, (A) is a diagram showing a case where all LED segments of the LED indicator lights that make up the performance display monitor are in an unlit state, (B) is a diagram showing a case where all LED segments of the LED indicator lights are in an lit state, and (C) is a diagram showing a case where some of the LED segments of the LED indicator lights are in an lit state. [Figure 75] A diagram showing the relationship between the height of the crimping member of the board case unit and the CPU in the above-mentioned pachinko game machine. [Figure 76]These are diagrams showing a step portion formed in the base case of the above-mentioned pachinko game machine, where (A) is a diagram showing the shape of the step portion, (B) is a diagram showing the step portion as viewed from the direction of the right edge portion of the base case, and (C) is a diagram showing the step portion with a colored sealing material affixed thereto. [Figure 77] A diagram showing the relationship between the screws and connectors on the main control board in the above-mentioned pachinko game machine. [Figure 78] FIG. 11 is a diagram showing the arrangement of symbols on each reel in a gaming machine according to a second embodiment. [Figure 79] FIG. 13 is a diagram showing symbol combinations in a gaming machine according to a second embodiment. [Figure 80] FIG. 13 is a diagram showing symbol combinations in a gaming machine according to a second embodiment. [Figure 81] FIG. 13 is a diagram showing symbol combinations in a gaming machine according to a second embodiment. [Figure 82] FIG. 11 is a diagram showing symbol combinations in a gaming machine according to a second embodiment. [Figure 83] FIG. 11 is a diagram showing types of condition devices in a gaming machine of a second embodiment. [Figure 84] FIG. 11 is a diagram showing types of condition devices in a gaming machine of a second embodiment. [Figure 85] FIG. 11 is a diagram showing types of condition devices in a gaming machine of a second embodiment. [Figure 86] FIG. 11 is a diagram showing types of condition devices in a gaming machine of a second embodiment. [Figure 87] FIG. 11 is a diagram showing types of condition devices in a gaming machine of a second embodiment. [Figure 88] FIG. 11 is a diagram showing types of condition devices in a gaming machine of a second embodiment. [Figure 89] FIG. 11 is a diagram showing types of condition devices in a gaming machine of a second embodiment. [Figure 90] A figure showing a table of numbers corresponding to the winning probability of the role drawing in the gaming machine of the second embodiment. [Figure 91] A figure showing a table of numbers corresponding to the winning probability of the role drawing in the gaming machine of the second embodiment. [Figure 92]13 is an explanatory diagram for explaining the transition of a gaming state in a gaming machine of a second embodiment. FIG. [Figure 93] An explanatory diagram for explaining the contents displayed on the image display device during AT play in the gaming machine of the second embodiment. [Figure 94] 13 is a flowchart showing the contents of a game progress control process for controlling the progress of a game in a gaming machine of a second embodiment. [Figure 95] 13 is a flowchart showing the contents of a normal-time lever process that is executed in response to operation of a start lever during normal operation of a gaming machine of a second embodiment. [Figure 96] 13 is a flowchart showing the contents of a normal mode all-stop process that is executed in response to the stop of all reels during normal operation of the gaming machine of the second embodiment. [Figure 97] 13 is a flowchart showing the contents of a sub-bonus lever process that is executed in response to operation of a start lever during a sub-bonus for a gaming machine of a second embodiment. [Figure 98] 13 is a flowchart showing the contents of a sub-bonus all-stop process that is executed in response to the stop of all reels during a sub-bonus for the gaming machine of the second embodiment. [Figure 99] 13 is a flowchart showing the contents of a lever process during AT play, which is executed in response to the operation of a start lever during AT play of a gaming machine of a second embodiment. [Figure 100] 13 is a flowchart showing the contents of a full stop process during AT play that is executed in response to the stopping of all reels during AT play of a gaming machine of a second embodiment. [Figure 101] 13 is a flowchart showing the contents of a continuation chance lever process that is executed in response to operation of a start lever during a continuation chance of a gaming machine of a second embodiment. [Figure 102] 13 is a flowchart showing the contents of a continuation chance full stop process that is executed in response to the stop of all reels during a continuation chance of the gaming machine of the second embodiment. [Figure 103]FIG. 11 is an explanatory diagram for explaining the contents of a push order navigation display image that displays the order in which stop switches should be pressed to obtain advantageous gaming results in the gaming machine of the third embodiment. [Figure 104] This is an explanatory diagram to explain the content of the successful action that is executed when the stop switch is operated in accordance with the push order of the push order navigation presentation image in the gaming machine of the third embodiment. [Figure 105] This is an explanatory diagram to explain the content of the failure action that is executed when the stop switch is operated in an order different from the order shown in the push order navigation presentation image in the gaming machine of the third embodiment. [Figure 106] This is an explanatory diagram to explain the display content when power is restored when the stop switch is operated in accordance with the push order of the push order navigation performance image in the gaming machine of the third embodiment. [Figure 107] This is an explanatory diagram to explain the display content when power is restored when the stop switches are operated in a different order from the order shown in the push order navigation display image in the gaming machine of the third embodiment. [Figure 108] This is an explanatory diagram to explain the display content when power is restored when the stop switch is operated in accordance with the push order of the push order navigation performance image in the gaming machine of the third embodiment. [Fig. 109] This is an explanatory diagram to explain the display content when power is restored when the stop switch is operated in accordance with the push order of the push order navigation performance image in the gaming machine of the third embodiment. [Figure 110] This is an explanatory diagram to explain the display content when power is restored when the stop switches are operated in a different order from the order shown in the push order navigation display image in the gaming machine of the third embodiment. [Figure 111] An explanatory diagram to explain the display content when an error that occurs while the push order navigation display image is being displayed in the gaming machine of the third embodiment is cleared. [Figure 112] This is an explanatory diagram to explain the display content when power is restored after a power outage in the gaming machine of the third embodiment while the push order navigation presentation image is notifying the winning of a rare role. [Figure 113] FIG. 13 is an explanatory diagram for illustrating a situation in which, in the gaming machine of the third embodiment, the power is turned on while one of the MAX-BET switch and the 1-BET switch is pressed, and then the other BET switch is operated. [Fig. 114] FIG. 13 is an explanatory diagram for explaining the situation when the power is turned on while pressing the settlement switch and then the MAX-BET switch is operated in the gaming machine of the third embodiment. [Figure 115] FIG. 13 is an explanatory diagram for explaining the situation when, in the gaming machine of the third embodiment, the power is turned on while one stop switch is being pressed, and then another stop switch is operated. [Fig. 116] FIG. 13 is an explanatory diagram for explaining a situation when one stop switch is operated while another stop switch is being pressed in the gaming machine of the third embodiment. [Figure 117] FIG. 11 is an explanatory diagram for explaining switches that are disabled when the reset switch is pressed in the gaming machine of the third embodiment. [Figure 118] FIG. 13 is an explanatory diagram for explaining the contents of a stage change effect executed when a stage is changed in a stage effect in a gaming machine of a third embodiment. [Figure 119] 13 is an explanatory diagram for explaining the end time of the stage change effect and the change in volume when playing in the minimum playing time in the gaming machine of the third embodiment. FIG. [Figure 120] FIG. 13 is a front view of a slot machine according to a fourth embodiment. [Figure 121] FIG. 13 is a perspective view of a slot machine according to a fourth embodiment. [Figure 122] FIG. 13 is a front view showing the internal structure of the slot machine of the fourth embodiment. [Figure 123] FIG. 13 is a front view showing a state in which a main control device is mounted inside a cabinet in a slot machine according to a fourth embodiment. [Figure 124] FIG. 13 is a front view showing a state in which the front door is open in the slot machine of the fourth embodiment. [Fig. 125]FIG. 13 is a perspective view of a main control device of the slot machine of the fourth embodiment. [Fig. 126] FIG. 13 is an exploded oblique view of a main control device of a slot machine according to a fourth embodiment. [Figure 127] FIG. 13 is a cross-sectional view of a main control device of a slot machine according to a fourth embodiment. [Figure 128] FIG. 13 is a perspective view of a case body of a slot machine according to a fourth embodiment. [Figure 129] FIG. 13 is a front view of a board case mounting mechanism in a slot machine of a fourth embodiment. [Fig. 130] FIG. 13 is a perspective view of a board case mounting mechanism in a slot machine of a fourth embodiment. [Fig. 131] FIG. 13 is a front view of a main control board in a slot machine according to a fourth embodiment. [Fig. 132] FIG. 13 is a front view showing a modified example of the main control board in the slot machine of the fourth embodiment. [Fig. 133] 13 is a diagram showing multiple types of electrical elements mounted in a specified area on the surface of another main control board in the slot machine of the fourth embodiment, as viewed from the front surface side of the board. FIG. [Fig. 134] 13 is a diagram showing the lead wires of multiple types of electrical elements mounted in the specified area of ​​the other main control board in the fourth embodiment, as viewed from the rear surface side of the board. FIG. [Fig. 135] 13 is a diagram showing a state in which multiple types of electrical elements mounted in another specified area on the surface of the other main control board in the fourth embodiment are viewed from the board surface side. FIG. [Fig. 136] 13 is a diagram showing the lead wires of multiple types of electrical elements mounted in the other specified area on the back surface of the other main control board in the fourth embodiment, as viewed from the back surface of the board. FIG. [Fig. 137] A diagram showing the relationship between the distance between the conductive layers of the another main control board and the thickness of the game medal in the fourth embodiment. [Fig. 138] A figure showing a state in which a game medal abuts on the edge portion of the above-mentioned other main control board in the fourth embodiment. [Figure 139]A figure showing a state in which a pachinko ball abuts on the edge portion of the another main control board in the fourth embodiment. [Fig. 140] FIG. 13 is a diagram showing the relationship between the protruding heights of lead wires of multiple types of electronic components mounted on the other main control board in the fourth embodiment. [Fig. 141] 13 is a diagram showing how the other specified area of ​​the other main control board in the fourth embodiment appears when viewed from the front. FIG. [Fig. 142] A figure showing how the other specified area of ​​the other main control board in the fourth embodiment looks when viewed with the head tilted to the side. [Fig. 143] 13A to 13C are diagrams showing examples of part names printed on the surface of the another main control board in the fourth embodiment. [Fig. 144] 13A to 13C are diagrams showing examples of component frame lines printed on a surface of the other main control board in the fourth embodiment. [Fig. 145] FIG. 13 is a diagram showing the relationship in height between information display lamps and LED elements mounted on the surface portion of the other main control board in the fourth embodiment. [Fig. 146] FIG. 13 is a diagram showing a table of numbers according to the winning probability of the role drawing in the slot machine of the fifth embodiment. [Fig. 147] FIG. 13 is an explanatory diagram for explaining the flow of an aerial battle presentation executed in the slot machine of the fifth embodiment. [Fig. 148] 13 is a flowchart showing the contents of an aerial battle presentation process for executing the aerial battle presentation. [Figure 149] 13 is a flowchart showing the contents of a battle presentation process executed in the aerial battle presentation process. [Fig. 150] FIG. 13 is an explanatory diagram for explaining transition control to an ending section executed in the slot machine of the fifth embodiment. [Fig. 151] 10 is a flowchart showing an example of a process for controlling a transition to the ending section. [Fig. 152]An explanatory diagram to explain the correct push order notification control during the advantageous zone executed in the slot machine of the fifth embodiment. [Fig. 153] A flowchart showing an example of a process for executing control to notify correct button presses during the above-mentioned advantageous zone. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] Hereinafter, an embodiment of the present invention will be described with reference to the above drawings. In the following explanation, the "role determination process" refers to a selection action such as a lottery executed using electronic devices, etc., to randomly select one or more role determination result numbers (winning items) from among multiple pre-set role determination result numbers (consisting of one or more game roles or losses (except when losses are not set)). Here, the role determination result number refers to the number of the game in which the role determination result number is determined (selected). It specifies one or more game roles that are allowed to be completed (also called "allowable roles" or "winning roles") or misses. The determination of the roles is also called "internal lottery" or "role lottery", and the "selection" in lottery or winning is also called "sen" or "sen".

[0011] In addition, when describing "a game role is established" or "establishment of a game role", the term "establishment" is used as a concept indicating that the symbol combination (corresponding symbols) constituting the game role (whether it is a game role with a payout of game medals (small role) or a game role without a payout (replay role or special role)) corresponding to the determined role determination result number is displayed in a predetermined stopping mode (for example, a mode in which they are lined up on an effective line, which will be described later). However, the timing of establishment can be any appropriate timing, such as the time when a reel stop operation is performed at a timing when the corresponding symbols of the game role can be stopped and displayed on the effective line, the time when the corresponding symbols of the game role are stopped and displayed on the effective line, the time when the slot machine identifies that the corresponding symbols of the game role are stopped and displayed on the effective line, or the time when the identification result is stored in a memory area.

[0012] In the following description, the operation of inserting (manipulating) game medals into the medal insertion slot 21 (described later) by the player and the operation of pressing the 1-BET switch 22 or the MAX-BET switch 23 to provide a specified number of game medals required for playing a game from among the credited (stored) game medals for use in the game are collectively referred to as the betting operation. In addition, this betting operation, the operation of pressing the settlement switch 24 (described later), the tilting operation of the start lever (also referred to as the "start switch") 25, and the operation of pressing the stop switches (also referred to as the "stop buttons") 26a, 26b, and 26c (described later) by the player are collectively referred to as the game operation.

[0013] Generally, the term "insertion" in a slot machine can mean either "putting a game medal into a slot machine" or "using the game medal for play". In the following description, the term "insertion" is used in the former sense, and the term "bet" is used in the latter sense. The term "things used for play" is also called "game medium", and the game medium may be a game medal or an object such as a pachinko ball, or may be a value (game value) required for play that is electromagnetically recorded in a recording medium such as a magnetic card or a contact / non-contact IC card, or a storage device such as a server that can be accessed by personal authentication. The game value may be represented by a conceptual game medal having the same value as a real game medal, or may be represented by a fictitious or real currency unit, or by points that do not have any particular meaning.

[0014] Additionally, the pressing of any one of the stop switches while all reels are spinning is referred to as the first stop operation. Additionally, the pressing of any one of the two stop switches corresponding to the spinning reel while the remaining two reels are spinning is referred to as the second stop operation. Additionally, the pressing of the stop switch corresponding to the remaining reel while that reel is spinning is referred to as the third stop operation.

[0015] The "number of medals paid out" (also called "number of medals paid out") refers to the number of medals awarded to a player in one game. The act of paying out medals includes the act of actually paying out medals from the slot machine to the outside (also called "actual payout") and the act of increasing the numerical value electromagnetically stored as medals stored in the slot machine (also called "storage addition payout").

[0016] In addition, the "number of game medals acquired" (also referred to as "number of medals acquired") refers to a numerical value counted as the total number of game medals acquired by a player (paid out to a player) during a specified period (which can be set arbitrarily, for example, during the AT period or bonus period). In addition, the "difference in number of game medals" (also called "difference number") means the value obtained by subtracting the total number of game medals bet from the total number of game medals paid out during a specified period (this value may be negative). The "number of acquired medals" and the "difference in number of game medals" can be used as different concepts, but in the following they are treated as synonymous.

[0017] Moreover, a "freeze" (also called a "freeze effect") refers to a delay in the execution of a predetermined control process related to the progress of a game for a certain period of time. As for the freeze, a freeze set when the operation of the start lever 25 is accepted (also called a "reel spin start freeze") and a freeze set after all reels have stopped spinning (also called a "reel spin stop freeze") can be appropriately set. During the freeze period, the game operation by the player is not effectively accepted. During the freeze period, a reel effect (also called a "reel effect") may be performed. The reel effect is an effect in which the reels 3a, 3b, and 3c described below are rotated and an arbitrary symbol combination is stopped and displayed, regardless of the game operation by the player.

[0018] In the following explanation, "push navigation" refers to a process (action) that notifies the player of the order and position to press in order to assist in the achievement of the game role selected by role determination. Among push navigations, those that assist in the achievement of a replay role are called "RP navigation" (RP is an abbreviation of replay), those that assist in the achievement of a winning role (minor role) are called "prize navigation", and those that assist in the position to press to stop a specific symbol on an active line are called "eye push navigation" (mainly performed on the sub-control means side). From another perspective, assisting with the position to press can also be said to assist the player with the timing at which to operate the stop switch. Furthermore, when it is necessary to distinguish between the push navigation performed on the main control means side and the push navigation performed on the sub-control means side, the former is also referred to as the "main side push navigation" ("main side RP navigation", "main side winning navigation", "main side eye push navigation") and the latter is also referred to as the "sub side push navigation" ("sub side RP navigation", "sub side winning navigation", "sub side eye push navigation") or as the "push navigation effect" ("RP navigation effect", "winning navigation effect", "eye push navigation effect"). The former and latter are also collectively referred to as the stop switch operation mode notification effect.

[0019] In the following explanations and drawings, values ​​may be expressed not only in decimal but also in binary or hexadecimal notation. To distinguish between these, a "B" is added to the end of a value expressed in binary, and an "H" is added to the end of a value expressed in hexadecimal. When expressed in decimal, no special notation is added to the end of a value.

[0020] [First embodiment] FIG. 1 shows a slot machine (referred to as "slot machine 1") as a first embodiment of a gaming machine according to the present invention, and the basic configuration of this slot machine 1 will be described below with reference to FIGS. 1 to 8. <Appearance of the slot machine> The slot machine 1 comprises a box-shaped housing 5 (main body member) with an open front (front), and a front door 2 attached to the front opening of the housing 5 so as to be openable and closable. The front door 2 is attached to the front opening of the housing 5 so as to be openable and closable sideways using hinge mechanisms 6a to 6c disposed in front of the left side plate 5a of the housing 5 when viewed from the front. As shown in FIG. 1(A), an upper panel assembly 10, a middle panel assembly 20, a lower panel assembly 30, and a tray assembly 40 are attached to the front of the front door 2, in this order from the top.

[0021] In the center of the upper panel assembly 10, a display screen 11a (also called "image display unit DP") of an image display device (also called "liquid crystal display device") 11 (see FIG. 2) arranged on the back side is arranged to face forward, and a first performance lamp 12, second performance lamps 13a and 13b, and third performance lamps 14a and 14b are arranged around it. A pair of fourth performance lamps 16a, 16b are arranged on the left and right sides of the screen 11a, and an upper speaker 15a is arranged between the third performance lamp 14a and the fourth performance lamp 16a, and an upper speaker 15b is arranged between the third performance lamp 14b and the fourth performance lamp 16b.

[0022] At the center of the middle panel assembly 20, a display window W is provided that faces the surfaces of the three reels 3a, 3b, and 3c that are arranged side by side inside the main body housing. Below this display window W, there are a medal insertion slot 21 for inserting game medals (game media), a 1-BET switch 22 for betting one game medal within the credited range, a MAX-BET switch 23 for betting the maximum bet allowable number of game medals (also called the "prescribed number"; for example, three medals) at once, and a clearing switch 24 for paying out the bet and / or credited game medals. The machine is provided with a calculation switch 24, a start lever 25 which is operated to start the rotation of all the reels 3a, 3b, 3c (the reels are also called "drums"), three stop switches 26a, 26b, 26c for individually stopping the rotation of each of the reels 3a, 3b, 3c (the stop switch 26a on the left side of the figure corresponds to the reel 3a, the stop switch 26b in the middle corresponds to the reel 3b, and the stop switch 26c on the right side corresponds to the reel 3c), and a reject switch 27 for returning game medals that have been inserted through the medal insertion port 21 and remain there.

[0023] Each stop switch has a button-like operation receiving portion that retracts when the player presses it with their hand and returns to its original position due to a spring force or the like when the player releases their hand. When this operation receiving portion is pressed (pushed by hand), the contacts of the electrical circuit close and the state changes from OFF to ON, and when the pressing operation is released (hand is released), the contacts open and the state changes from ON to OFF.

[0024] Between the medal insertion slot 21 and the MAX-BET switch 23, there are provided a selection button (also called a "direction button" or "cross key") 54 and a decision button (also called a "menu button" or "PUSH button") 55 for the player to input information to the slot machine 1. Hereinafter, the selection button 54 and the decision button 55 are collectively referred to as "sub-buttons". As shown in FIG. 1(B), the selection button 54 is composed of four buttons, an up button 54U, a down button 54D, a left button 54L, and a right button 54R, which specify the up, down, left, and right directions. Either the up direction, the down direction, the left direction, or the right direction is specified according to the button operated by the player. The decision button 55 is formed of a light-transmitting material, and a light source such as an LED is provided inside the button. When the operation of the decision button 55 is disabled, the light source inside the switch is turned off, and when the operation of the decision button 55 is enabled, the light source is turned on and off.

[0025] When the sub-button is pressed (pushed by hand), the contacts of the electric circuit close and the state changes from OFF to ON, and when the pressing operation is released (hand is removed), the contacts open and the state changes from ON to OFF. When the sub-button is operated effectively, the sub-control means 200 described later may execute a predetermined presentation process according to the operation. Also, a presentation process may be executed to prompt the player to operate the sub-button. Furthermore, by operating the sub-button in a predetermined procedure, it is possible to display an adjustment screen for adjusting the brightness of the screen of the image display device 11 and the volume of the speaker.

[0026] Here, the upper button 54U, the lower button 54D, the left button 54L, and the right button 54R constituting the selection button 54 may be individually turned on / off, or a cross-shaped key top (cross key) may be provided so that the button in the direction in which the cross key is tilted is turned on. If the L and right button 54R can be turned on / off, two adjacent buttons (up and right, right and down, down and left, left and up) can be turned on simultaneously, but opposing buttons (up and down, right and left) may not be able to be turned on simultaneously.

[0027] The inside of the medal insertion port 21 branches into an acceptance passage (leading to a hopper 50 described later) through which the inserted game medal passes if the inserted game medal is validly accepted, and a return passage (leading to a medal payout outlet 41 described later) through which the inserted game medal passes if the inserted game medal is not accepted, and a blocker 48 (see FIG. 2) is provided at the branching point. This blocker 48 is configured to selectively open one of the acceptance passage and the return passage and close the other, so that during the period in which the inserted game medal is validly accepted, the blocker 48 guides the game medal inserted into the medal insertion port 21 to the acceptance passage, and during the other period, the blocker 48 guides the game medal inserted into the medal insertion port 21 to the return passage. In the following description, the ON state of the blocker 48 indicates a state in which a game medal inserted into the medal insertion port 21 is guided to an acceptance passage (a state in which the game medal can be accepted), and the OFF state of the blocker 48 indicates a state in which a game medal inserted into the medal insertion port 21 is guided to a return passage (a state in which the game medal cannot be accepted).

[0028] In addition, inside the medal insertion port 21, three insertion medal sensors 28a, 28b, 28c (see FIG. 2) for detecting game medals are provided. The insertion medal sensor 28a detects that a game medal has been inserted into the medal insertion port 21, and is installed at a position upstream of the position where the blocker 48 is installed on the passage through which the inserted game medal flows down. The insertion medal sensor 28b detects that a game medal inserted into the medal insertion port 21 has been guided to the receiving passage and effectively received, and is installed at a position downstream (closer to the hopper 50 described later) of the position where the blocker 48 is installed. The insertion medal sensor 28c detects that a game medal inserted into the medal insertion port 21 has passed through a branching portion between the receiving passage and the return passage, and is installed near the branching portion (a position slightly closer to the insertion medal sensor 28b than the position where the blocker 48 is installed).

[0029] When both the inserted medal sensor 28a and the inserted medal sensor 28b detect a game medal, it means that the game medal has been inserted into the medal insertion port 21 and that the inserted game medal has been validly accepted. On the other hand, when the inserted medal sensor 28a detects a game medal but the inserted medal sensor 28b does not detect a game medal, it means that the game medal has been inserted into the medal insertion port 21 but the inserted game medal has not been validly accepted and has been returned. Also, when the three inserted medal sensors 28a, 28b, 28c detect the passage of game medals in an order different from the predetermined order (the order of 28a, 28c, 28b) or when some of the inserted medal sensors do not detect the passage of game medals, it means that an abnormal passage such as a reverse flow of game medals has occurred.

[0030] The display window W is configured so that when all three reels 3a to 3c are stopped, three symbols per reel, totaling nine symbols, are displayed so as to be visible to the player. A winning line 29 horizontally connecting the symbol display areas in the middle rows of the reels 3a, 3b, and 3c is activated when a specified number of game medals are bet, and is configured so that the presence or absence of a game winning combination can be determined by the symbol combination stopped and displayed on the activated winning line. The activated winning line is also called an "active line." In addition to the winning line 29, a line horizontally connecting the symbol display areas in the upper rows of the reels 3a, 3b, and 3c is called an upper line, and a line horizontally connecting the symbol display areas in the lower rows of the reels 3a, 3b, and 3c is called a lower line. In addition, the line connecting the pattern display areas of the upper row of reel 3a, the middle row of reel 3b, and the lower row of reel 3c is called a downward-sloping line, and the line connecting the pattern display areas of the lower row of reel 3a, the middle row of reel 3b, and the upper row of reel 3c is called an upward-sloping line.

[0031] In addition, various indicator lamps composed of LED lamps and the like are arranged in the slot machine 1. In this embodiment, the indicator lamps include a MAX-BET switch indicator lamp 46a, a BET number indicator lamp 46b, a deposit possible indicator lamp 46c, a game start indicator lamp 46d, a replay indicator lamp 46e, a status indicator lamp 46f, a count indicator lamp 46g, a reserved number indicator lamp 46h, a payout number indicator lamp 46j, and stop operation acceptance lamps 46ka, 46kb, and 46kc. These indicator lamps are configured to be controlled by a main control board 60 (main control means 100) described later.

[0032] The MAX-BET switch indicator lamp 46a is turned on when a game medal can be bet, and is disposed inside the MAX-BET switch 23. When turned on, it partially or entirely lights up the MAX-BET switch 23. The left stop operation acceptance lamp 46ka is disposed inside the left stop switch 26a, the middle stop operation acceptance lamp 46kb is disposed inside the middle stop switch 26b, and the right stop operation acceptance lamp 46kc is disposed inside the right stop switch 26c, and when turned on, it partially or entirely lights up the MAX-BET switch 23. The other indicator lamps are disposed to the side or below the indicator window W in the middle panel assembly 20.

[0033] The BET number display lamp 46b (hereinafter also referred to as "BET lamp 46b") displays the number of game medals bet, and is composed of a 1-BET display lamp 46bC that is lit when one or more game medals are bet, a 2-BET display lamp 46bB that is lit when two or more game medals are bet, and a MAX-BET display lamp 46bA that is lit when three game medals are bet. The insertion possible display lamp 46c is lit when game medals can be inserted, and the game start display lamp 46d is lit when a game can be started by operating the start lever 25. The replay display lamp 46e is lit when a replay role described later is established in any game and game medals are automatically bet by the automatic bet process described later.

[0034] The status indicator lamp 46f is turned on when the accumulated (credited) game medals are to be cleared, and the number indicator lamp 46g indicates the number of possible push navigations (which is decremented by one each time the push navigation is executed, and may also be increased by a lottery or the like) when, for example, AT is set. The accumulated number indicator lamp 46h (hereinafter also referred to as the "CRE lamp 46h") indicates the number of accumulated game medals while incrementing by one, and the payout number indicator lamp 46j indicates the number of game medals to be paid out when a minor winning combination described below is achieved while incrementing by one. The accumulated number indicator lamp 46h and the payout number indicator lamp 46j each consist of two 7-segment indicators (consisting of 7 segment lamps for displaying numbers and one segment lamp for displaying a decimal point (dot)) to display the upper and lower digits of the numbers.

[0035] In addition, this payout number display lamp 46j is also configured to display letters (alphabet) or numbers (hereinafter, also referred to as "error code") indicating the type of error when some abnormality (error) occurs in the slot machine 1. Errors that can be set in this embodiment include an HP error, an HE error, an H0 error, a CE error, a CP error, a CH error, a C0 error, a C1 error, a FE error, an E1 error, an E5 error, an E6 error, an E7 error, and the like. The HP error is an error that occurs when it is determined that game medals are stuck at the medal payout outlet of the hopper 50 described later, the HE error is an error (hopper empty error) that occurs when it is determined that the game medals in the hopper 50 are empty, and the H0 error is an error that occurs when it is determined that the game medals have abnormally passed the payout sensor. The CE error is an error that occurs when it is determined by the inserted medal sensor that game medals are stuck (game medal stuck error), and the CP error is an error that occurs when it is determined that the inserted game medals have illegally passed. The C0 error is an error when it is determined that there is an abnormal input to the inserted medal sensor, and the C1 error is an error when it is determined that there is an abnormality in the passage of the inserted medal sensor. The FE error is an error (full error) when it is determined that the auxiliary storage 85 described below is full, the E1 error is an error (RAM error) when the contents of the memory device (RAM) are not normal when the power is turned on, and the E5 error is an error (reel stop error) when the combination of patterns when all the reels stop is abnormal (the corresponding patterns constituting roles other than the roles allowed to be established are stopped and displayed). The E6 error is an error (setting value error) when the value of the setting value (setting value) described below for determining the role determination probability is out of range, and the E7 error is an error (built-in random number error) when an abnormality is detected in the update state of the built-in random number used in each lottery, etc. The errors E1, E5, E6, and E7 (collectively referred to as "E-system errors") can be cleared by changing the settings described below, and other errors can be cleared by operating the reset switch 82 described below.

[0036] Furthermore, this payout number display lamp 46j also has a function of displaying a navigation number, which indicates the operation sequence (push sequence) of the stop switches 26a to 26c, as described below. The payout number display lamp 46j when displaying the navigation number is also called the "main side push sequence display". In addition, this payout number display lamp 46j also has a function of displaying a setting value, which will be described later, when checking settings and changing settings, which will be described later. The payout number display lamp 46j when displaying a setting value is also called the "setting value display". The stop operation reception lamps 46ka, 46kb, and 46kc are turned on when the stop operation of the corresponding stop switch is valid, and are turned off when the stop operation is invalid.

[0037] A transparent lower panel cover 31 is attached to the center of the lower panel assembly 30, and decorative lamps 32a, 32b are arranged on both the left and right ends of the cover 31. A translucent lower panel base and lower panel illumination lamp (neither shown) with a predetermined pattern are attached to the back side of the lower panel cover 31, and the pattern on the lower panel base is illuminated from behind by turning on the lower panel illumination lamp.

[0038] The tray assembly 40 is provided with a medal payout outlet 41 for paying out medals, and a medal storage tray 42 for storing medals is provided facing the medal payout outlet 41, and an ashtray 43 is provided to the left of the medal storage tray 42. In addition, on the left and right of the medal payout outlet 41, speaker ports 45a, 45b consisting of a large number of small holes are formed facing the front faces of a pair of lower speakers 44a, 44b (see FIG. 2) arranged on the rear side of the tray assembly 40.

[0039] Furthermore, inside the main body cabinet 5, there is provided a hopper 50 (see FIG. 2) for paying out game medals acquired when a predetermined winning mode is formed as a result of playing, and this hopper 50 is provided with a medal detection unit 51 (see FIG. 2) for detecting game medals. This hopper 50 also has a function of physically storing game medals that have been inserted and validly received. Further, in the vicinity of the hopper 50, there is provided an auxiliary storage 85 (see FIG. 2) for storing game medals that have overflowed from the hopper 50, and there is also provided a fullness detection unit 86 (see FIG. 2) for detecting whether this auxiliary storage 85 is full (a state in which game medals may overflow from the auxiliary storage 85).

[0040] <Connection between the control board and each device> In this embodiment, as shown in FIG. 2, three control boards are provided as main control boards for controlling the slot machine 1: a main control board 60, a sub-main control board 70A, and a sub-sub control board 70B (the sub-main control board 70A and the sub-sub control board 70B are collectively referred to as the sub-control board 70). The main control related to the progress of the game (including the drive control of the reels 3a to 3c and the process of determining the winning combination) is performed by a control circuit arranged on the main control board 60, and the backrun control is performed by a control circuit arranged on the main control board 60. The control of lighting by lamps such as lamps 38a-38c is configured to be performed by a control circuit arranged on the sub-main control board 70A. The control of the image display by the image display device 11 and the control of sound generation from speakers such as upper speakers 15a, 15b are configured to be mainly performed by a control circuit arranged on the sub-sub control board 70B. Furthermore, information transmission between the main control board 60 and the sub-control board 70 can be performed only in one direction, from the main control board 60 to the sub-main control board 70A, and information transmission between the sub-main control board 70A and the sub-sub control board 70B can be performed in both directions.

[0041] <Configuration of main control board 60> The main control board 60 is provided with a main CPU 61 that performs various arithmetic processing related to the game, a ROM 62 that is a read-only memory device that stores control programs and the like, and a RAM 63 ("RAM" is also referred to as "RWM") that is a memory device to which information can be written and read. The main CPU 61 controls each drive circuit and the like according to the control programs stored in the ROM 62, thereby controlling the progress of the game in the slot machine 1. The ROM 62 and RAM 63 are non-volatile memory devices that are configured to retain the stored information even when power is not supplied.

[0042] The main CPU 61 is connected to a clock pulse generator 64 for generating a clock pulse (clock signal), a frequency divider 65 for dividing the clock pulse generated by the clock pulse generator 64, a random number generator 66 for generating random numbers used for determining a role based on the clock pulse (or the divided clock pulse), and a random number capture circuit 67 for capturing the random numbers generated by the random number generator 66. The clock pulse generator 64 is composed of two oscillators (not shown), and each oscillator outputs a clock signal that is asynchronous with each other. Hereinafter, a clock signal with a predetermined frequency output from one oscillator is referred to as an internal clock, and a clock signal with a predetermined frequency (a frequency different from the internal clock but may be the same) output from the other oscillator is referred to as an external clock. For example, the internal clock is used as an operating clock of the main CPU 61 and an update clock for random numbers used for a predetermined lottery other than determining a role, and the external clock is used as an update clock for random numbers used in determining a role. The main CPU 61, ROM 62, RAM 63, frequency divider 65, random number generator 66, random number capture circuit 67, interface circuit 68, etc. may be mounted on a single IC chip to configure a one-chip microcomputer. The main CPU 61 is configured to transmit signals to the motor drive circuit 36, the display lamp control circuit 47, the hopper drive circuit 52, and the sub-control board 70 via the interface circuit 68, and to receive signals from the reel position detection circuits 37a, 37b, 37c, the payout detection signal circuit 53, and the storage state signal circuit 87.

[0043] The motor drive circuit 36 ​​is a circuit for controlling the rotation and stop of the stepping motors 35a, 35b, and 35c that rotate the reels 3a, 3b, and 3c, respectively, and the display lamp control circuit 47 is a circuit for controlling the above-mentioned various display lamps. The reel position detection circuits 37a, 37b, and 37c are circuits for transmitting detection signals from reel sensors (not shown) installed on the reels 3a, 3b, and 3c to the main control board 60 (the detection circuit 37a corresponds to the reel 3a, the detection circuit 37b corresponds to the reel 3b, and the detection circuit 37c corresponds to the reel 3c). The hopper drive circuit 52 is a circuit for driving the hopper 50 to pay out game medals when a small winning combination is achieved, and the payout detection signal circuit 53 is a circuit for transmitting a payout detection signal to the main control board 60 when the medal detection unit 51 detects that game medals have been paid out from the hopper 50. The storage status signal circuit 87 is a circuit that transmits a storage status signal, indicating whether the auxiliary storage 85 is full or not, to the main control board 60 in accordance with the detection result of the fullness detection unit 86.

[0044] Moreover, the slot machine 1 is adapted to receive power from a power supply device 80 via the main control board 60. A power switch 81, a reset switch 82, and a setting key switch 83 are connected to this power supply device 80, and signals from each of these switches are configured to be transmitted to the main CPU 61 via an interface circuit 68. Furthermore, the main CPU 61 is configured to receive a signal from a setting change switch 84 via the interface circuit 68.

[0045] The power switch 81 is a switch that accepts the operation of turning on and off the power to the slot machine 1 from the power supply device 80, and the reset switch 82 is a switch that is operated by a game store staff member or the like when a predetermined error (an error other than the above-mentioned E-type error) occurs in the slot machine 1 and the cause of the error is removed and the error is resolved. By operating this reset switch 82, the information on the error occurrence stored in the main control board 60 and the sub-control board 70 is cleared, and the main control board 60 and the sub-control board 70 execute the process at the time of error resolution accordingly. In addition, the setting key switch 83 is a switch that is operated when checking and changing the setting value that determines the degree (rank) of the winning probability, and the setting change switch 84 is a switch for changing the setting value in multiple stages (six stages in this embodiment).

[0046] When the front door 2 is open (also referred to as the "door open state") and power is being supplied to the slot machine 1 (the power switch 81 is ON), the setting key switch 83 is operated to the ON state to enter a setting confirmation mode, which allows the setting to be confirmed. When the door is open and power is not being supplied to the slot machine 1 (the power switch 81 is OFF), the setting key switch 83 is operated to the ON state, and the power switch 81 is operated to the ON state (the power is turned on to the slot machine 1) while in that state to enter a setting change mode, which allows the setting to be changed. In addition, the setting value can be updated one step at a time each time the setting change switch 84 is operated in that state. After the setting value is updated, the updated setting value is confirmed by tilting the start lever 25, and after the confirmation, the setting key switch 83 is operated to the OFF state to complete the setting change operation.

[0047] The setting key switch 83 can be switched between ON and OFF by inserting a predetermined key member (setting key) into a predetermined lock member provided on the main body and rotating it. Also, setting confirmation and setting change cannot be performed while a game is being played (when game medals have been bet (including automatic betting) or when the reels are spinning), and can only be performed while the game is in standby. In the setting confirmation mode and setting change mode, the setting value is displayed on the payout number display lamp 46j using six integer values ​​from "1" to "6" (another lamp for displaying the setting value may be provided inside the cabinet of the slot machine 1, etc.).

[0048] Power from the power supply device 80 is supplied to the sub-main control board 70A via the main control board 60, and is further supplied to the sub-sub control board 70B via the sub-main control board 70A (power may be supplied directly from the power supply device 80 to the sub-main control board 70A and the sub-sub control board 70B). A supply voltage monitoring circuit (not shown) for monitoring the voltage supply state is provided on the circuit that supplies power from the power supply device 80 to the main control board 60 and on the circuit that supplies power to the sub-main control board 70A via the main control board 60. Each supply voltage monitoring circuit determines that a power cut has occurred when the supply voltage drops to a predetermined voltage value, and outputs a power cut detection signal to the main CPU 61 and a sub-main CPU 71, which will be described later. Also, each supply voltage monitoring circuit determines that power has been turned on when the supply voltage has returned to a predetermined voltage value (a value different from the voltage value for power cut determination (e.g., a higher value), but it may be the same value), and outputs a power turn-on detection signal to the main CPU 61 and the sub-main CPU 71, which will be described later. The voltage value when power-off of the main control board 60 is detected is set to a value higher than the voltage value when power-off of the sub-main control board 70A is detected, and the main control board 60 is configured to perform the process (power-off process) that is programmed to be executed when the power is turned off before the sub-main control board 70A (the same may be applied to power-on).

[0049] In addition, the main CPU 61 receives signals from a reel stop signal circuit 91, a start lever 25, inserted medal sensors 28a, 28b, 28c, a 1-BET switch 22, a MAX-BET switch 23 and a settlement switch 24, which are connected to the switch board 90 or mounted on the switch board 90, via an interface circuit 68.

[0050] The main CPU 61 is also connected to the blocker 48 via an interface circuit 68, and is configured to control the blocker 48 to be turned on and off. In the following description, a signal for controlling the blocker 48 to be turned on and off is also referred to as a "blocker signal." Furthermore, although not shown, the slot machine 1 is provided with a door sensor that detects the open / closed state of the front door 2, and a signal from this door sensor is input to the main CPU 61 via the interface circuit 68. The main CPU 61 determines whether the front door 2 is closed (also referred to as a "door closed state") or open (door open state) based on the signal from the door sensor.

[0051] Although not shown in the figure, the main CPU 61 determines whether a predetermined game state (for example, an AT state) is in progress. When the game enters a certain gaming state (such as a bonus state or a special state), a specified signal (also called an "outer end signal") is output to a data counter, hall computer, etc. via an external connection terminal board, etc., and this outer end signal is configured to manage the number of times set in the specified gaming state and to present it to the player.

[0052] <Configuration of the Sub-Control Board 70> The sub-control board 70 is composed of a sub-main control board 70A and a sub-sub control board 70B. The sub-main control board 70A is provided with a sub-main CPU 71 that mainly performs various arithmetic processing related to the management of effects, a ROM 72 that is a read-only storage device that stores control programs and the like, and a RAM 73 that is a storage device that can write and read information. Each drive circuit and the like operates according to the control program stored in the ROM 72, thereby performing control related to the management of image effects and sound effects in the slot machine 1, control related to lamp effects, and the like. The ROM 72 and the RAM 73 are non-volatile storage devices, and are configured to be able to retain stored information even when power is not supplied. In addition, a clock pulse generator and a frequency divider (not shown) are connected to the sub-main CPU 71, and a predetermined process is performed according to the clock signal generated by the clock pulse generator and the frequency divider.

[0053] The sub-main CPU 71 is configured to receive various signals from the main control board 60 via the interface circuit 74 and transmit signals to the lamp control circuit 18. The lamp control circuit 18 is a circuit that controls the lighting of lamps such as the back lamps 38a to 38c. The sub-main CPU 71 also receives output signals from the selection button 54 and the decision button 55 via the interface circuit 74, and causes the sub-sub control board 70B to display a menu screen on the image display device 11 in response to the received output signals of each button, providing information in response to the selection operation of the player, and changing the content of the presentation displayed on the image display device 11 during play.

[0054] The sub-main CPU 71 is connected to the sub-sub control board 70 via the interface circuit 74. B, and receives various signals from the sub-sub control board 70B. Hereinafter, signals (control signals) transmitted from the main control board 60 to the sub-main control board 70A will also be referred to as "control commands," and signals (alert signals and performance signals) transmitted from the sub-main control board 70A to the sub-sub control board 70B will also be referred to as "performance commands." Furthermore, signals (status signals) transmitted from the sub-sub control board 70B to the sub-main control board 70A will also be referred to as "status commands."

[0055] The sub-sub control board 70B is provided with a sub-sub CPU 75 which performs various calculation processes mainly related to the control of image and sound effects, a ROM 76 which is a read-only storage device storing control programs and the like, and a RAM 77 which is a storage device to which information can be written and read, and the control related to image and sound effects is performed by operating each drive circuit and the like according to the control program stored in the ROM 76. The ROM 76 and RAM 77 are non-volatile storage devices and are configured to be able to retain the stored information even when power is not supplied.

[0056] The sub-sub CPU 75 is configured to receive a notification signal or a performance signal from the sub-main control board 70A via the interface circuit 78, and transmit signals to the display device control circuit 16 and the speaker control circuit 17, as well as transmit a status signal to the sub-main control board 70A. The display device control circuit 16 is a circuit that controls the image display device 11 to display a predetermined performance image, and the speaker control circuit 17 is a circuit that controls the type and volume of sounds generated from speakers such as the upper speakers 15a and 15b. The image display device 11 is also configured to function as a push indicator (also referred to as the "sub-side push order indicator") that displays the operation order (push order) of the stop switches 26a to 26c.

[0057] <<Configuration inside the main unit>> Next, the internal configuration of the main body housing 5 will be described with reference to FIG. 3. As shown in FIG. 3, a hopper 50, an auxiliary storage 85, and a power supply unit 80 are provided in the lower part (on the bottom plate 5d) of the main body housing 5. A middle plate 5f is provided in the center of the main body housing 5 so as to span the left and right side plates 5a and 5b, and a reel unit RU having three reels 3a, 3b, and 3c is provided on the middle plate 5f. A main control board case unit 160 having a main control board 60 (see FIG. 2) is provided in the upper part of the main body housing 5 (on the upper inner surface of the back plate 5e) via a board case holding bracket mechanism 170 so as to be swingable in the front-rear direction. In addition, a sub-control board case unit (not shown) having a sub-control board 70 (see FIG. 2) is provided on the back part of the front door 2.

[0058] <Reel> Each of the reels 3a, 3b, 3c is configured to rotate by being driven by a stepping motor 35a, 35b, 35c, respectively. Each of the reels 3a, 3b, 3c is configured of a cylindrical member having translucency, and a translucent reel tape on which a plurality of types of symbols shown in FIG. 4 are displayed is attached to the outer circumferential surface of each of the reels. Each of the reels 3a, 3b, 3c is provided with a back lamp 38a, 38b, 38c on the inner surface side thereof. When the back lamp 38a, 38b, 38c is turned on, the area of ​​each of the reels 3a, 3b, 3c facing the display window W is entirely illuminated from the inner surface side, or only a part of each of the reels 3a, 3b, 3c is illuminated so as to highlight a predetermined symbol combination (for example, a symbol corresponding to a game combination arranged on the pay line 29 or a position different from the pay line 29) displayed in a stopped state on each of the reels 3a, 3b, 3c.

[0059] <Reel pattern arrangement> In this embodiment, the symbols displayed by the reels 3a to 3c are arranged as shown in FIG. 4(a). Here, the "left reel" in FIG. 4(a) is the reel 3a, and the "middle reel" is the reel 3b and "right reel" respectively represent reel 3c. In this way, each of the reels 3a to 3c has a predetermined number of 10 types of symbols, namely "red seven", "gold seven", "black bar", "blue bar", "blank A", "blank B", "bell A", "bell B", "watermelon", and "replay" as shown in FIG. 4(b). Each symbol arranged on the reel tape is printed in each of 20 equal symbol areas in the longitudinal direction of the reel tape. Hereinafter, the reels 3a, 3b, and 3c are also referred to as the left reel (left reel), the middle reel (middle reel), and the right reel (right reel), respectively. Note that each symbol shown in FIG. 4 is for explaining the symbol arrangement of each of the reels 3a to 3c, and does not reflect the size of the symbols actually drawn on the reel tape (the relative ratio of the size of each symbol). As shown in Figure 4(a), the uppermost pattern on this reel tape in the longitudinal direction is the "Bell A" pattern, number 19, and the lowermost pattern is the "Replay" pattern, number 0. Therefore, when the reel tape is attached to a reel, the joint of the reel tape is between the "Bell A" pattern, number 19, and the "Replay" pattern, number 0.

[0060] <Types of Gaming Hands> In this embodiment, the symbol combinations displayed on the reels 3a to 3c are set as shown in Figs. 5 to 8, and these are the symbol combinations (corresponding symbols) that constitute the game roles. In this embodiment, a total of 51 types of game roles are set, including two types of special roles, BB roles 1 and 2 (BB roles; BB is an abbreviation for big bonus. They are also called "one type BB" or "bonus roles"), five types of replay roles, 1 to 5, and 44 types of winning roles (minor roles), 1 to 44. The symbol combinations (corresponding symbols) for achieving each game role, the number of game medals paid out when the game role is achieved, etc. are as shown in Figs. 5 to 8.

[0061] BB roles 1 and 2 are game roles (bonus roles) that indicate that no game medals are paid out even if they are established, and that a predetermined bonus (also referred to as "BB" in this embodiment) as a special role is activated upon establishment, and a predetermined bonus game (also referred to as "BB game") executed under conditions different from normal games can be started from the next game, and that the player is transferred to a special game state (also referred to as "BB operation") that is advantageous to the player. BB role 1 corresponds to the symbol combination of "blue bar, blue bar, red seven", and BB role 2 corresponds to the symbol combination of "black bar, black bar, red seven" (the names of the symbols that make up the game roles are written in the order of reels 3a, 3b, and 3c. The same applies below). The bonus game that can be started by the establishment of BB role 1 or BB role 2 ends when a predetermined number of game medals (for example, 70 medals in this embodiment, but the number can be changed as appropriate) are acquired (as a modification, it may end when a predetermined number of games (for example, 30 games) have been played). BB roles 1 and 2 may be established in non-RT and RT1 (inside BB) described later, but are roles that cannot be established in RT2 (during BB operation) ("-" in Figures 5 to 8 indicates that they are not established).

[0062] In this embodiment, only the BB role is provided as the special role, but an RB role (RB is an abbreviation for regular bonus) or an MB role (MB is an abbreviation for middle bonus. Also referred to as "two types of BB") may be provided as another special role. When the RB role is established, an RB game as a bonus game may be set to start from the next game, and when the MB role is established, an MB game as a bonus game may be set to start from the next game. In this case, the RB game may end, for example, when a small role is established a predetermined number of times (e.g., 8 times) or when a predetermined number of games (e.g., 12 times) have been played, and the MB game may end, for example, when a predetermined number of game medals (e.g., more than 200) have been paid out. In addition, a plurality of special roles (for example, a plurality of types of BB roles may be provided, or both the BB role and the MB role may be provided).

[0063] When replay roles 1 to 5 are established, no game medals are paid out, but the player's This is a game role (replay role) that allows the player to play the next game without reducing the number of game medals (without inserting new game medals). The replay role 1 is configured so that when its corresponding symbol "Bell A·Replay·(Blue Bar / Black Bar / Gold Seven / Red Seven)" (" / " in () means "or") is stopped and displayed on the effective line 29, the symbol "Replay" is lined up on the right-downward line in the display window W. For this reason, the replay role 1 is also called "Right-Down Replay" (replay is also written as "RP"). For the same reason, the replay roles 2 to 4 are also called "Right-Up RP", "Upper RP", and "Middle RP", respectively. The replay role 5 is configured so that when its corresponding symbol "Bell A·(Blue Bar / Black Bar / Gold Seven / Red Seven)·Bell B" is stopped and displayed on the effective line 29, the symbol "Watermelon" is lined up on the upper line in the display window W. For this reason, replay role 1 is also called "upper watermelon RP."

[0064] As shown in FIG. 4 (reel symbols), the symbols "Replay" on the left reel 3a, the center reel 3b, and the right reel 3c that constitute the replay role 4 are arranged at intervals of 5 symbols or less on each reel. As a result, when the replay role 4 is won, the corresponding symbol "Replay-Replay-Replay" can be stopped and displayed (also called "pulled in") on the pay line 29 regardless of the push order or the push position (see the explanation of the reel rotation stop control by the reel control means 134 described later). A role that can pull in the corresponding symbol (any of the multiple pairs, if there are multiple pairs) on the pay line 29, regardless of the operation timing of each stop switch, like this replay role 4, is also called a "100% pull-in possible game role" or a "game role with no misses". Note that the replay roles 1 to 3 and 5 are also 100% pull-in possible game roles, like the replay role 4. In addition, the replay roles 1 to 5 may be achieved in non-RT and RT1, which will be described later, but are roles that cannot be achieved in RT2.

[0065] Small winning combinations 1 to 44 are game combinations (winning combinations) that are configured to pay out a predetermined number of game medals when they are achieved. Among the small winning combinations 1 to 44, small winning combinations 1 to 36 are combinations that can be achieved in any of non-RT, RT1, and RT2, which will be described later, while small winning combinations 37 to 39 are combinations that can be achieved only in RT2 (during BB operation). In addition, small winning combinations 1 to 23 and 40 to 43 are also called "1-coin combinations" because the number of coins paid out when they are achieved is set to one. Similarly, small winning combinations 24 to 37 are also called "15-coin combinations," and small winning combinations 38 and 39 are also called "3-coin combinations." In addition, the 15-coin combination is also called "bell small winning combination."

[0066] The small winning combination 37 is configured so that when the corresponding symbol "Bell A·Watermelon·(Blue Bar / Black Bar / Gold Seven / Red Seven)" is stopped and displayed on the pay line 29, the symbol "Watermelon" is lined up on a line sloping to the right in the display window W. For this reason, the small winning combination 37 is also called "Watermelon Small Winning." The small winning combination 40 is a one-piece winning combination whose corresponding symbol is "Red Seven·Red Seven·Red Seven." For this reason, the small winning combination 40 is also called "Red Seven Aligned One-piece Winning." The small winning combinations 1 to 7 and 24 to 37 are 100% reel-in winning combinations.

[0067] <Basic operations for playing the game> To play the slot machine 1, first, a player inserts a game medal into the medal slot 21 to place a bet, or operates either the 1-BET switch 22 or the MAX-BET switch 23 to bet a specified number of game medals within the credit range, thereby activating the winning line 29. In this embodiment, the specified number of game medals required to activate the winning line 29 is set to three medals in each of the RT states of non-RT, RT1, and RT2 described later. However, the specified number is not limited to this, and can be changed as appropriate, such as by setting the specified number to a different value depending on the RT state. In addition, a plurality of winning lines may be provided, and the number of activated winning lines may be changed depending on the number of game medals bet.

[0068] Next, when the player operates the start lever 25, the number of bets is confirmed (the bet game medals are used for play) and the role determination process described below is carried out. After that, it is confirmed that the minimum play time has elapsed, and then each of the reels 3a to 3c starts to spin. Here, the minimum play time refers to the minimum time that must be secured from when all the reels start to spin in one game until when all the reels start to spin in the next game, and in this embodiment, it is set to 4.1 seconds. When each of the reels 3a to 3c starts to spin, A plurality of types of symbols displayed on the outer peripheral surfaces of the reels 3a to 3c are displayed moving up and down (usually from top to bottom) within a display window W. When the rotation of the reels 3a to 3c reaches a predetermined speed and starts rotating at a constant speed, each of the stop switches 26a to 26c is activated (the operation of the stop switches is made valid and acceptable), and when the player operates the stop switch 26a, the rotation of the reel 3a stops, when the player operates the stop switch 26b, the rotation of the reel 3b stops, and when the player operates the stop switch 26c, the rotation of the reel 3c stops.

[0069] Here, if it is determined that the symbol combination stopped and displayed on the pay line 29 is a predetermined winning pattern (a symbol corresponding to a game role that can win game medals), the number of game medals corresponding to each winning pattern is paid out by the hopper 50 or added as credits.

[0070] Next, the characteristic configuration of the slot machine 1 according to this embodiment will be described with additional reference to FIGS. <Function Block> As shown in FIG. 9, from the functional point of view, the slot machine according to this embodiment mainly includes a bet operation for betting game medals (for example, inserting a game medal into the medal insertion slot 21, or pressing the 1-BET switch 22 or the MAX-BET switch 23), a reel rotation start operation for spinning each of the stopped reels 3a to 3c (for example, tilting the start lever 25), and a reel rotation stop operation for stopping the rotation of the three reels 3a, 3b, and 3c that variably display a plurality of types of symbols (for example, pressing the reel 25). The machine is equipped with an operation signal output means 95 which outputs a signal (also referred to as a "game operation signal") corresponding to each game operation performed by the player, such as a game start operation (for example, pressing the stop switches 26a, 26b, 26c) and a settlement operation for paying out bets or accumulated (credited) game medals (for example, pressing the settlement switch 24), a main control means 100 (corresponding to the main control board 60) which performs main control related to the progress of the game, and a sub-control means 200 (corresponding to the sub-control board 70) which performs predetermined presentation control according to the game situation.

[0071] (1) Functional block of main control means 100 The main control means 100 is roughly composed of a game state management means 110 that mainly manages the game state, a game progress management means 130 that mainly manages the game progress, and a main communication control means 150 that controls communication in the main control means 100. Among these, the game state management means 110 includes a set value control means 111, an RT state control means 112, a replay operation control means 113, a bonus operation control means 114, a freeze control means 115, a game mode control means 116, and a random number generation / acquisition means 117.

[0072] The game progress management means 130 includes a received medal management means 131, a role determination means 132, a performance group number determination means 133, a reel control means 134, a stop display pattern determination means 135, a paid medal management means 136, a blocker control means 137, a display lamp control means 138, a push order management means 139, and a condition device group number determination means 140, and the main communication control means 150 includes a control command transmission means 151 and an outer end signal transmission means 152. The above-mentioned means in the main control means 100 are implemented by hardware such as the main CPU 61, ROM 62, RAM 63, electronic circuits, and ROs arranged on the main control board 60 shown in FIG. It is a functional representation of what is composed of software such as control programs stored in M62 etc.

[0073] (1-1) Each means constituting the game status management means 110 The set value control means 111 is configured to control a numerical value (also called a "management set value") for internally managing the set value (six-stage configuration of setting 1 to setting 6) of the winning probability. In this embodiment, consecutive integer values ​​from 1 to 6 (the integer values ​​from 1 to 6 correspond to settings 1 to 6, respectively) are used as the management set value. The data of the management set value is stored in a predetermined storage area of ​​the RAM 63, and is referred to when the set value is confirmed in the winning determination process, and is also referred to when the set value is displayed on the set value display (the payout number display lamp 46j) when the setting is confirmed or changed. The management set value is changed according to the setting change operation by the gaming store staff. Specifically, the set value is updated by one each time the setting key switch 83 is operated to the ON state and the setting change switch 84 is operated in that state.

[0074] The RT state control means 112 is configured to control the setting of three RT states: non-RT, RT1, and RT2. Non-RT is an RT state that is set when the RAM (RAM63) is initialized. RT1 is an RT state (also called "inside BB") that is set when the selection of a type 1 BB-A condition device or a type 1 BB-B condition device (winning of BB role 1 or BB role 2) is carried over. RT2 is an RT state (also called "in BB operation") that is set from the next game when the BB role 1 or BB role 2 is established, and during this RT2, a bonus game can be executed. In RT2, the replay role is not won, and any of the winning J to Q condition devices is selected (no miss). The transition control of each of the above-mentioned RT states will be explained in detail later.

[0075] The re-play operation control means 113 is configured to set a state (also called a "re-play operation state") in which the player is permitted to play the next game without betting game medals owned by the player when a re-play role is established. When the re-play operation state is set, information indicating the re-play operation state (also called a "re-play operation state flag") is set (for example, a value of "1" is stored) in a predetermined storage area of ​​the RAM 63. The set re-play operation state flag is cleared (for example, a value of "0" is stored) at a predetermined point in time until the re-play operation state is resolved.

[0076] The bonus operation control means 114 is configured to operate in the following manner: from the time when a bonus role (in this embodiment, BB role 1 or BB role 2) is won (when a type 1 BB-A condition device or a type 1 BB-B condition device is selected), It is configured to execute a predetermined process during the period until the end of the bonus game that is executed when the B role 1 or the BB role 2 is established. Specifically, when the BB role 1 or the BB role 2 is won, information indicating that the BB role 1 or the BB role 2 has been won (also called the "1st type BB winning flag") is set (for example, the value "1" is stored) in a predetermined storage area of ​​the RAM 63. Also, when the BB role 1 or the BB role 2 is established, information indicating that the BB role is in the BB operating state (also called the "1st type BB operating flag") is set (for example, the value "1" is stored) in a predetermined storage area of ​​the RAM 63.

[0077] The freeze control means 115 is configured to set a freeze that delays the execution of control processes related to the progress of the game (for example, processes for accepting bet operations, reel spin start operations, reel spin stop operations, etc.) for a predetermined time when a predetermined condition is met. In this embodiment, four types of freezes can be executed: winning wait (freeze time 2 seconds), fake wait (freeze time 5 seconds), notification wait (freeze time 2 seconds), and full stop end wait (freeze time 5 seconds).

[0078] The game mode control means 116 is configured to control the setting of eight game modes from game mode 0 to game mode 7. The game mode means a game state (also called a "main game state") that is controlled by the main control means separately from the RT state and is mainly related to the setting state of the AT. In addition, the game mode control means 116 manages whether the player stays in a normal zone or an advantageous zone, which will be described later, by using a zone type number (which takes a value of 0 or 1). Here, a zone type number = 0 indicates that the player stays in a normal zone, and a zone type number = 1 indicates that the player stays in an advantageous zone. Furthermore, the game mode control means 116 manages whether the player has won the AT by using an AT winning flag (which takes a value of 0 or 1). Here, an AT winning flag = 0 indicates that the player has not won the AT, and an AT winning flag = 1 indicates that the player has won the AT.

[0079] Game mode 0 is a normal (non-advantageous) game state. Game mode 0 is a mode in which the player stays in a normal zone, and does not perform lotteries related to AT play (assist play). Game mode 1 is a game state also called "chance" in which the player stays when the zone type number is 1 but the AT has not been won. Game mode 2 is a game state also called "after AT win 1" in which the player stays when the zone type number is 1 and the AT has been won but the BB has not been won. Game mode 3 is an AT game state which is mainly transitioned to when the BB has been won in a state in which the AT has been won. In this game mode 3, the push navigation described later is executed, so it is a game state which is very advantageous for the player.

[0080] Game mode 4 is a game state that is mainly called "after AT" in which the player stays after the BB is established in game mode 7 described later. Game mode 5 is a game state that is mainly called "after AT win 2" in which the player stays after the AT is won in game mode 4. Game mode 6 is a game state that is mainly called "inside chance" in which the player stays in the BB when the section type number is 1 and the AT is not won. Game mode 7 is a game state that is mainly called "inside after AT" in which the player stays when the reach flag is 0 after one AT ends.

[0081] The above-mentioned eight game modes 0 to 7 are divided into game modes belonging to the normal zone (game mode 0) and game modes belonging to the advantageous zone (game modes 1 to 7). The normal zone is a period during which push navigation (prize-winning navigation, RP navigation, and eye-pushing navigation) is not performed, and is also a period during which information that can determine the push order (information such as condition device number and instruction number) is not transmitted from the main control means to the sub-control means. The normal zone is also a period during which a lottery (for example, a lottery for shifting to the advantageous zone) can be held to determine whether or not to shift to the advantageous zone.

[0082] The advantageous zone is a period during which push navigation can be performed, and is also a period during which information for determining the push order can be sent from the main control means to the sub-control means. The advantageous zone is also a period during which a lottery for changing the performance of the advantageous zone (for example, an AT mode lottery) or a process for adding the number of AT games during the advantageous zone (for example, a seven stock 1 lottery, a seven stock 2 lottery) can be performed. Furthermore, during the advantageous zone, a zone indicator (for example, a DP segment lamp other than the seven-segment lamp among the payout number display lamps 46j (also called an advantageous zone lamp)) is lit to inform the player that the advantageous zone is in place. While staying in the advantageous zone, a winning navigation may be performed at least once (in this case, if a winning navigation has not been performed even once, it may not be possible to move to the normal zone).

[0083] In addition, there is an upper limit (1500 games) on the period during which a player can continuously stay in the advantageous zone. Furthermore, when the upper limit is reached and the advantageous zone ends, all information related to the advantageous zone (for example, information such as the AT winning flag and the value of the seven stock number counter) is cleared. Note that when the upper limit is reached and the advantageous zone ends, it is not necessary that a winning navigation has been performed even once while the player was in the advantageous zone. In addition, the lottery to determine whether or not to move to the advantageous zone, and the advantageous zone When the lottery for changing the performance, etc. is performed based on the role determination result (condition device), it may be performed only for the role determination result without a setting difference, and in particular, the lottery for changing the performance, etc. of the advantageous zone may be performed based on conditions other than the role determination result. In that case, it may be performed without referring to the setting value.

[0084] The random number generating / taking-in means 117 is composed of the above-mentioned CPU 61, clock pulse generator 64, frequency divider 65, random number generator 66, and random number taking-in circuit 67, and generates and takes in random numbers used in various lotteries. In this embodiment, it has four 16-bit random number means (4ch: ch is an abbreviation of "channel") capable of generating a random number sequence in a maximum numerical range of "0 to 65535", and four 8-bit random number means (4ch) capable of generating a random number sequence in a maximum numerical range of "0 to 255", and each of them is capable of generating a random number sequence independently. The random numbers generated by these 16-bit random number means or 8-bit random number means are updated based on the clock signal generated by the clock pulse generator 64, and are therefore also called hardware random numbers (hard random numbers). Although not shown, in this embodiment, it has a random number generating means other than the random number generating / taking-in means 117. This random number generating means is composed of the above-mentioned CPU 61 and RAM 63, and has a random number generating means capable of generating a random number sequence within a predetermined numerical range as a random number used for determining a winning combination, etc. This random number is also called a software random number (soft random number) because it is updated based on a program.

[0085] (Regarding RT state transition control) The above-mentioned RT state transition control by the RT state control means 112 will be explained with reference to Fig. 10. As shown in this figure, when a type 1 BB-A condition device or a type 1 BB-B condition device is selected during non-RT, condition P1 is satisfied, and this triggers the RT state control means 112 to transition the RT state from non-RT to RT1. Also, when a BB role 1 or a BB role 2 is established during RT1 (also referred to as "BB establishment" or "BB operation"), condition P2 is satisfied, and this triggers the RT state control means 112 to transition the RT state from RT1 to RT2.

[0086] RT2 is an RT state (also called "BB operation in progress") that is set from the next game when BB role 1 or BB role 2 is established, and during this RT2, a bonus game can be executed. In RT2, the replay role is not won, and it is set so that one of the winning J to Q condition devices is selected (no misses). During RT2, when more than a predetermined number (70 coins) of game medals are won and the bonus game ends (also called "BB operation end"), the condition P3 is satisfied, and this triggers the RT state control means 112 to transition the RT state from RT2 to non-RT.

[0087] (Game mode transition control) The transition control of the game mode by the game mode control means 116 described above will be described with reference to Fig. 11 and Fig. 12. As shown in Fig. 11, in game mode 0, the game mode 0 transitions to game mode 1 when condition Q1 is satisfied, the game mode 0 transitions to game mode 2 when condition Q2 is satisfied, the game mode 0 transitions to game mode 3 when condition Q3 is satisfied, and the game mode 0 transitions to game mode 6 when condition Q4 is satisfied. The contents of each transition condition (conditions Q1 to Q15) are shown in simplified form in Fig. 11, but more detailed contents are described in the flow chart described later.

[0088] In game mode 1, when condition Q5 is satisfied, the game mode transitions from game mode 1 to game mode 0, when condition Q6 is satisfied, the game mode transitions from game mode 1 to game mode 6, when condition Q7 is satisfied, the game mode transitions from game mode 1 to game mode 2, and when condition Q8 is satisfied, the game mode transitions from game mode 1 to game mode 3. Here, the chance game number counter included in the condition Q5 is a counter (taking a value from 0 to 30) that manages the number of games in the game mode 1, and the value of the chance game number counter is set to 30 when the game mode is changed to 1, and thereafter, 1 is subtracted for each game (see also FIG. 12). Also, the type 1 BB winning flag included in the conditions Q6 to Q8 is a flag (taking a value from 0 to 1) that manages whether or not a BB has been won in the hand drawing in the game, and the type 1 BB winning flag = 0 indicates that the BB has not been won in the game, and the type 1 BB winning flag = 1 indicates that the BB has been won in the game (see also FIG. 12).

[0089] In game mode 2, satisfaction of condition Q9 triggers a transition to game mode 3. In game mode 3, satisfaction of condition Q11 triggers a transition to game mode 0, and satisfaction of condition Q12 triggers a transition to game mode 7. Here, the bell count counter included in conditions Q11 and Q12 is a counter (taking values ​​from 0 to 134) that manages the number of times (also called "bell count") that push navigation (winning navigation) can be executed during AT, and winning navigation can be executed when the value of the bell count counter is 1 or more (see also FIG. 12).

[0090] The seven numbers included in conditions Q11 and Q12 are numbers that manage the type of AT (red seven or gold seven), with seven number = 1 indicating red seven and seven number = 2 indicating gold seven (see also Fig. 12). The seven counter is a counter (taking a value between 0 and 26) that manages the number of red sevens in stock, the cumulative counter is a counter (taking a value between 0 and 2412) that manages the number of game medals acquired (the difference in number) in one favorable zone, and the reach flag is a flag (taking a value between 0 and 1) that adjusts the upper limit of the number of game medals acquired (the difference in number) (see also Fig. 12).

[0091] In game mode 6, the satisfaction of condition Q10 triggers a transition to game mode 1. In game mode 7, the satisfaction of condition Q10 triggers a transition to game mode 4. In game mode 4, the satisfaction of condition Q8 triggers a transition from game mode 4 to game mode 3, the satisfaction of condition Q13 triggers a transition from game mode 4 to game mode 0, and the satisfaction of condition Q14 triggers a transition from game mode 4 to game mode 7. Here, the AT cycle counter included in conditions Q13 and Q14 is a counter (taking values ​​from 0 to 3) that manages the stay cycle during AT.

[0092] In addition, when condition Q7 is satisfied during game mode 4, a transition from game mode 4 to game mode 5 is triggered, and when condition Q9 is satisfied during game mode 5, a transition to game mode 3 is triggered.

[0093] Furthermore, when the player is in one of the game modes 1 to 7 (i.e., the advantageous zone), the game mode is shifted to 0 when the condition Q15 is satisfied. The advantageous zone clear counter included in the condition Q15 is a counter (taking a value of 0 to 1500) that manages the number of games that have been continuously played in the advantageous zone, is set to 1500 when the player moves from the normal zone to the advantageous zone, and is decremented by 1 each time a game is played in the advantageous zone (see also FIG. 12). The net gain counter is a counter (taking a value of 0 to 2412) that manages the number of coins won (the difference in number of coins) during the advantageous zone, is set to 0 when the player moves from the normal zone to the advantageous zone, and is updated according to the number of coins won thereafter (see also FIG. 12).

[0094] In this way, when moving from the normal zone to the favorable zone, the value of the favorable zone clear counter is set to "1500", and the value of the favorable zone clear counter is subtracted by 1 each time a game is played in the favorable zone. Then, when the value of the favorable zone clear counter becomes "0", the game is forced to move to the normal zone. In addition, if the game transitions from the advantageous zone to the normal zone before the advantageous zone clear counter value becomes "0", the advantageous zone clear counter value is cleared (set to "0"), and when the game transitions from the normal zone to the advantageous zone again, the advantageous zone clear counter value is reset to "1500".

[0095] In this embodiment, a net gain counter is also provided to count the number of game medals acquired (the difference in number of medals) during the advantageous zone. The net gain counter sets its counter value to "0" at the start of the advantageous zone (it may also be set to "0" at the end of the advantageous zone), and updates the counter value for each game thereafter according to the results of the game. When updating, if the difference in number of medals falls below 0, the counter value is corrected to "0", and if the difference in number of medals is a positive value, it is accumulated and updated as is (such correction may not be performed). When the accumulated difference in number of medals exceeds 2400, the advantageous zone ends and the normal zone is entered. The accumulation counter is functionally a counter that performs the same count as the net gain counter. When checking the number of game medals acquired (the difference in number of medals) during control processing, the value of the accumulation counter may be referenced or the value of the net gain counter may be checked depending on the processing contents.

[0096] Furthermore, a correction counter is also provided as a counter that performs counting related to the number of game medals acquired (difference in number) during the favorable zone. This correction counter is a counter (taking a value from 0 to 2101) that counts the number of game medals that can be acquired during one favorable zone (also called the "expected number of medals acquired" or "expected number of medals that can be acquired"), which is calculated by adding the number of AT stocks such as red sevens and gold sevens and the value of the bell count counter to the value of the net increase counter (accumulation counter). When the value of the correction counter (expected number of medals acquired) exceeds a predetermined value (2100), this may be used as a trigger to end the favorable zone at a predetermined timing and transition to the normal zone.

[0097] By adopting such a configuration, it is possible to make it difficult for a player to know when the advantageous zone will end. For example, when the advantageous zone end time is determined only by the value of the advantageous zone clear counter or the value of the net gain counter, if these values ​​are displayed to the player, the player can easily know when the advantageous zone will end by checking them. However, when a correction counter is provided, the advantageous zone may end because the value of the correction counter reaches a predetermined value even though the values ​​of the advantageous zone clear counter and the net gain counter have not reached their upper limits. Therefore, it becomes difficult to know when the advantageous zone will end, which can improve the interest of the game. In addition, by setting the predetermined value (2100) of the correction counter to a value smaller than the upper limit value (2400) of the net gain counter, it is possible to reduce the possibility that the advantageous zone will end during the AT. For example, if the value of the correction counter (expected number of wins) exceeds the predetermined value (2100) during the AT, if the next AT can be executed after the AT ends, there is a high possibility that the net gain counter will exceed the upper limit value (2400) during the execution of the next AT, and the advantageous zone will end. If the advantageous period ends during AT, the player may become disappointed, but this can be prevented by ending the advantageous period when the correction counter value (expected number of wins) exceeds a predetermined value (2100).

[0098] (Lottery executed in each game mode) Next, various lotteries performed by the game mode control means 116 in the above-mentioned game modes 0 to 7 will be described with reference to Figs. 13 to 20. The advantageous zone shift lottery shown in Fig. 13(A) is a lottery for determining whether or not to shift to an advantageous zone, and selects either a win (1) or a loss (0) based on the condition device group A number (condition device group number will be described later). The number of wins corresponding to each condition device group A number is as shown in the figure.

[0099] The chance mode 1 lottery shown in FIG. 13(B) is a chance mode number (chance (game This is a lottery to determine the number that controls the likelihood of winning in the lottery in mode 1), and selects one of the chance mode numbers 0 to 4 based on the condition device group H number. The winning number corresponding to each condition device group H number is as shown in the figure.

[0100] The chance mode 2 lottery-1 shown in Fig. 13(C) is a lottery to determine the chance mode number during BB operation in the chance (game mode 1), and selects one of the chance mode numbers 0 to 4 (actually 0 or 4) based on the condition device group D number. The winning number corresponding to each condition device group D number is as shown in the figure.

[0101] The chance mode 2 lottery-2 shown in Fig. 13(D) is a lottery to determine the chance mode number during the chance (game mode 1) when BB is not in operation, and selects one of the chance mode numbers 0 to 4 (actually 0 or 4) based on the condition device group B number. The winning number corresponding to each condition device group B number is as shown in the figure.

[0102] The chance mode 3 drawing shown in FIG. 13(E) is a drawing to determine a new chance mode number at the end of a stay period during chance (game mode 1), and a new chance mode number is selected from among 0 to 4 (actually 0 or 4) based on the current chance mode number 1 to 3 (no drawing if 0). The winning set value number corresponding to each chance mode number is as shown in the figure. Note that chance mode number 4 indicates an AT win. The chance mode drawings in FIG. 13(B) to (E) are collectively referred to as AT drawings.

[0103] 14(A) is a drawing to determine the number of games to stay in the chance (game mode 1) when any one of chance mode numbers 1 to 3 is selected in the chance mode 1 drawing (also referred to as "chance mode winning"). Based on the selected chance mode number 1 to 3, one of the game numbers 0, 10, 20, or 30 is selected. The winning number corresponding to each chance mode number is as shown in the drawing.

[0104] The chance cycle lottery shown in Fig. 14(B) is a lottery that determines the number of cycles when the chance mode is won, and selects one of the cycle numbers 0 to 4 based on the chance mode numbers 1 to 3 selected in the chance mode 1 lottery. The winning number corresponding to each chance mode number is as shown in the figure.

[0105] The EX1 mode lottery shown in Figure 14 (C) is a lottery to determine the add-on mode number after winning the AT (the number that manages the stock add-on state during the AT), and selects one of the add-on mode numbers 0 to 2 (actually 1 or 2) based on the condition device group F number. The winning number corresponding to each condition device group F number is as shown in the figure.

[0106] The EX2 mode lottery shown in Fig. 14(D) is a lottery held while staying in game mode 2 or 5 in order to determine the additional mode number after winning the AT, just like the EX1 mode lottery, and selects one of the additional mode numbers 0 to 2 (actually 0 or 2) based on the condition device group F number. The winning number corresponding to each condition device group F number is as shown in the figure.

[0107] AT mode lottery-1 shown in Fig. 14(E) is a lottery held during the stay of game modes 0 to 2 to determine the next AT mode number (a number that manages the likelihood of winning in the lottery during the AT) when the AT is won, and selects one of the AT mode numbers 0 to 5 based on the condition device group J number. The winning number corresponding to each condition device group J number is as shown in the figure.

[0108] 14(F) is a lottery held during game modes 3 to 5 to determine the next AT mode number (a number that controls the likelihood of winning in the lottery during the AT) when an AT wins, just like AT mode lottery 1, and selects one of the AT mode numbers 0 to 5 based on the condition device group J number. The winning number corresponding to each condition device group J number is as shown in the figure.

[0109] AT mode lottery-3 shown in Fig. 14(G) is a lottery held after all reels have stopped (also called "after all stops") to determine the next AT mode number (a number that manages the likelihood of winning in the lottery during the AT) when an AT wins, just like AT mode lottery-1 and -2, and selects one of the AT mode numbers 0 to 5 based on the condition device group J number. The winning number corresponding to each condition device group J number is as shown in the figure.

[0110] The seven-one drawing shown in Fig. 15(A) is a drawing that is conducted during play mode 1 or 4 and after a full stop in order to determine the type of AT (red seven or gold seven), and selects one of the seven numbers 0 to 2 based on the condition device group F number. The winning number corresponding to each condition device group F number is as shown in the figure.

[0111] The Seven 2 drawing shown in Figure 15 (B) is a drawing that is conducted during game mode 2 or 5 in order to determine the type of AT, just like the Seven 1 drawing, and selects one of the Seven numbers 0 to 2 based on the condition device group F number. The winning number corresponding to each condition device group F number is as shown in the figure.

[0112] The AT mode rewrite lottery shown in Figure 15 (C) is a lottery to rewrite the AT mode number after the AT ends, and selects one of the AT mode numbers 0 to 5 based on the value of the advantageous zone clear counter (less than 300 or 300 or more). The winning number corresponding to each advantageous zone clear counter value is as shown in the figure.

[0113] The Seven Loop lottery shown in Figure 15(D) is a lottery to decide whether or not to continue the Red Seven, and selects either a win (1) or a loss (0) based on the loop number (the number that controls the continuation rate of the Red Seven). The number of winning combinations corresponding to each loop number is as shown in the figure.

[0114] The Gold Seven Loop lottery shown in Figure 15 (E) is a lottery to decide whether to continue Gold Seven or not, and selects either a winning number (1) or a losing number (0). The winning numbers assigned to winning numbers (1) and losing numbers (0) are as shown in the figure.

[0115] The Gold Seven Loop Rewrite Lottery shown in Figure 15(F) is a lottery for rewriting the continuation rate of Gold Seven, and selects either a win (1) or a loss (0) based on the condition device group E number. The number of wins corresponding to each condition device group E number is as shown in the figure.

[0116] The add-on mode lottery shown in FIG. 15(G) is a lottery to determine the add-on mode number during AT, and selects one of the add-on mode numbers 0 to 2 (actually 1 or 2). The winning number assigned to each add-on mode number is as shown in the figure.

[0117] The bell count change lottery shown in Figure 16 (A) is a lottery for rewriting the number of bells, and selects either a win (1) or a loss (0) based on the value of the bell count counter. The number of wins corresponding to each bell count counter value is as shown in the figure.

[0118] The Seven Stock 1 drawing shown in Figure 16(B) determines whether or not to add the AT stock number. Based on the condition device group C number, either a winning number (1) or a losing number (0) is selected. The winning number corresponding to each condition device group C number is as shown in the figure.

[0119] The Seven Stock 2 drawing shown in Figure 16(C) is the same as the Seven Stock 1 drawing, and is a drawing to decide whether to add AT stocks or not, and selects either a win (1) or a loss (0) based on the condition device group E number. The winning number corresponding to each condition device group E number is as shown in the figure.

[0120] The performance lever wait lottery shown in Fig. 16(D) is a lottery to decide whether or not to perform a fake wait as a freeze, and selects either a win (1) or a loss (0) based on the condition device group J number. The number of winning positions corresponding to each condition device group J number is as shown in the figure.

[0121] 17(A) is a lottery held when the AT mode number is 1 or 2 to determine the number of stay cycles during the AT (the number of BB operations required to return from game mode 3 to game mode 3 via game modes 7 and 4) at the end of the AT, and selects one of the stay cycles from 0 to 3 (actually 1 to 3) based on the value of the bell count counter. The winning number corresponding to each bell count counter value is as shown in the figure.

[0122] 17(B) is a lottery held when the AT mode number is 3 or 4, in order to determine the number of stay cycles during the AT, as with AT cycle lottery-1, and selects one of the stay cycles from 0 to 3 (actually 1 to 3) based on the value of the bell count counter. The winning number corresponding to each bell count counter value is as shown in the figure.

[0123] The pull-back 1 lottery-1 shown in Figure 17 (C) is a lottery held when the AT mode number is 1 to 3 to determine whether or not the AT will be won again after the AT ends, and selects either a win (1) or a loss (0) based on the condition device group C number. The number of winning positions corresponding to each condition device group C number is as shown in the figure.

[0124] The pullback 1 lottery-2 shown in Fig. 17(D) is a lottery held when the AT mode number is 4, in order to determine whether or not the AT will be won again after the AT ends, just like the pullback 1 lottery-1, and selects either a win (1) or a loss (0) based on the condition device group C number. The number of winning entries corresponding to each condition device group C number is as shown in the figure.

[0125] The pull-back 1 lottery-3 shown in Figure 18(A) is a lottery held when the AT mode number is 5, in order to determine whether or not the AT will be won again after the AT ends, just like the pull-back 1 lottery-1, 2, and selects either a win (1) or a loss (0) based on the condition device group C number. The number of winning entries corresponding to each condition device group C number is as shown in the figure.

[0126] The pull-back 2 lottery shown in Figure 18 (B) is a lottery to determine whether or not you will win the AT again after the number of stay cycles during the AT becomes 0, and selects either a win (1) or a loss (0) based on the AT mode number. The number of winning positions corresponding to each AT mode number is as shown in the figure.

[0127] The AT cycle preferential game number lottery shown in FIG. 18(C) is a lottery to determine the number of games (also called the "preferential state game number") to be set in a predetermined preferential state after the AT ends. Based on the mode number, the number of games in the preferential state is selected from 0, 10, 20, or 30. The number of winning positions corresponding to each AT mode number is as shown in the figure.

[0128] The seven table 1 drawing shown in Figure 19 (A) is a drawing to decide the seven table number (the number that manages the table that decides the continuation rate during red seven), and selects one of the seven table numbers 0 to 15 based on the AT mode number. The winning number corresponding to each AT mode number is as shown in the figure.

[0129] The Seven Table 2 drawing shown in FIG. 19(B) is a drawing to determine the Seven Table number, just like the Seven Table 1 drawing, and selects one of the Seven Table numbers 0 to 15 based on the condition device group G number. The winning number corresponding to each condition device group G number is as shown in the figure.

[0130] The Bell Number 1 Drawing-1 shown in Figure 20(A) is a drawing for the first time that is performed when the game mode is 0 to 2, in order to determine the number of bells, and selects one of the bell numbers 0 to 4, 6, 10, 11, or 20 based on the CU rank number (a number that manages the ease of counting up). The winning number corresponding to each CU rank number is as shown in the figure.

[0131] The Bell Number 1 Drawing-2 shown in Fig. 20(B) is the same as the Bell Number 1 Drawing-1, and is a first drawing to determine the number of bells, especially when the game mode is 4 or 5, and selects one of the bell numbers 0 to 4, 6, 10, 11, or 20 based on the CU rank number. The winning number corresponding to each CU rank number is as shown in the figure.

[0132] The bell count 2 drawing shown in Figure 20(C) is a drawing for the second or subsequent times to determine the number of bells, and selects one of the bell counts 0 to 4, 6, 10, 11, or 20 based on the CU rank number. The winning number corresponding to each CU rank number is as shown in the figure.

[0133] The Bell Number 3 drawing shown in Figure 20(D) is a drawing for the second or subsequent times to determine the number of bells, just like the Bell Number 2 drawing, and selects one of the bell numbers 0 to 4, 6, 10, 11, or 20. The winning numbers assigned to each bell number are as shown in the figure.

[0134] (1-2) Each means constituting the game progress management means 130 Returning to Fig. 9, the received medal management means 131 is configured to control whether the actually accepted medals (the medals that are guided to the acceptance passage and detected by the inserted medal sensor 28b, also referred to as "accepted medals") among the medals inserted from the medal insertion port 21 (also referred to as "inserted medals") are to be directly bet or credited. In this embodiment, when the number of bets does not reach the maximum bet allowable number (the number of bets required to execute a game (prescribed number "3")), the accepted medals are to be directly bet, and when the number of bets reaches the maximum bet allowable number and the number of credits does not reach the maximum credit allowable number (for example, "50"), the accepted medals are to be credited.

[0135] Furthermore, the accepted medal management means 131 is configured to perform automatic betting processing (processing to set a state in which the same number of game medals as the number of bets in the previous game have been bet without reducing the number of game medals owned by the player) in a game that has been set to the re-play operating state. Even in the re-play operating state, if the number of credits has not reached the maximum credit allowable number, the inserted game medals are accepted as game medals to be credited (it may be possible not to accept them). If the number of bets has reached the maximum bet allowable number and the number of credits has also reached the maximum credit allowable number, the inserted game medals are not accepted. The items are returned without any damage.

[0136] The role determination means 132 is configured to perform a role determination process (internal lottery) for selecting at least one role determination result from among a plurality of role determination results (condition devices) based on a preset role determination probability (lottery setting number) when the start lever 25 is operated (when the operation of the start lever 25 is validly accepted). This role determination process is performed using a random number generated by the above-mentioned 16-bit random number means. Specifically, when the start lever 25 is operated, the random number generated by the 16-bit random number means is taken in. Then, when performing the role determination process, the taken-in random number is read out, a predetermined software random number is added to the read out random number, and the condition device is selected using the random number after the addition. The condition device may be selected using the read out random number without adding the predetermined software random number.

[0137] The role determination process is performed by referring to a predetermined role determination table (not shown) that is set in advance. The role determination table is configured such that the lottery placement number data corresponding to each condition device is stored in a predetermined storage area (multiple addresses) in the ROM 62 according to the set value. When one or more condition devices are selected in the role determination process, the game role corresponding to the selected condition device becomes the role that is allowed to be established in the game. Information on the selected condition device (winning role) is stored in a predetermined storage area of ​​the RAM 63, but if the information on the winning item stored in one game is information on the winning of a small role or a replay role, it is cleared (reset to "0") after the end of the game, regardless of whether or not these small roles and replay roles are established. On the other hand, information on the winning of a BB role is stored and not cleared until the BB role is established if the BB role is won but not established.

[0138] The performance group number determination means 133 is configured to perform processing to associate a performance group number with the condition device selected by the role determination processing. In this embodiment, as shown in FIG. 21, a performance group A group number (0 or 1) is associated with the bonus condition device, and a performance group B group number (0 to 29) is associated with the winning replay condition device. For example, as shown in FIG. 21(A), a performance group A group number 1 is commonly associated with a 1-type BB-A condition device and a 1-type BB-B condition device. Also, as shown in FIG. 21(B), a performance group B group number 13 is commonly associated with the winning-A1 to A12 condition devices, in which a difference in the push order can cause an advantage or disadvantage in the game (effect on the ball output) or cause a difference in the number of game medals paid out (the number of medals acquired), and a performance group B group number 14 is commonly associated with the winning-B1 to B12 condition devices.

[0139] In contrast, for re-play-A to L condition devices which correspond to the winning of a re-play role in which differences in the pressing order do not affect the game's advantage or disadvantage (no effect on the number of balls issued) and winning re-play condition devices which correspond to the winning of a minor role (winning role) in which differences in the pressing order do not affect the number of game medals paid out (number won) or in which the number of game medals that can be won is small (for example, less than the specified number of bets), different presentation group B numbers are associated with each condition device.

[0140] Returning to FIG. 9, the reel control means 134 is configured to, when the start lever 25 is operated (the operation of the start lever 25 is validly accepted), start rotating the reels 3a to 3c after confirming that the minimum game time has elapsed, and, when all the reels that have started to rotate have reached a constant speed rotation state, stop rotating the corresponding reels 3a to 3c in sequence when the stop switches 26a, 26b, 26c are operated in sequence (the operations of the stop switches 26a to 26c are validly accepted).

[0141] The spin stop control of each of the reels 3a to 3c is performed by the stop switches 26a to 26c based on each stop table (not shown) that is set according to the result of the role determination process. The reels 3a to 3c are stopped within a predetermined allowable stop time (for example, 190 milliseconds) from the timing when the stop switches 26a, 26b, and 26c are operated (within the range of the maximum number of sliding frames, 5 frames, in this embodiment).

[0142] That is, when a predetermined game role is selected as a role that is allowed to be established as a result of the role determination process, the reels 3a to 3c are controlled to stop so that the symbols corresponding to the selected game role are stopped and displayed on the pay line 29 as much as possible within the range of the stop allowable time, and in the case of a miss, the symbols corresponding to none of the game roles are stopped and displayed on the pay line 29. Note that, in cases where a replay role or a small role is won while a special role is being carried over, or where a special role and a replay role or a small role are both won, reel spin stop control may be performed with a priority given to the replay role, which is set in the order of replay role, special role, and small role (the priority of a small role may be higher than that of a special role).

[0143] The stopped display pattern determination means 135 is configured to determine which pattern is displayed as stopped by the reels 3a to 3c based on the timing at which the stop switches 26a to 26c are operated, and to determine whether a gaming role is established based on the combination of patterns determined to be displayed as stopped on the pay line 29 (which may be different from the combination of patterns actually displayed as stopped).

[0144] The payout medal management means 136 is configured to pay out game medals in a number corresponding to the established minor winning combination when the number of credits has not reached the maximum credit allowable number by a stored addition payout that adds the number of credits, or in a case where the number of credits has reached the maximum credit allowable number by an actual payout that drives the hopper 50 via the hopper drive circuit 52. Also, when a settlement operation (a pressing operation of the settlement switch 24) is validly accepted, the payout medal management means 136 drives the hopper 50 to pay out the number of game medals that have been bet or the number of game medals that have been credited.

[0145] The blocker control means 137 is configured to output a blocker signal for controlling the above-mentioned blocker 48, and switch the blocker 48 between an ON state (a state in which game medals can be accepted) and an OFF state (a state in which game medals cannot be accepted). When the blocker 48 is in the OFF state, game medals inserted into the medal insertion port 21 are guided to a return passage and returned. However, the insertion of game medals is detected by the inserted medal sensor 28a.

[0146] The indicator lamp control means 138 is configured to control the lighting and extinguishing of the above-mentioned various indicator lamps (MAX-BET indicator lamp 46a, BET lamp 46b, insert possible indicator lamp 46c, game start indicator lamp 46d, replay indicator lamp 46e, status indicator lamp 46f, number of times indicator lamp 46g, CRE lamp 46h, payout number indicator lamp 46j) via the indicator lamp control circuit 47. When the payout number indicator lamp 46j is made to function as a main side push order annunciator, the push order management means 139 controls the payout number indicator lamp 46j.

[0147] The push order management means 139 is configured to select an instruction number (any of 0 to 6) corresponding to the push order to be notified, depending on the role determination result (condition device) selected by the role determination process. Instruction number 0 is selected when the push order is not to be notified, and instruction numbers 1 to 6 are selected when it is desired to notify the push order. In this embodiment, instruction number 1 corresponds to the push orders of "left center right", instruction number 2 to "left left center", instruction number 3 to "center left right", instruction number 4 to "center right left", instruction number 5 to "right left center", and instruction number 6 to "right center left".

[0148] The push sequence management means 139 is also configured to make the payout number display lamp 46j function as a main side push sequence annunciator and perform push navigation (main side push navigation) by announcing the selected instruction number. This push navigation uses two 7-segment lamps (hereinafter sometimes abbreviated as "7-segment") provided on the payout number display lamp 46j to notify the navigation number. For example, "=" is displayed on the left 7-segment, and the numerical value of the instruction number (for example, "2" for instruction number 2) is displayed on the right 7-segment. The "=" displayed on the left 7-segment is for distinguishing it from when the payout number display lamp 46j displays the payout number. When navigation number 0 is selected, no display is made by the payout amount display lamp 46j, but in another embodiment, "=" may be displayed on the left 7-segment display and "0" may be displayed on the right 7-segment display, or "0" may be displayed on both the left and right 7-segment displays, or "0" may be displayed on only one of the left or right 7-segment displays.

[0149] The condition device group number determination means 140 is configured to determine the condition device group number used to select the winning value in various lotteries according to the performance group A group number and the performance group B group number determined by the performance group number determination means 133. Specifically, the condition device group numbers are divided into 10 types from the condition device group A number to the condition device group J number, and each combination of the performance group A group number and the performance group B group number is previously associated with each number value from the condition device group A number to the condition device group J number. The specific association is as shown in FIG. 22. For example, for the combination of the performance group A group number 1 and the performance group B group number 0, the condition device group A number 1, the condition device group B number 2, the condition device group C number 2, the condition device group D number 0, the condition device group E number 0, the condition device group F number 1, the condition device group G number 0, the condition device group H number 1, the condition device group I number 0, and the condition device group J number 1 are associated with each other. In addition, the notes column in the table of Figure 22 lists abbreviations that indicate the contents of each combination of performance group A group number and performance group B group number.

[0150] (Detailed explanation of the role determination process) The role determination process executed by the role determination means 132 is a series of processes that draws a role based on a predetermined probability (role determination probability) once per game, and determines a symbol combination that can be stopped and displayed on a valid line based on the winning number determined by the role drawing. More specifically, first, a role is drawn based on the role determination probability, and one winning number is determined from a plurality of winning numbers (including losing numbers) by this role drawing. Each winning number is previously linked to a bonus condition device number or a winning replay condition device number, and when one winning number is determined, the bonus condition device number or winning replay condition device number linked to the winning number is stored in a predetermined memory area of ​​the RAM. Here, the bonus condition device number and the winning replay condition device number are stored in different memory areas. This makes it possible to align the symbol combinations associated with the condition devices of the various condition device numbers stored in the RAM on the valid line.

[0151] In the above example, either the bonus condition device number or the winning re-play condition device number was linked to one winning number, but both the bonus condition device number and the winning re-play condition device number may be linked to one winning number.

[0152] The above-mentioned probability of determining a winning combination can be set arbitrarily. In addition, the probability of determining a winning combination can be configured to be changeable according to the above-mentioned setting value set by a game store clerk or the like. In this embodiment, there are six setting value configurations, from setting 1 to 6, and there are winning numbers with different probability of determining a winning combination according to the setting value, and winning numbers with constant probability of determining a winning combination even if the setting value is changed. Hereinafter, the setting so that the probability of determining a winning combination changes according to the setting value will be referred to as "setting". This is called "setting a fixed difference." It is possible to arbitrarily determine whether or not to set a set difference for each winning number. As an example, a set difference may not be set for a winning number linked to a condition device number of a condition device that triggers a lottery that affects the payout rate (the ratio of the number of paid out medals to the number of game medals used for play) in the slot machine 1, and a set difference may or may not be set for a winning number linked to a condition device number of a condition device that does not trigger a lottery.

[0153] FIG. 23 shows the winning numbers (total number of places: 65536) assigned to each winning number as an example of the winning probability in the slot machine 1. FIG. 23 does not show the winning numbers, but shows the condition devices of the condition device numbers linked to each winning number. In this example, the winning numbers in each RT state of non-RT, RT1, and RT2 are shown for three setting values ​​of setting 1, setting 3, and setting 6. According to this example, the probability of selecting a winning number linked to a type 1 BB-A condition device number or a winning number linked to a type 1 BB-B condition device number during non-RT is set to about 7 / 100, which is relatively high. In addition, the probability of selecting any of the winning numbers corresponding to the winning-A1 to A12 condition device numbers during non-RT or RT1 is set to about 7 / 10, which is quite high.

[0154] The table in Fig. 24(A) shows the type of bonus condition device, the bonus condition device number given to that bonus condition device, and the symbol combinations (indicated as "winning combinations" in Fig. 24(A)) associated with each condition device, while the tables in Fig. 24(B) and Figs. 25 to 29 show the type of winning replay condition device, the winning replay condition device number given to that winning replay condition device, and the symbol combinations (indicated as "winning combinations" in Fig. 24(B) and Figs. 25 to 29) associated with each condition device, etc. The contents of some condition devices will be specifically explained below.

[0155] In the bonus condition device shown in FIG. 24(A), the bonus condition device number 1 is assigned to the 1 type BB-A condition device, and the bonus condition device number 2 is assigned to the 1 type BB-B condition device. The bonus condition device number 0 indicates that it does not correspond to any bonus condition device. The 1 type BB-A condition device is associated with the symbol combination of BB role 1, and this symbol combination can be stopped and displayed during non-RT, which will be described later. In addition, if the symbol combination of BB role 1 cannot be aligned to an active line, it moves to RT1, which will be described later, and the state in which the symbol combination can be aligned is carried over. On the other hand, in RT2, the symbol combination of BB role 1 is not aligned to an active line, and therefore, the state is not carried over (in FIG. 24(A), "-" in the "RT2 (BB operation)" column indicates that the symbol combination is not aligned and the state in which it can be aligned is not carried over). The BB-B condition device is associated with the symbol combination of BB2, and this symbol combination can be displayed during non-RT. If the symbol combination of BB2 cannot be aligned with an active line, the game moves to RT1, and the state in which the symbol combination can be aligned is carried over. In addition, in RT2, the symbol combination of BB2 cannot be aligned with an active line, and therefore the state is not carried over.

[0156] The replay-A to L condition devices shown in FIG. 24(B) are assigned winning replay condition device numbers from 1 to 12. These condition devices are condition devices to which replay symbol combinations are associated, and are configured so that during non-RT and RT1, a state in which a replay symbol combination can be aligned can occur, but during RT2, such a state does not occur. Also, if any of the winning replay device numbers 1 to 12 in FIG. 24(B) is linked to the winning number determined by the role drawing, the symbol combination shown in the "winning role" column corresponding to the condition device of that number can be aligned on an active line. For example, in the case of a role drawing, When the winning number 1 is determined by the lottery, any one of the symbol combinations of replay roles 1 to 4 associated with the replay-A condition device of the winning replay condition device number 1 can be arranged. When the winning number 12 is determined by the lottery, any one of the symbol combinations of replay roles 2 to 5 associated with the replay-L condition device of the winning replay condition device number 12 can be arranged. The number 0 shown in FIG. 24(B) indicates that a winning number that makes it impossible to arrange any winning or replay symbol combination has been determined, that is, a loss. In this embodiment, a loss state can occur only during non-RT, but a loss state may occur during RT1 or RT2.

[0157] The winning-A1 to A12 condition devices shown in Fig. 24(B), Fig. 25, and Fig. 26 are assigned with winning replay condition device numbers from 13 to 24. These condition devices are condition devices to which symbol combinations of small winning combinations are associated. Also, during non-RT and RT1, the condition devices may be in a state where symbol combinations corresponding to the winning-A1 to A12 condition devices can be aligned, but during RT2, the condition devices are configured so that such a state does not occur. The winning-B1 to B12 condition devices shown in Fig. 26 to Fig. 28 are assigned with winning replay condition device numbers from 25 to 36. These condition devices are condition devices to which symbol combinations of small winning combinations are associated, and during non-RT and RT1, the condition devices may be in a state where symbol combinations corresponding to the winning-B1 to B12 condition devices can be aligned, but during RT2, the condition devices are configured so that such a state does not occur. The winning-C to E condition devices shown in Fig. 29 are assigned with winning replay condition device numbers from 37 to 39. These condition devices are condition devices to which symbol combinations of minor prizes are associated, and during non-RT and RT1, it may be possible to line up symbol combinations corresponding to the winning-C to E condition devices, but during RT2, such a state is not possible.

[0158] (Detailed explanation of reel control according to the results of the hand drawing) Next, a description will be given of reel control executed by the reel control means 134 when a state in which a symbol combination corresponding to each of the above-mentioned condition devices can be achieved will be given. (a) Reel control for Type 1 BB In a non-RT in which the symbol combination corresponding to the 1st type BB-A condition device shown in FIG. 24(A) can be arranged, or in an RT1 in which the state in which the symbol combination corresponding to the 1st type BB-A condition device can be arranged is carried over, if the player can pull in the corresponding symbol "blue bar, blue bar, red seven" of the BB role 1 onto the effective line 29 by the pushing position, the BB role 1 is established. Similarly, in a non-RT in which the symbol combination corresponding to the 1st type BB-B condition device can be arranged, or in an RT1 in which the state in which the symbol combination corresponding to the 1st type BB-B condition device can be arranged is carried over, if the player can pull in the corresponding symbol "black bar, black bar, red seven" of the BB role 2 onto the effective line 29 by the pushing position, the BB role 2 is established.

[0159] (b) Reel control for replay When the symbol combination corresponding to the replay-A to D condition devices shown in FIG. 24(B) is aligned, reel control is performed so that replay role 4 (middle RP) is always established regardless of the push order or push position, even during non-RT or RT1. Also, when the symbol combination corresponding to the replay-E to G condition devices is aligned during non-RT or RT, reel control is performed so that replay role 1 or 3 is established. Also, when the symbol combination corresponding to the replay-H to J condition devices is aligned during non-RT, replay role 2 (right-up RP) is always established regardless of the push order or push position, whereas when the symbol combination is aligned during RT1, reel control is performed so that replay role 4 (middle RP) is always established regardless of the push order or push position. Furthermore, if the symbol combination corresponding to the replay-K,L condition device is in a state where it can be aligned during non-RT, replay role 5 (upper row watermelon RP) will always be established regardless of the push order or push position, whereas if it is in a state where it can be aligned during RT1, replay role 4 (middle row RP) will always be established regardless of the push order or push position. The reel control is performed.

[0160] In addition, when the losing winning number is determined during RT1, if the pressing order is a predetermined pressing order such as reverse pressing (the pressing order in which the stop switch 26c is operated first), when the losing winning number is determined, the symbol combination of "Red Seven, Red Seven, Red Seven" (also called "Red 7 matching symbol") may be displayed in the display window W (for example, on the pay line 29) depending on the pressing position. This Red 7 matching symbol is the same as the corresponding symbol of the small win 40 (Red 7 matching small win), but the small win 40 is only formed during RT2 (see FIG. 8). Therefore, the Red 7 matching symbol stopped and displayed during RT1 is always a losing symbol.

[0161] (c) Reel control regarding winning When the symbol combinations corresponding to the winning-A1 to A12 condition devices shown in Figures 24(B), 25, and 26 are aligned during non-RT, a predetermined 1-coin role is always achieved regardless of the push order or push position, and when they are aligned during RT1, reel control is performed so that the roles that are achieved differ depending on the push order or push position. For example, the winning-A11 condition device shown in Figure 26 is a condition device that corresponds to symbol combinations of small roles 6, 10, 15, 16, 21, and 34, and when these symbol combinations are aligned during non-RT, reel control is performed so that small role 6, which is a 1-coin role, is always achieved regardless of the push order or push position.

[0162] On the other hand, when the symbol combination corresponding to the winning-A11 condition device is arranged during RT1, when the push order is "middle, right, left", the small prize 6, which is a 15-coin prize, is established with a probability of 1 / 1, when the push order is "right, middle, left", the small prize 34, which is a 15-coin prize, is established with a probability of 1 / 1, and when the push order is other push orders ("left, middle, right", "left, right, middle", "middle, left, right", "middle, right, left"), any of the small prizes 10, 15, and 16, which are 1-coin prizes, is established with a probability of 1 / 8. Note that "left", "middle", and "right" refer to the stop switches 26a, 26b, and 26c, and the order of these indicates the order of their operation. For example, "middle, right, left" represents the push order in which the stop switches are operated in the order of 26b → 26c → 26a. In Figs. 25 to 28, each push order is indicated by the order of numbers "1", "2", and "3". The numbers "123", "132", "213", "231", "312", and "321" in the diagram correspond to the pressing orders of "left center right", "left left center", "center left right", "center right left", "center right left", and "right center left", respectively.

[0163] During RT1, the state where the symbol combination corresponding to the bonus condition device can be arranged is carried over, so BB role 1 or BB role 2 may be formed depending on the push order and push position. For example, if the symbol combination corresponding to the prize-winning-A11 condition device can be arranged during RT1 in which the state where the symbol combination corresponding to the 1st type BB-B condition device (i.e. the symbol combination of BB role 2) is carried over, when the push order is "middle right left" or "right middle left", small role 6 and small role 34 are always formed, respectively, so BB role 2 will not be formed. On the other hand, when the push order is other than "left middle right", "left left middle", "middle left left", "middle right left"), if the corresponding symbol of small role 10, 15, or 16 can be drawn depending on the push position, BB role 2 will not be formed, but if these corresponding symbols cannot be drawn, and conversely, if the corresponding symbol of BB role 2, "black bar / black bar / red seven", can be drawn, the reel control is performed so that BB role 2 is formed.

[0164] Specifically, we will take the example of the "left, center, right" push order. First, we will explain the case where the first push position on the left reel is within the range where the "red seven" symbol can be drawn. In this case, reel control is performed on the left reel to draw the "red seven" symbol, so at that stage there is still a possibility that either the small win 16 or the small win 21 will be achieved. Next, if the second push position on the center reel is within the range where the "blue bar" symbol can be drawn, reel control is performed on the center reel to draw the "blue bar" symbol, so at that stage there is still a possibility that the small win 16 will be achieved. The possibility remains, and finally, if the third push position on the right reel is within the range where the "blue bar" symbol can be drawn, reel control is performed on the right reel to draw in the "blue bar" symbol, and finally, the small winning combination 16 (corresponding symbol "red seven, blue bar, blue bar") is achieved. On the other hand, if the second push position on the center reel is within the range where the "red seven" symbol can be drawn, reel control is performed on the center reel to draw in the "red seven", and at that stage, a miss (no winning combination is achieved) is confirmed (there remains a possibility that the symbol combination "red seven, red seven, red seven" will be stopped and displayed), and finally, if the third push position on the right reel is within the range where the "red seven" symbol can be drawn, reel control is performed on the right reel to draw in the "red seven", and finally, the symbol combination "red seven, red seven, red seven" will be stopped and displayed.

[0165] Next, a case where the first left reel is pushed within a range where the symbol "black bar" can be drawn in will be explained. In this case, reel control is performed on the left reel to draw in the symbol "black bar", so at that stage, there remains the possibility of either BB role 2, small role 10, or small role 15 being formed. Next, if the second center reel is pushed within a range where the symbol "black bar" can be drawn in, reel control is performed on the center reel to draw in the symbol "black bar", so at that stage, there remains the possibility of BB role 2 being formed, and finally, if the third right reel is pushed within a range where the symbol "red seven" can be drawn in, reel control is performed on the right reel to draw in the symbol "red seven", so finally, BB role 2 (corresponding symbol "black bar, black bar, red seven") is formed. On the other hand, if the push position on the second middle reel is within the range where the "gold seven" symbol can be pulled in, reel control will be performed on the middle reel to pull in the "gold seven" symbol, so at that stage there is still a possibility of a minor win of 10 being achieved, and finally, if the push position on the third right reel is within the range where the "gold seven" symbol can be pulled in, reel control will be performed on the right reel to pull in the "gold seven" symbol, so ultimately a minor win of 10 (corresponding symbols: black bar + gold seven + gold seven) will be achieved.

[0166] The reel control is performed so that the winning combinations of the winning-B1 to B12 condition devices shown in Figs. 26 to 28 are different depending on the push order and the push position, whether they are aligned during non-RT or RT1. For example, the winning-B7 condition device shown in Fig. 27 is a condition device to which the symbol combinations of small roles 4, 5, 8, 13, 18, 23, and 30 are associated, and when these symbol combinations are aligned during non-RT, the reel control is performed so that when the push order is "middle first", the small role 30, which is a 15-piece role, is established with a probability of 1 / 1, and when the push order is "left first" or "right first", the small role 5, which is a 1-piece role, is established with a probability of 1 / 1. Note that "left first" represents the push order in which the stop switch 26a is operated first, "middle first" represents the push order in which the stop switch 26b is operated first, and "right first" represents the push order in which the stop switch 26c is operated first. In Figures 26 to 29, the push orders for "left first," "center first," and "right first" are displayed as "1·-·-," "-·2·-," and "-·-·3," respectively.

[0167] On the other hand, when the symbol combination corresponding to the winning-B7 condition device is aligned during RT1, when the push order is "middle left right", the small role 4 or small role 5, which is a 1-piece role, is established with a probability of 1 / 1, when the push order is "right left middle", the small role 30, which is a 15-piece role, is established with a probability of 1 / 1, and when the push order is other push orders ("left middle right", "left left middle", "middle right left", "right middle left"), any of the small roles 8, 13, 18, and 23, which are 1-piece roles, is established with a probability of 1 / 8. Also, during RT1 in which the state in which the symbol combination corresponding to the 1st type BB-A condition device (i.e., the symbol combination of BB role 1) can be aligned is carried over, when the push order is "middle left left" or "right left middle", the small roles 4, 5, and small role 30 are always established, so the BB role 1 is never established. On the other hand, when pressing in other orders ("left-center-right", "left-right-center", "center-right-left", "right-center-left"), you can pull in the corresponding symbols of small prizes 8, 13, 18, or 23 depending on the pressing position. In this case, the BB role 1 is not established, but the corresponding symbols cannot be drawn, and conversely, if the corresponding symbols of the BB role 1, "blue bar / blue bar / red seven", can be drawn, the reel control is performed so that the BB role 1 is established.

[0168] The symbol combination of the winning-C to E condition device shown in Figure 29 is designed to always result in the small prize 36, which is a 15-coin prize, regardless of the press order or press position, whether it is during non-RT or RT1.

[0169] The winning-F to Q condition devices shown in FIG. 29 are configured so that the associated symbol combinations are not aligned during non-RT or RT1, but are selected during RT2. Among these, the winning-F, G, L, and M condition devices perform reel control so that when the associated symbol combinations are aligned during RT2, the watermelon small role (small role 24 to 37), which is a 15-coin role, is always established, regardless of the push order or push position. When the symbol combinations associated with the winning-I, J, K, O, P, and Q condition devices are aligned during RT2, reel control is performed so that a 1-coin role (small role 1 to 23, 40 to 44) is established depending on the push position. When the symbol combinations associated with the winning-H condition devices are aligned during RT2, reel control is performed so that a 3-coin role (small role 38, 39) is established depending on the push position. When the symbol combination associated with the winning-N condition device is in a state where it can be aligned during RT2, if the pressing order is "left first" or "center first", a 1-coin role will be achieved depending on the pressing position, and if the pressing order is "right first", a 7-match 1-coin role (small role 40) will be achieved depending on the pressing position.

[0170] (1-3) Each Means Constituting the Main Communication Control Means 150 The control command transmission means 151 is configured to transmit control commands including various information related to the game at a predetermined timing. For example, the control commands transmitted before the start lever 25 is operated include a control command including information indicating which game mode is set (also referred to as a "game mode command"), a control command including information indicating which RT state is set (also referred to as an "RT command"), and a control command including information indicating the operation state of replay (also referred to as an "operation state command"). In addition, the control commands transmitted in response to the operation of the start lever 25 include, for example, a control command including information on the instruction number (also referred to as an "instruction number command"), and a control command including information on the performance group number (performance group A number and performance group B number) (also referred to as a "performance group number command"). In addition, control commands including information on set values, control commands including information on the values ​​of various counters such as a bell count counter, control commands including information instructing the performance content to be executed by the sub-control means, and control commands including information to be transmitted in the bonus game described below may be transmitted before the start lever 25 is operated, when the start lever 25 is operated, or at some other trigger.

[0171] In this way, when the operation of the start lever 25 is validly accepted, various control commands (collectively referred to as "lever operation acceptance commands") equivalent to the instruction number command and the performance group number command in the slot machine 1 are transmitted from the control command transmission means 151 to the sub-control means 200 (more specifically, the sub-main control means 200A) described later. By receiving this lever operation acceptance command, the sub-control means 200 can identify that the operation of the start lever 25 has been validly accepted (that the start lever 25 has been operated validly).

[0172] In addition, the control command transmission means 151 transmits a control command (also called a "all reels rotation start command") including information indicating that all reels will start rotating before all reels start rotating when the minimum play time has elapsed. When a first stop operation (operation of the stop switch to stop the reels for the first time) is accepted, a control command (also referred to as a "first stop acceptance command") including information indicating that the first stop operation has been accepted is transmitted, and when a first drum stop (stopping of the reels corresponding to the first stop operation) is accepted, a control command (also referred to as a "first stop command") including information on the first drum stop is transmitted. Similarly, when a second stop operation (operation of the stop switch to stop the reels next) is accepted, a control command (also referred to as a "second stop acceptance command") including information on the second drum stop (stopping of the reels corresponding to the second stop operation) is accepted, a control command (also referred to as a "second stop command") including information on the second drum stop is transmitted. Similarly, when the third stop operation (finally the operation of the stop switch to stop the reels) is accepted, a control command (also referred to as the "third stop acceptance command") is sent, including information indicating that the third stop operation has been accepted, and when the third drum stop (stopping of the reels corresponding to the third stop operation) is accepted, a control command (also referred to as the "third stop command") is sent, including information about the third drum stop.

[0173] In this way, each time each stop switch validly accepts a stop operation and switches from an OFF state to an ON state, a control command (first, second, and third stop acceptance commands) including information indicating that the stop operation has been accepted is transmitted from the control command transmitting means 151 to the sub-control means 200 (more specifically, the sub-main control means 200A) described below. By receiving these stop acceptance commands, the sub-control means 200 can identify that each stop switch has validly accepted the stop operation (first, second, and third stop operation).

[0174] Moreover, after each stop switch validly accepts a stop operation, when the stop operation is released and each stop switch switches from an on state to an off state, the control command transmission means 151 transmits a control command (stop operation release command) including information indicating that the accepted stop operation has been released. Specifically, a control command including information indicating that the first stop operation has been released (referred to as the "first stop operation release command"), a control command including information indicating that the second stop operation has been released (referred to as the "second stop operation release command"), and a control command including information indicating that the third stop operation has been released (referred to as the "third stop operation release command") are transmitted. By receiving these stop operation release commands, the sub-control means 200 can identify that the stop operation that each stop switch validly accepted has been released (the player's hand has been removed from the stop switch). Note that the first and second stop operation release commands may not be transmitted, and only the third stop operation release command may be transmitted.

[0175] Furthermore, the control command transmission means 151 transmits a control command including information on all reels stopping (also referred to as a "all stop command") before determining the stopped symbols, and a control command including information on the number of game medals to be paid out (also referred to as a "payout number command") after determining the stopped symbols. In addition, at a predetermined timing after all reels have stopped, it transmits a control command including information on the winning determination result (also referred to as a "role determination result command"). Communication between the main control means 100 and the sub-control means 200 (sub-main control means 200A) is only possible in one direction, from the former to the latter.

[0176] The outer end signal transmitting means 152 is configured to transmit an outer end signal to an external device such as a data counter or hall computer when a predetermined game state is reached. In this embodiment, when the player is in game mode 3 in the advantageous zone and a symbol combination corresponding to the winning-A1 to A12 condition device or the winning-B1 to B12 condition device is aligned, an outer end signal is output when a situation occurs in which 15 game medals are paid out twice (consecutively). Such a situation can occur even when inside the BB. , may occur even when not in the BB (not in the BB). If the outer end signal is configured to be output only when such a situation occurs in the BB, it becomes possible to determine that the game is in the BB by the output of the outer end signal. In contrast, in this embodiment, the outer end signal is output when the above-mentioned situation occurs, whether in the BB or not in the BB. Therefore, even if the outer end signal is output, it is difficult to reliably determine whether the game is in the BB. However, the possibility of 15 game medals being paid out when the game is not in the BB is significantly lower than when the game is in the BB. Therefore, when the outer end signal is output, the possibility that it was output when the game is in the BB is high. Therefore, even if the player checks the number of times the outer end signal has been output using an external device or the like and determines that the number of times the game has moved to the BB, the determination will not deviate significantly from the actual situation (the reliability of the case where the outer end signal is taken as a signal indicating that the game has moved to the BB can be ensured).

[0177] (2) Functional block of the sub-control means 200 The sub-control means 200 is composed of a sub-main control means (also referred to as the "first sub-control means") 200A that mainly manages (instructs) the lamp performances, image performances, and audio performances, and a sub-sub control means (also referred to as the "second sub-control means") 200B that mainly controls (executes) the image performances and audio performances.

[0178] (2-1) Each Means Constituting the Sub-Main Control Means 200A The sub-main control means 200A is roughly divided into a performance management means 210 and a sub-main communication control means 230. The performance management means 210 is provided with a game performance management means 211, an announcement performance management means 212, and a lamp performance control means 213, and the sub-main communication control means 230 is provided with a control command receiving means 231, a performance command transmitting means 232, and a status command receiving means 233. Each of the above-mentioned means in the sub-main control means 200A is a functional representation of a configuration made up of hardware such as the sub-main CPU 71, ROM 72, RAM 73, and electronic circuits arranged on the sub-main control board 70A shown in FIG. 2, and software such as a control program stored in the ROM 72.

[0179] (Means constituting the performance management means 210) The game effect management means 211 is configured to manage the execution timing of effects using images and sounds (also called "game effects") executed by the sub-sub control means 200B, mainly for the purpose of improving the interest and playability of the game, based on control commands from the main control means 100. Game effects include, for example, continuous effects, single effects, assist effects, etc.

[0180] A continuous performance is a performance that continues over a plurality of game periods, and examples thereof include a performance that displays images that form a continuous story over a plurality of game periods mainly using the image display device 11, and a performance image that symbolizes the player being in a predetermined game mode (for example, game mode 5). When performing a continuous performance or a single performance described below, a performance using the performance lamps 12, 13a, 13b, 14a, 14b or the decorative lamps 32a, 32b may be performed, or a performance using the speakers 15a, 15b, 44a, 44b may be combined.

[0181] A one-shot effect is an effect that is executed one-shot when a specific situation occurs during the progress of a game. For example, an effect in which an image that suggests the probability of winning a game role is displayed by the image display device 11 when each reel spins can be mentioned. Another example of a one-shot effect is an effect in which, when the main control means 100 adds the number of AT games (the number of bells), the value of the added number of AT games (for example, characters such as "+10") is displayed on the display screen 11a of the image display device 11.

[0182] The assist performance is a performance to assist the player, and in this embodiment, the push navigation performance is mainly performed according to the information of the navigation number transmitted by the navigation number command from the main control means 100. This push navigation performance (sub-side push navigation) is a one-off performance that uses the image display device 11 as a sub-side push order display device to display the push order (correct push order) according to the navigation number on the display screen 11a for the player. In this embodiment, the RP navigation performance (sub-side RP navigation) corresponding to the above-mentioned RP navigation, the prize navigation performance (sub-side prize navigation) corresponding to the prize navigation, and the eye push navigation performance (sub-side eye push navigation) corresponding to the eye push navigation are executed.

[0183] Specific examples of push navigation effects (RP navigation effects, winning navigation effects) that notify the push order include a mode in which numbers indicating the corresponding push order are displayed (for example, in the case of a "left first" push order, "1" is displayed at the bottom left of the display screen 11a, and in the case of a "center left and right" push order, the numbers indicating the push order are arranged in the order of "2", "1", and "3" from the left at the bottom of the display screen 11a). When displaying the first to third push orders, the display of the first push order may be erased when the player operates the first stop switch according to the displayed first push order, the display of the second push order may be erased when the player operates the second stop switch according to the displayed second push order, and the display of the third push order may be erased when the player operates the third stop switch according to the displayed third push order.

[0184] In addition, if the player operates the stop switch in a different order from the displayed push order, the push navigation effect may be immediately terminated. Furthermore, when the push order is displayed, the voices "middle", "left" and "right" may be output from the speakers 15a, 15b, etc. in association with the next operation to be performed. Furthermore, the effect lamp 13a may be associated with "left", the effect lamp 12 with "middle", and the effect lamp 13b with "right", and may be made to light up or blink in association with the next operation to be performed. Also, a display for performing sub-side push navigation may be provided. For example, a display consisting of three 7-segment lamps arranged horizontally may be provided under the display window W, and in the case of the push order of "right-center-left", the numbers "3", "2", and "1" may be displayed on the left, center, and right 7-segment lamps, respectively.

[0185] The notification effect management means 212 is configured to manage the execution timing of the effects (hereinafter referred to as "notification effects") using images and sounds executed by the sub-sub control means 200B based on control commands from the main control means 100, mainly for the purpose of notifying the player of information related to the game. Examples of notification effects include an error notification effect that notifies the occurrence of an error with text information such as "error occurred" and an effect that notifies the preparation of an image when the power is restored after a power outage with text information such as "image preparation in progress". Another example of a notification effect is an effect that displays an image (also referred to as "attention-calling image") containing text information to call the player's attention in order to prevent the player from becoming too absorbed (addicted) in the game.

[0186] The lamp effect control means 213 is configured to control various lighting effects using the effect lamps 12, 13a, 13b, 14a, and 14b, the decorative lamps 32a and 32b, and the back lamps 38a to 38d. It is also configured to perform suggestive effects, which will be described later.

[0187] (Means constituting the sub-main communication control means 230) The control command receiving means 231 is configured to receive a control command from the main control means 100, and store it in a predetermined storage area such as the RAM 73 (for example, a command buffer for the received control command).

[0188] The performance command transmission means 232 transmits a performance command based on a control command from the main control means 100. The sub-sub control means 200B is configured to transmit a rendering command including various information related to the sub-sub control means 200B (for example, a rendering command including image information).

[0189] The status command receiving means 233 is configured to receive a status command (e.g., a status command including information that a reception error has occurred for a performance command) from the sub-sub control means 200B and store it in a predetermined memory area such as RAM 73 (e.g., a command buffer for the received status command).

[0190] (2-2) Each Means Constituting the Sub-Sub Control Means 200B In contrast to the sub-main control means 200A configured as above, the sub-sub control means 200B is roughly divided into a performance execution control means 250 and a sub-sub communication control means 270. The performance execution control means 250 is provided with a game performance execution control means 251 and an announcement performance execution control means 252, and the sub-sub communication control means 270 is provided with a performance command receiving means 271 and a status command sending means 272. Note that each of the above-mentioned means in the sub-sub control means 200B is a functional representation of what is configured by hardware such as the sub-sub CPU 75, ROM 76, RAM 77, and electronic circuits arranged on the sub-sub control board 70B shown in FIG. 2, and software such as a control program stored in the ROM 76.

[0191] (Means constituting the performance execution control means 250) The game presentation execution control means 251 is configured to control the image display device 11, the speakers 15a, 15b, etc., based on presentation commands from the sub-main control means 200A, and execute the above-mentioned game presentation.

[0192] The notification performance execution control means 252 is configured to control the image display device 11, the speakers 15a, 15b, etc., based on a performance command from the sub-main control means 200A, and execute the above-mentioned notification performance.

[0193] (Means constituting the sub-sub communication control means 270) The performance command receiving means 271 is configured to receive performance commands from the sub-main control means 200A, and store them in a predetermined storage area such as the RAM 77 (for example, a command buffer for received performance commands).

[0194] The state command transmitting means 272 is configured to transmit the above-mentioned state command to the sub-main control means 200A.

[0195] The transmission of control commands from the control command transmitting means 151, the transmission of performance commands from the performance command transmitting means 232, and the transmission of status commands from the status command transmitting means 272 are all performed by a serial communication method (parallel communication method may also be used). Each of the transmitting means 151, 232, 272 has the same configuration, and is configured with a command buffer (also referred to as "CB") as a storage area for temporarily storing commands to be transmitted, a command processing unit for performing processes such as writing and reading the commands to be transmitted, and a command transmitting unit for transmitting commands by serial communication.

[0196] The CB has a plurality of memory areas each distinguished by an address, and is configured to store one byte of command data in each memory area. The command processing unit is configured to generate command data to be transmitted, write it to an address area indicated by a write pointer of the CB, and read previously written command data from an address area indicated by a read pointer of the CB, and write it to a TDR (transmission data register) of the command transmission unit. The command transmission unit is configured to transfer the command data written to the TDR to a TSR (transmission shift register), where it is serially converted and transmitted.

[0197] When using a parallel communication method, previously written command data is read from the address area indicated by the CB read pointer, and the command data is written to a specified output port (output port for sending to the sub-control means) for transmission. In this embodiment, one command is usually two bytes long (the checksum is one byte long). The communication method is asynchronous (start-stop synchronous), and has one stop bit and one parity bit (even parity) (the communication method and command configuration can be changed as appropriate).

[0198] <Main control processes> Below, among the control processes performed by the main control means 100 of the slot machine 1, particularly the setting change process, the game progress control process, and the timer interrupt process will be described with additional reference to Figures 30 to 58. Note that for variables such as counters and flags used in the following description, brief explanations are given in the variable list of Figure 12.

[0199] <Settings change process> First, the basic flow of the setting change device process will be described with reference to Fig. 30(A). The setting change device process is executed when the setting is changed, and performs a process of saving "0" in all storage areas (addresses in RAM 63 that store information about advantageous zones) that affect the performance of the instruction function (step K1).

[0200] <Game Progress Control Processing> Next, a basic flow of the game progress control process will be described with reference to Fig. 30(B) to Fig. 57. The game progress control process is a process that is repeatedly executed during a game, and as shown in Fig. 30(B), first, a game start standby process is performed (step S1). In this game start standby process, as shown in Fig. 30(C), it is determined whether or not the total stop wait number is 0 (step S11). Here, if the total stop wait number is not 0, the process waits for a standby time corresponding to the total stop wait number (step S12) and proceeds to step S13, and if the total stop wait number is 0, the process proceeds directly to step S13. Then, in step S13, 0 is saved in the total stop wait number, and the game start standby process is terminated and returned.

[0201] After the game start standby process is completed, the process proceeds to step S2 in FIG. 30(B). Here, the process waits in that state until the operation of the start lever 25 is accepted, and when it is accepted, the internal lottery start process is performed (step S3). In this internal lottery start process, an internal lottery is performed (step S21) as shown in FIG. 31(A). In this internal lottery, the bonus condition device number and the winning replay condition device number are determined. After the internal lottery is performed, the process proceeds to group number set process.

[0202] In the group number set process, as shown in Fig. 31(B), a value corresponding to the bonus condition device number (see Fig. 21(A)) is stored in the performance group A number (step S31), and a value corresponding to the winning replay condition device number (see Fig. 21(B)) is stored in the performance group B number (step S32). Next, a value corresponding to the performance group A number and the performance group B number (see Fig. 22, the same below) is stored in the condition device group A number (step S33), a value corresponding to the performance group A number and the performance group B number is stored in the condition device group D number (step S34), and a value corresponding to the performance group A number and the performance group B number is stored in the condition device group G number (step S35).

[0203] Similarly, a value corresponding to the performance group A number and the performance group B number is stored in the condition device group B number (step S36), and the performance group A number and the performance group B number are stored in the condition device group C number. A value corresponding to the output group B number is stored (step S37), and values ​​corresponding to the performance group A number and the performance group B number are stored in the condition device group E number (step S38). Furthermore, values ​​corresponding to the performance group A number and the performance group B number are stored in the condition device group I number (step S39), values ​​corresponding to the performance group A number and the performance group B number are stored in the condition device group F number (step S40), and values ​​corresponding to the performance group A number and the performance group B number are stored in the condition device group H number (step S41). Then, values ​​corresponding to the performance group A number and the performance group B number are stored in the condition device group J number (step S42), and the process proceeds to the section type number management lever process.

[0204] In the section type number management lever process, as shown in FIG. 32, first, it is determined whether the section type number is 0 (normal section) or not (step S51). Here, if the section type number is 0, proceed to step S52 and determine whether the BB has not yet been activated. Here, if the BB has not yet been activated, it is determined whether the BB is in progress (step S53), and if the BB is not in progress, proceed directly to step S55, and if the BB is in progress, it is determined whether the condition device group A number is 1 (step S54), and if the condition device group A number is 1, proceed to step S51. On the other hand, if the BB is in progress as determined in the above step S52, or if the condition device group A number is not 1 as determined in the above step S54, it does not proceed to step S51, but proceeds to the standby performance process described below.

[0205] In step S51, the advantageous zone transition process is performed. In this advantageous zone transition process, as shown in FIG. 34(A), it is determined whether the condition device group A number is 0 or not (step S71), and if it is 0, the advantageous zone transition process is terminated and returned. On the other hand, if the condition device group A number is not 0, a favorable zone lottery is performed (step S72), and the lottery result is stored in the zone type number (step S73). Next, it is determined whether the zone type number is 0 or not (step S74), and if it is 0, the advantageous zone transition process is terminated and returned. On the other hand, if the zone type number is not 0, a chance mode 1 lottery is performed (step S75), and the lottery result is stored in the chance mode number (step S76). Furthermore, a seven table 1 lottery is performed (step S77), and the lottery result is stored in the seven table number (step S78).

[0206] Next, it is determined whether the chance mode number is 4 or not (step S79). Here, if the chance mode number is not 4, the process proceeds to step S83, where a chance game number drawing process is performed. In this chance game number drawing process, as shown in FIG. 34(B), a chance game number drawing is performed (step S91), the drawing result is stored in the chance game number counter (step S92), and then the process returns. Upon return from the chance game number drawing process, the process proceeds to step S84 in FIG. 34(A), where a chance cycle drawing is performed. Then, the drawing result is stored in the chance cycle counter, and the advantageous zone transition process is terminated and the process returns.

[0207] On the other hand, if the chance mode number is 4 in the judgment of step S79, the process proceeds to step S80 and performs AT winning processing. In this AT winning processing, as shown in FIG. 35, first, 1 is stored in the AT winning flag (step S101). Next, an AT mode drawing is performed and the drawing result is stored in the AT mode number (step S102), and further, a Seven 1 drawing is performed and the drawing result is stored in the Seven number (step S103). Next, a Seven number correction process is performed (step S104).

[0208] In this seven number correction process, as shown in FIG. 36(A), first, a correction counter process is performed (step S121). In this correction counter process, as shown in FIG. 36(B), the correction counter data (a counter that adds up the value of the gold seven counter and the value of the seven counter) is set to 0 (step S131), and it is determined whether the seven number is 2 or not (step S132). Here, if the seven number is 2, the gold seven counter is added to the correction counter data. The seven counter value is set (step S133), and one is added to the correction counter data (step S134), and the process proceeds to step S135. On the other hand, if it is determined in step S132 that the seven number is not 2, the process proceeds directly to step S135. In step S135, the seven counter value is added to the correction counter data, and the process proceeds to step S136. In step S136, a value calculated based on the cumulative counter, correction counter data, and bell count counter values ​​is saved in the correction counter data, and the process returns from the correction counter process.

[0209] Upon return from the correction counter process, the process proceeds to step S122 in FIG. 36(A) to determine whether the value of the correction counter is 1901 or more. Here, if the value of the correction counter is 1901 or more, 1 is stored in the seven number (step S123), and the seven number correction process is terminated and returned. If the value of the correction counter is not 1901 or more, the process returns as it is. In the arrival flag process described later, the process procedure is branched depending on whether the value of the correction counter is 2101 or more. In contrast, in this process, whether to store 1 in the seven number is determined depending on whether the value of the correction counter is 1901 or more, and the value of the correction counter used for branching judgment (also called the "discrimination value") is different. This is because storing 1 in the seven number makes it possible to play AT at least once next time, and the number of game medals that can be acquired in the future increases accordingly, so the discrimination value is set to be less than 2101 in the arrival flag process. In this way, by changing the discrimination value according to the situation, the number of game medals that can be acquired in the future can be managed without overcounting more than necessary.

[0210] Upon return from the seven number correction process, the process proceeds to step S105 in Fig. 35 to determine whether the seven number is 1. If the seven number is not 1, 3 is stored in the gold seven counter (step S106) and the process proceeds to step S107, whereas if the seven number is 1, the process proceeds directly to step S107. In this step S107, reach flag process is performed.

[0211] In this arrival flag process, as shown in Fig. 36(C), first, a correction counter process is performed (step S141). After the correction counter process is completed, it is determined whether the correction counter is 2101 or more (step S142), and if it is 2101 or more, 1 is stored in the arrival flag (step S143), and the arrival flag process is completed and returned. On the other hand, if the correction counter is not 2101 or more, it is determined whether the main game state number is 3 (step S144), and if it is 3, it is returned as it is, and if it is not 3, 0 is stored in the arrival flag (step S145), and then it is returned.

[0212] Upon return from the arrival flag processing, the process proceeds to step S108 in Fig. 35 to determine whether the condition device group A number is 1. If the condition device group A number is 1, the AT winning processing process ends and returns. On the other hand, if the condition device group A number is not 1, an EX mode 1 drawing is performed (step S109), the drawing result is saved in the EX mode number (step S110), and the AT winning processing process ends and returns.

[0213] When returning from the AT winning processing process, proceed to step S81 in Fig. 34 (A) and determine whether the condition device group A number is 1. If the condition device group A number is not 1, the advantageous zone transition is terminated and the process returns, and if the condition device group A number is 1, the AT entry lever process is performed (step S82).

[0214] In this AT entry lever process, as shown in Fig. 37, first, a loop CU rank set process is performed (step S151). In the loop CU rank set process, Thus, the seven set counter is incremented by 1 (step S171), the seven table number and a value corresponding to the seven set counter are stored in the loop number (step S172), the seven table number and a value corresponding to the seven set counter are stored in the CU rank number (step S173), and then the process returns.

[0215] When the loop CU rank set process is returned, the process proceeds to step S152 in FIG. 37, where it is determined whether the seven number is 1. If the seven number is 1, the process proceeds to step S154, where the seven loop drawing process is performed. In the seven loop drawing process, as shown in FIG. 38(B), a seven loop drawing is performed (step S181), the drawing result is stored in the seven counter (step S182), and the process returns. When the seven loop drawing process is returned, the process proceeds to step S155 in FIG. 37, where the arrival flag process is executed, and the process proceeds to step S156. On the other hand, if the value of the seven counter is not 0 in the determination in the above step S153, the process proceeds directly to step S156. Also, if the seven number is not 1 in the determination in the above step S152, the value of the gold seven counter is decremented by 1 (step S158), and gold seven loop drawing correction process is performed (step S159).

[0216] In this gold seven loop lottery correction process, as shown in FIG. 38(C), it is determined whether the arrival flag is 0 or not, and if it is not 0, it ends the gold seven loop lottery correction process and returns. On the other hand, if the arrival flag is 0, it performs correction counter processing (step S192), and after the completion, it is determined whether the correction counter value is smaller than 1900 (step S193). Here, if the correction counter value is 1900 or more, it ends the gold seven loop lottery correction process and returns. On the other hand, if the correction counter value is smaller than 1900, it performs gold seven loop lottery (step S194), and it is determined whether the result is 0 or not (step S195). Here, if the result of the gold seven loop lottery is 0, it ends the gold seven loop lottery correction process and returns. On the other hand, if the result of the gold seven loop lottery is not 0, it stores 3 in the gold seven counter (step S196), executes arrival flag processing (step S197), and returns.

[0217] Upon return from the Gold Seven Loop lottery correction process, the process proceeds to step S156 in FIG. 37, a lottery for the add-on mode is performed, and the result is saved in the add-on mode number (step S157). Next, a correction counter process is performed (step S160), and after the process is completed, a lottery for the number of bells is performed (step S161), and the result is saved in the bell count counter (step S162). Next, a bell count counter correction process is performed (step S163).

[0218] In this bell counter correction process, as shown in FIG. 39, first, the value of the allowable number of bells (the value of the number of bells allowed until the correction counter reaches the upper limit value) calculated based on the difference between the upper limit value (2100) of the correction counter and the current value is stored in the correction counter (step S201). Next, it is determined whether the arrival flag is 0 (step S202), and if it is not 0, it proceeds directly to step S203, and if it is 0, it is determined whether the value of the correction counter is smaller than the value of the bell counter (step S206), and if it is smaller, it proceeds to step S203. In step S203, 7 is stored in the bell counter, and after storing, the bell counter correction process is terminated and returned. When returning from the bell counter correction process, it proceeds to step S164 in FIG. 37, where the arrival flag process is executed, and the AT entry lever process is terminated and returned. When the lever processing at the time of entering the AT is returned, the advantageous zone transition processing in Figure 34 (A) also ends and returns, proceeding to step S56 in Figure 32, where the lever wait processing is executed.

[0219] In this lever wait process, as shown in FIG. 40, first, it is determined whether the condition device group A number is 1 or not (step S211). If it is 1, it is determined whether the AT winning flag is 0 or not (step S212), and if the AT winning flag is 0, 2 is stored in the lever wait number (step S213), and if it is not 0, 1 is stored in the lever wait number (step S214). Then, after storing, it ends the lever time wait processing and returns. On the other hand, if the condition device group A number is not 1 in the judgment of the above step S211, it proceeds to step S215 and judges whether the main game state number is smaller than 2. Here, if the main game state number is smaller than 2, it proceeds directly to step S217, and if the main game state number is 2 or more, it judges whether the main game state number is 4 or not (step S230), and if it is 4, it proceeds to step S217. On the other hand, if the main game state number is not 4, it ends the lever time wait processing and returns.

[0220] In step S217, it is determined whether the AT winning flag is 0, and if it is 0, the lever time wait process is terminated and the process returns. On the other hand, if the AT winning flag is not 0, a lever effect wait drawing is performed (step S218). Then, it is determined whether the result is 0 (step S219), and if it is 0, the lever time wait process is terminated and the process returns. On the other hand, if the result of the lever effect wait drawing is not 0, the process proceeds to step S213, where 2 is saved as the lever wait number, and after saving, the lever time wait process is terminated and the process returns. When the process returns from the lever time wait process, the process returns to the section type number management lever process in FIG. 32, and the process proceeds to the standby performance process described below.

[0221] On the other hand, if the section type number is not 0 in the judgment of step S51 in FIG. 32, 0 is stored in the lever full stop flag (step S57), and it is judged whether the condition device group A number is 1 or not (step S58). Here, if the condition device group A number is 1, 1 is stored in the type 1 BB winning flag (step S59), and if it is not 1, 0 is stored in the type 1 BB winning flag (step S60). Then, after storing, it is judged whether the winning re-play condition device number is any of 13 to 36 (step S61). Here, if the winning re-play condition device number is any of 13 to 36, a value corresponding to the winning re-play condition device number is stored in the instruction number (step S62), and then the process proceeds to step S63 in FIG. 33. If the winning re-play condition device number is not any of 13 to 36, the process proceeds directly to step S63.

[0222] In step S63, the main game state number is determined, and according to the main game state number, if the main game state number is 1, the main game state number 1 lever process is performed (step S64), and if the main game state number is 2, the main game state number 2, 5 lever process is performed (step S65). If the main game state number is 3, the main game state number 3 lever process is performed (step S66), if the main game state number is 4, the main game state number 4 lever process is performed (step S67), and if the main game state number is 5, the main game state number 2, 5 lever process is performed (step S68). After each lever process is performed, the process proceeds to step S56 in FIG. 32. On the other hand, if the main game state number is any other number, no particular process is performed and the process proceeds directly to step S56.

[0223] In the main game state number 1 lever process, as shown in FIG. 41(A), a chance mode 2 drawing is performed (step S241), and then a chance mode number determination process is performed (step S2421). In this chance mode number determination process, as shown in FIG. 41(B), it is determined whether the result of the chance mode 2 drawing or the chance mode 3 drawing is 0 (step S251). Here, if the result is 0, the chance mode number determination process is terminated and the process returns, and if the result is not 0, the result of the drawing is stored in the chance mode number (step S252) and then the process returns.

[0224] Upon return from the chance mode number determination process, the process proceeds to step S243 in FIG. Then, it is judged whether the chance mode number is 4 or not. Here, if the chance mode number is not 4, it proceeds to step S247, it is judged whether the 1st type BB winning flag is 0 or not, if it is 0, it ends the main game state number 1 lever processing as it is and returns, if it is not 0, it performs the chance game number lottery processing, and after that, it ends the main game state number 1 lever processing and returns. On the other hand, if the chance mode number is 4 in the judgment of the above step S242, it proceeds to step S244, it performs the AT winning processing. After that, it is judged whether the 1st type BB winning flag is 0 or not (step S245), if it is 0, it ends the main game state number 1 lever processing as it is and returns, if it is not 0, it performs the AT entry lever processing, and then returns.

[0225] In the main game state number 2,5 lever processing, as shown in FIG. 41(C), first, the lever processing after AT winning is performed (step S261). In this lever processing after AT winning, as shown in FIG. 42, first, it is determined whether the arrival flag is 0 or not (step S271). Here, if the arrival flag is not 0, the lever processing after AT winning is terminated and returned as it is, and if the arrival flag is 0, it proceeds to step S272 and it is determined whether the EX mode number is 1 or not. Here, if the EX mode number is 1, it is performed to draw the EX mode 2 (step S273), and it is determined whether the drawing result is 2 or not (step S274). Here, if the drawing result is 2, it is saved as the EX mode number (step S275), and it proceeds to step S276. On the other hand, if the EX mode number is not 1 in the judgment of the above step S272, it proceeds directly from there to step S276, and if the result of the EX mode 2 drawing is not 2 in the judgment of the above step S274, it proceeds directly from there to step S276.

[0226] In step S276, it is determined whether the seven table number is smaller than 13. If the seven table number is smaller than 13, it is determined whether the drawn flag is 0 (step S277), and if it is 0, it is further determined whether the condition device group G number is 0 (step S278), and if the condition device group G number is not 0, it proceeds to step S279. In step S279, a seven table 2 drawing is performed, and it is determined whether the drawing result is 0 (step S280). If the result of the seven table 2 drawing is 0, it proceeds directly to step S282, and if the result of the seven table 2 drawing is not 0, it saves the drawing result in the seven table number (step S281), and then proceeds to step S282. In step S282, 1 is saved in the drawn flag, and it proceeds to step S283. On the other hand, if the seven table number is determined to be 13 or greater in step S276, if the drawn flag is not 0 in step S277, or if the condition device group G number is 0 in step S278, the process proceeds to step S283.

[0227] In step S283, it is determined whether the seven number is 1. Here, if the seven number is 1, a seven 2 drawing is performed (step S284), and it is determined whether the drawing result is 2 or not (step S285). Here, if the result of the seven 2 drawing is 2, the drawing result is stored in the seven number (step S286), and a seven number correction process is performed (step S287). After the seven number correction process is performed, it is determined whether the seven number is 2 (step S288), and if it is 2, 3 is stored in the gold seven counter (step S289), and the process proceeds to step S290. On the other hand, if the seven number is not 1 in the determination in step S283, if the result of the seven 2 drawing is not 2 in the determination in step S285, or if the seven number is not 2 in the determination in step S289, the process proceeds to step S291 from there. In step S291, a seven stock 1 drawing is performed, and the drawing result is added to the seven counter, and then the process proceeds to step S290. In this step S290, the attainment flag processing is performed, and then after the AT is won, the lever processing is ended and the process returns.

[0228] When returning from the lever processing after winning the AT, proceed to step S262 in Fig. 41(C) and determine whether the Type 1 BB winning flag is 0. If the Type 1 BB winning flag is 0, the main game state number 2,5 lever processing ends and returns, and if it is not 0, the AT entry lever processing is performed, and then the game state number 2,5 lever processing ends and returns.

[0229] In the main game state number 3 lever process, as shown in FIG. 43(A), first, it is determined whether the command number is 0 or not (step S301). Here, if the command number is not 0, the value of the bell count counter is subtracted by 1 (step S302), and then the process proceeds to step S303. If the command number is 0, the process proceeds directly to step S303. In step S303, it is determined whether the arrival flag is 0 or not. Here, if the arrival flag is not 0, the main game state number 3 lever process is ended and the process returns, and if the arrival flag is 0, a lottery for Seven Stock 2 is performed (step S304), and the lottery result is added to the Seven counter (step S306). Next, the arrival flag process is performed (step S306), and it is determined whether the arrival flag is 0 or not (step S307). Here, if the arrival flag is not 0, the main game state number 3 lever process is ended and the process returns, and if the arrival flag is 0, it is determined whether the value of the Gold Seven counter is 1 or 2 (step S308). Here, if the value of the Gold Seven counter is not 1 or 2, the main game state number 3 lever processing is terminated and returned, and if the value of the Gold Seven counter is 1 or 2, the Gold Seven loop rewrite lottery correction processing is proceeded to.

[0230] In the gold seven loop rewrite lottery correction process, as shown in FIG. 43(B), first, a correction counter process is performed (step S311), and then, whether or not the value of the correction counter is smaller than 1900 is determined (step S312). Here, if the value of the correction counter is 1900 or more, the gold seven loop rewrite lottery correction process is terminated as it is and returned, and if the value of the correction counter is smaller than 1900, the gold seven loop rewrite lottery is performed (step S313), and whether or not the lottery result is 0 is determined (step S314). Here, if the result of the gold seven loop rewrite lottery is 0, the gold seven loop rewrite lottery correction process is terminated as it is and returned, and if it is not 0, 3 is stored in the gold seven counter (step S316). Then, the arrival flag process is performed (step S316), and then, the gold seven loop rewrite lottery correction process is terminated and returned. With the return from the gold seven loop rewrite lottery correction process, the main game state number 3 lever process in FIG. 43(A) is also terminated and returned.

[0231] In the main game state number 4 lever process, as shown in FIG. 44(A), a pull-back 1 lottery is performed, and it is determined whether the lottery result is 0 or not (step S321). Here, if the result of the pull-back 1 lottery is not 0, AT winning time processing is performed (step S323), and then it is determined whether the 1st type BB winning flag is 0 or not (step S324). Here, if the 1st type BB winning flag is 0, the main game state number 4 lever process is terminated and returned, and if the 1st type BB winning flag is not 0, the AT entry time lever process is performed (step S325), and then the main game state number 4 lever process is terminated and returned. On the other hand, if the result of the pull-back 1 lottery is 0 in the judgment of the above step S322, the process proceeds to step S326, and it is determined whether the 1st type BB winning flag is 0 or not. Here, if the type 1 BB winning flag is 0, the main game state number 4 lever process is terminated and returned, and if the type 1 BB winning flag is not 0, the process proceeds to the AT cycle preferential game number lottery process. In this AT cycle preferential game number lottery process, as shown in FIG. 44(B), the AT cycle preferential game number lottery is performed (step S331), the lottery result is stored in the AT cycle preferential game number counter (step S332), and the AT cycle preferential game number lottery process is terminated and returned. This AT cycle preferential game Upon returning from the number of rounds lottery process, the main game state number 4 lever process in FIG. 44(A) also ends and returns.

[0232] Next, the standby effect process performed after the section type number management lever process of FIG. 32 will be described. In this standby effect process, as shown in FIG. 45, first, it is determined whether the section type number is 0 or not (step S341). Here, if the section type number is not 0, it is determined whether the main gaming state number is 3 or not (step S342), and if the main gaming state number is 3, it is further determined whether the value of the seven set counter is 1 or not (step S344). Here, if the value of the seven set counter is 1, it is determined whether the seven table number is smaller than 15 or not (step S344), and if it is smaller than 15, it proceeds to step S345, and if it is 15 or more, it proceeds to step S347. In step S347, it is determined whether the winning re-play condition device number is any one of 1 to 12 or 37 to 39, and if it is determined that it is not any one of them, it proceeds to step S345, and if it is determined that it is any one of them, it ends the standby effect process and returns. On the other hand, if it is determined in step S341 that the section type number is 0, or if it is determined in step S342 that the main gaming state number is not 3, the process directly proceeds to step S345.

[0233] In step S345, it is determined whether or not the lever weight number is 0. If the lever weight number is 0, the process proceeds to step S345. If the lever weight number is not 0, the process waits for a time period corresponding to the lever weight number and stores 0 in the lever weight number (step S349), and then proceeds to step S346. In step S346, it is determined whether or not the standby effect number is 0. If the standby effect number is 0, the process ends the standby effect processing and returns. On the other hand, if the standby effect number is not 0, the process executes a standby effect (step S349), and then ends the standby effect processing and returns.

[0234] By returning from the end of the standby performance process, the section type number management lever process in Fig. 32 is also ended, and the internal lottery start process in Fig. 31 (A) is also ended, and the process proceeds to step S4 in Fig. 30 (B). In this step S4, it is continuously judged whether all the reels have stopped, and if all the reels have stopped, game medals are paid out (only if a winning combination is achieved) (step S5), and further, count management is performed to perform processing such as updating the displayed number on the display (not shown) that shows the number of game medals acquired during the AT, etc., according to the number of game medals paid out (step S6). After that, the section type number management game end process is performed (step S7).

[0235] In this section type number management game end process, as shown in FIG. 46, first, it is determined whether the section type number is 0 or not (step S361). Here, if the section type number is 0, the section type number management game end process is ended as it is and returned. On the other hand, if the section type number is not 0, 1 is stored in the lever full stop flag (step S362), and the cumulative counter process is performed (step S363). In the cumulative counter process, as shown in FIG. 47, it is determined whether the replay operation pattern (the corresponding pattern of the replay role) is displayed (step S381), and if it is displayed, the cumulative counter process is ended as it is and returned. On the other hand, if the replay operation pattern is not displayed, the number of game medals paid out (including the case of 0) is added to the value of the cumulative counter (step S382), and further 3 is subtracted from the value of the cumulative counter (step S383), and the cumulative counter process is ended and returned.

[0236] Upon return from the cumulative counter process, the process proceeds to step S364 in FIG. 46, where the main gaming state number is determined. Then, depending on the main gaming state number, if the main gaming state number is 0, main gaming state number 0 full stop process is performed (step S365), if the main gaming state number is 1, main gaming state number 1 full stop process is performed (step S366), and if the main gaming state number is 2, main gaming state number 2, 5 full stop process is performed (step S367). Also, if the main gaming state number is 3, main gaming state number 3 full stop process is performed (step S368). 68), if the main gaming state number is 4, main gaming state number 4 full stop processing is performed (step S369), if the main gaming state number is 5, main gaming state number 2, 5 full stop processing is performed (step S370). Furthermore, if the main gaming state number is 6, main gaming state number 6 full stop processing is performed (step S371), if the main gaming state number is 7, main gaming state number 7 full stop processing is performed (step S372).

[0237] In the main gaming state number 0 full stop processing in step S365 of FIG. 46, as shown in FIG. 48, first, it is judged whether the AT winning flag is 0 or not (step S391). Here, if the AT winning flag is 0, it is judged whether the condition device group A number is 1 or not (step S392), and if the condition device group A number is 1, it is further judged whether BB is not established or not (step S392). Then, if BB is not established, 6 is stored in the main gaming state number (step S394), the main gaming state number 0 full stop processing is terminated and returned. On the other hand, if the condition device group A number is not 1 in the judgment of the above step S392, and if BB is established in the judgment of the above step S393, 0 is stored in the main gaming state number (step S396), the main gaming state number 0 full stop processing is terminated and returned. Also, if the AT winning flag is not 0 in the judgment of the above step S391, it proceeds to step S396, and it is judged whether the condition device group A number is 1 or not. Here, if the condition device group A number is not 1, save 2 in the main game state number (step S398), end the main game state number 0 full stop processing, and return. On the other hand, if the condition device group A number is 1, proceed to step S397 and perform the game end processing when entering the AT.

[0238] In this game ending process when entering the AT, as shown in Fig. 49, 0 is stored in the chance mode number (step S401), 0 is stored in the chance game number counter (step S402), and 0 is stored in the chance cycle counter (step S403). After that, 0 is stored in the EX mode number (step S404), 0 is stored in the AT cycle counter (step S405), and 0 is stored in the lottery completed flag (step S406). Furthermore, 3 is stored in the main game state number (step S407), and the advantageous zone lamp is turned on (step S408).

[0239] Next, as shown in FIG. 50, it is determined whether or not three "red seven" symbols are displayed in a row on the upper line in the display window W (step S409), and if they are displayed in a row, the process proceeds to step S410, and if they are not displayed in a row, the process proceeds to step S412. In step S412, it is determined whether or not three "red seven" symbols are displayed in a row on the pay line 29 in the display window W, and if they are displayed in a row, the process proceeds to step S410, and if they are not displayed in a row, the process proceeds to step S413. In step S413, it is determined whether or not three "red seven" symbols are displayed in a row on the lower line in the display window W, and if they are displayed in a row, the process proceeds to step S410, and if they are not displayed in a row, the process proceeds to step S414. In step S414, it is determined whether or not three "red seven" symbols are displayed in a row on the lower right line in the display window W, and if they are displayed in a row, the process proceeds to step S410, and if they are not displayed in a row, the process proceeds to step S415. In step S415, it is determined whether or not three "red seven" symbols are displayed stopped in a row on an upward sloping line in the display window W. If they are, the process proceeds to step S410; if they are not, the process proceeds to step S416.

[0240] If the process proceeds to step S410 (when three "red seven" symbols are displayed stopped in a row in the display window W), a 1 is stored in the wait number when all reels are stopped, and a 0 is stored in the standby effect number (step S411), and the process proceeds to step S418 in Figure 49. On the other hand, if the process proceeds to step S416 (when three "red seven" symbols are not displayed stopped in a row in the display window W), a 0 is stored in the wait number when all reels are stopped, and a 1 is stored in the standby effect number (step S417), and the process proceeds to step S418 in Figure 49. In this step S418, it is determined whether the seven number is 2 or not. If the seven number is not 2, the AT will start as is. When the seven number is 2, the game end process is ended and returned, and if the seven number is 2, 2 is added to the standby performance number (step S419), and the game end process is ended and returned when the AT is entered. When the game end process is returned when the AT is entered, the main game state number 0 full stop process in FIG. 48 is also ended and returned.

[0241] In the main game state number 1 full stop processing in step S366 of FIG. 46, as shown in FIG. 51(A), the chance game number counter is decremented by 1 (step S431), and it is determined whether the game is a BB operation end game (a game in which the operation of the BB game ends) or not (step S432). If the game is not a BB operation end game, the process proceeds directly to step S435, and if the game is a BB operation end game, 0 is stored in the chance game number counter (step S433), the chance cycle counter is decremented by 1 (step S434), and then the process proceeds to step S435. In step S435, it is determined whether the AT winning flag is 0 or not. If the AT winning flag is 0, it is determined whether the value of the chance game number counter is 0 or not (step S436), and if the value of the chance game number counter is 0, it is further determined whether the value of the chance cycle counter is 0 or not (step S437). Here, if the value of the chance cycle counter is 0, a chance mode 3 drawing is carried out (step S438), and further a chance mode number determination process is carried out (step S439).

[0242] Next, it is determined whether the chance mode number is 4 or not (step S441). Here, if the chance mode number is not 4, 1 is stored in the advantageous zone counter (step S441), the main game state number 1 full stop processing is terminated, and the process returns. On the other hand, if the chance mode number is 4, the AT winning time processing is performed (step S445), and then 2 is stored in the main game state number (step S448), the main game state number 1 full stop processing is terminated, and the process returns. On the other hand, if the value of the chance game number counter is not 0 in the judgment of the above step S436, and the value of the chance cycle counter is not 0 in the judgment of the above step S437, it proceeds to step S442, and it is determined whether the 1st type BB winning flag is 0 or not. Here, if the 1st type BB winning flag is 0, the main game state number 1 full stop processing is terminated and the process returns. On the other hand, if the Type 1 BB winning flag is not 0, it is determined whether or not the Type 1 BB operating symbol is not displayed (step S443), and if the Type 1 BB operating symbol is not displayed, 6 is saved in the main game state number (step S444), and if the Type 1 BB operating symbol is not displayed, the main game state number 1 full stop processing is terminated and the process returns.

[0243] Also, if the AT winning flag is not 0 in the judgment of step S435, the process proceeds to step S446, where it is judged whether the Type 1 BB winning flag is 0 or not. Here, if the Type 1 BB winning flag is 0, 2 is saved in the main game state number (step S448), main game state number 1 full stop processing is terminated and the process returns. On the other hand, if the Type 1 BB winning flag is not 0, game termination processing at the time of AT entry is performed (step S447), and then main game state number 1 full stop processing is terminated and the process returns.

[0244] In the main game state number 2,5 full stop processing in step S367 of Figure 46, as shown in Figure 51 (B), it is determined whether the Type 1 BB winning flag is 0 or not (step S421), and if the Type 1 BB winning flag is 0, the process remains as is, but if the Type 1 BB winning flag is not 0, the process performs game end processing when entering the AT (step S422), and then ends the main game state number 2,5 full stop processing and returns.

[0245] In the main gaming state number 3 full stop process in step S368 of FIG. 46, as shown in FIG. 52, first, it is determined whether the value of the bell count counter is 0 or not (step S451). If the value of the bell count counter is not 0, the main gaming state number 3 full stop process is terminated and returned. If the value of the bell count counter is 0, step S452 Then, the process proceeds to step S452, where it is determined whether the seven number is 1 or not. If the seven number is 1, the process proceeds to step S452, where it is determined whether the value of the seven counter is 0 or not. If the value of the seven counter is 0, the process proceeds to step S454, where it is determined whether the value of the cumulative counter is smaller than 2001 or not. If the value of the cumulative counter is smaller than 2001, it is determined whether the value of the arrival flag is 0 or not (step S455), and if the value of the arrival flag is 0, an AT mode rewrite lottery is performed (step S456). Next, it is determined whether the lottery result is 0 or not (step S457), and if the lottery result is 0, the process proceeds directly to step S459, and if the lottery result is not 0, the lottery result is saved in the AT mode number (step S458), and then the process proceeds to step S459.

[0246] In step S459, an AT cycle is drawn, and the result of the drawing is stored in the AT cycle counter (step S460). Furthermore, a seven table 1 is drawn (step S462), and the result of the drawing is stored in the seven table number (step S463). Next, an AT cycle preferential game number drawing process is performed (step S464), and then 0 is stored in the AT winning flag (step S465), 0 is stored in the seven number (step S466), and 0 is stored in the seven counter (step S467). Next, 0 is stored in the gold seven counter (step S468), 0 is stored in the seven set counter (step S469), and 0 is stored in the loop number (step S470). Next, 0 is stored in the CU rank number (step S471), 0 is stored in the reach flag (step S472), and 0 is stored in the add-on mode number (step S473). Furthermore, 0 is stored in the bell count counter (step S474), and 0 is stored in the total acquisition counter (step S475). Then, 7 is stored in the main game state number (step S476), and 2 is stored in the full stop wait number (step S477). The main game state number 3 full stop process is terminated and the process returns.

[0247] On the other hand, if the seven number is not 1 in the judgment of step S452 above, and if the seven counter is not 0 in the judgment of step S453 above, the process proceeds to step S481 in FIG. 53, where it is judged whether the value of the seven set counter is 7 or not. If the value of the seven set counter is not 7, the process proceeds directly to step S484, and if the value of the seven set counter is 7, 15 is stored in the seven table number (step S482), and 0 is further stored in the seven set counter (step S483), and then the process proceeds to step S484. In step S484, a loop CU rank set process is performed, and then it is judged whether the seven number is 1 or not (step S485). If the seven number is not 1, it is judged whether the value of the gold seven counter is 0 or not (step S487), and 1 is stored in the seven number (step S488), and then the process proceeds to step S489. On the other hand, if the seven number is 1, the value of the seven counter is decremented by 1 (step S488), and then the process proceeds to step S489.

[0248] In step S489, it is determined whether the value of the seven counter is 0, and if the value of the seven counter is 0, it is determined whether the arrival flag is 0 (step S490). Here, if the arrival flag is 0, a seven loop lottery process (step S491) and an arrival flag process (step S492) are performed, and then the process proceeds to step S493. On the other hand, if the value of the seven counter is not 0 in the determination in the above step S489, or if the arrival flag is not 0 in the determination in the above step S490, the process proceeds directly to step S493. Also, if the value of the gold seven counter is not 0 in the determination in the above step S487, the process proceeds to step S495, and it is determined whether the value of the gold seven counter is 3. Here, if the value of the gold seven counter is not 3, the process proceeds directly to step S497, and if the value of the gold seven counter is 3, 3 is stored in the standby performance number (step S496), and then the process proceeds to step S497. In step S497, the value of the Gold Seven counter is decremented by 1, and further, a Gold Seven loop drawing process is executed (step S498), and then the process proceeds to step S493.

[0249] In step S493, a draw for the add-on mode is performed, and the result of the draw is stored in the add-on mode number (step S494). After that, the process proceeds to step S501 in FIG. 54, where correction counter processing is performed. Next, a draw for the number of bells switching is performed (step S502), and it is determined whether the result of the draw is 0 or not (step S503). Here, if the result of the number of bells switching draw is 0, a draw for the number of bells 2 is performed (step S504), and the result of the draw is stored in the number of bells counter (step S505), and the process proceeds to step S508. If the result of the number of bells switching draw is not 0, a draw for the number of bells 3 is performed (step S506), and the result of the draw is stored in the number of bells counter (step S507), and the process proceeds to step S508.

[0250] In step S508, bell count counter correction processing is performed, and then arrival flag processing is performed (step S509). Next, 3 is stored in the lever wait number (step S510), and it is determined whether the standby effect number is 0 or not (step S511). If the standby effect number is 0, 1 is stored in the standby effect number (step S512), and the process proceeds to step S477 in FIG. 54. On the other hand, if the standby effect number is not 0, the process proceeds directly to step S477. Then, 2 is stored in the wait number when all stops, and the main game state number 3 all stop processing is terminated and the process returns.

[0251] In the main game state number 4 full stop processing in step S369 of FIG. 46, as shown in FIG. 55, the value of the AT cycle preferential game number counter is subtracted by 1 (step S521), and it is determined whether the game is a BB operation end game or not (step S522). Here, if the game is not a BB operation end game, proceed directly to step S525, and if the game is a BB operation end game, save 0 in the AT cycle preferential game number counter (step S523), and further subtract 1 from the value of the AT cycle counter (step S524), and proceed to step S525. In step S525, it is determined whether the AT win flag is 0. Here, if the AT win flag is 0, it is determined whether the value of the AT cycle counter is 0 (step S526), ​​and if the value of the AT cycle counter is also 0, a draw for pullback 2 is performed (step S527). Then, it is determined whether the lottery result is 0 or not (step S528), and if the lottery result is 0, 1 is stored in the advantageous zone clear counter (step S529), and the main game state number 4 full stop processing is terminated and returned.

[0252] On the other hand, if the value of the AT cycle counter is not 0 in the judgment of step S526, the process proceeds to step S534, where it is judged whether or not the type 1 BB winning flag is 0. Here, if the type 1 BB winning flag is 0, the process ends the main game state number 4 full stop processing and returns. On the other hand, if the type 1 BB winning flag is not 0, the process proceeds to step S535, where it is judged whether or not BB is not established. Then, if BB is not established, the process ends the main game state number 4 full stop processing and returns, and if BB is established, 7 is saved in the main game state number (step S536), and then the process ends the main game state number 4 full stop processing and returns.

[0253] Also, if the AT winning flag is not 0 in the judgment of step S525, proceed to step S531 and judge whether the 1st type BB winning flag is 0 or not. Here, if the 1st type BB winning flag is not 0, proceed to step S532, perform the game end processing when entering the AT, end the main game state number 4 full stop processing and return. On the other hand, if the 1st type BB winning flag is 0, proceed to step S533, save 5 in the main game state number, then end the main game state number 4 full stop processing and return. Furthermore, if the result of the pull-back 2 lottery is not 0 in the judgment of step S528, proceed to step S530 and perform the AT winning processing, then save 5 in the main game state number (step S533), then end the main game state number 4 full stop processing and return.

[0254] In the main gaming state number 6 full stop processing in step S371 of Fig. 46, as shown in Fig. 56(A), it is determined whether BB is established or not (step S541). If BB is not established, the main gaming state number 6 full stop processing is terminated and returned, and if BB is established, 1 is saved in the main gaming state number (step S542), and then the main gaming state number 6 full stop processing is terminated and returned.

[0255] In the main gaming state number 7 full stop processing in step S372 of Fig. 46, as shown in Fig. 56(B), it is determined whether BB is established or not (step S551). If BB is not established, the main gaming state number 7 full stop processing is terminated and returned, and if BB is established, 4 is saved in the main gaming state number (step S552), and then the main gaming state number 6 full stop processing is terminated and returned.

[0256] After executing any one of the full stop processes for main game state numbers 0 to 7 shown in steps S365 to S372 in Fig. 46, the process proceeds to step S373 in Fig. 46. Here, 0 is stored in the instruction number, the section type number management game end process is ended, and a return is made. Upon return from the section type number management game end process, the process proceeds to step S8 in Fig. 30(B) and advantageous zone clear counter management process is performed.

[0257] In the advantageous zone clear counter management process, as shown in FIG. 57, the value of the advantageous zone clear counter is subtracted by 1 (step S561), and it is determined whether the value of the advantageous zone clear counter is 0 from before the current subtraction (step S562). Here, if the value of the advantageous zone clear counter is not 0 before the current subtraction, the process proceeds to step S565, and it is determined whether the value of the advantageous zone clear counter has become 0 as a result of the current subtraction. Here, if the value of the advantageous zone clear counter has become 0 as a result of the current subtraction, the process proceeds directly to step S566. On the other hand, if the value of the advantageous zone clear counter is not 0 after the current subtraction, the process proceeds to step S567, and it is determined whether the replay operation pattern has been displayed in the game. Then, if the replay operation pattern has been displayed in the game, the process proceeds directly to step S569, and if it has not been displayed, the process adds a value obtained by subtracting the number of bets from the number of payout medals in the game to the net increase counter (step S568), and then proceeds to step S569.

[0258] In step S569, it is determined whether the value of the net increase counter is 2401 or more, and if the value of the net increase counter is below 2401, the process proceeds to step S566, and if the value is 2401 or more, the process ends the advantageous zone clearing counter management process and returns. In step S566, 0 is stored in all storage areas that store data values ​​that affect the performance related to the instruction function, and the process proceeds to step S563. On the other hand, if the value of the advantageous zone clearing counter is 0 before the current subtraction as determined in step S562 above, the process proceeds directly to step S563. In step S563, it is determined whether the zone type number is 0, and if the zone type number is 0, the process ends the advantageous zone clearing counter management process and returns. On the other hand, if the zone type number is not 0, 1500 is stored in the advantageous zone clearing counter (step S564), and the process ends the advantageous zone clearing counter management process and returns.

[0259] <Timer interrupt processing> Next, the timer interrupt process will be described with reference to FIG. 58. In this embodiment, the processes of reading each game operation signal output in response to a game operation such as a bet operation performed by the player, detecting (checking) the signal level, sending each control command, controlling the drive of the reels, etc. are performed by the timer interrupt process which is executed at a fixed time interval (e.g., 2.235 milliseconds) which is set in advance. In this timer interrupt process, as shown in FIG. 58, first, interrupt initial process (saving registers, prohibiting interrupts, etc.) is performed (step MT11), and then it is determined whether or not a power cut has been detected (step MT12). If a power cut has been detected, power cut process is performed (step MT25). In the power cut process, registers are saved, a stack pointer is saved, The interrupt status is saved, etc. In addition, the information on the result of the hand determination and the information on the game status (including the information on the AT) stored in a specified memory area are also stored, and the checksum is calculated and stored, etc.

[0260] On the other hand, if a power outage is not detected, the interrupt counter value is updated (decremented by "1") (step MT13), and then a timer measurement is performed (step MT14). This timer measurement involves subtracting or adding to the timer value of any timer set in the game progress control process described above. Next, the input port is read (step MT15). When reading the input port, the signal levels of each game operation signal input to the input port are read and stored, and the signal levels are determined.

[0261] Next, a reel drive control process is performed to control the drive of the reels 3a to 3c (acceleration, deceleration, constant speed maintenance, stop maintenance, etc.) (step MT16). In this reel drive control process, the reel drive pulse output counter value indicating the timing to switch the output phase (excitation phase) of the stepping motor is updated according to the reel drive state (stop, reel rotation waiting, accelerating, constant speed, decelerating, etc.), and reel drive pulse data for driving the stepping motor is acquired, updated, output, etc. In the next step MT17, it is determined whether the reel drive control process has been performed for all reels, and if not, the process returns to step MT16 and the reel drive control process is performed again. On the other hand, if the reel drive control process has been performed for all reels, a port output process is performed to perform excitation output for the reels, hoppers, blockers, etc. (step MT18), and further a control command transmission process is performed to transmit the control command stored in the control command buffer (CB) (step MT19).

[0262] Next, proceed to step MT20, read the outer edge signal (external signal) data stored in a predetermined storage area, and output the outer edge signal. Then, perform LED display to cause the above-described display lamp to execute a predetermined display (step MT21). In this LED display, for example, in the payout number display lamp 46j, the following display is executed. That is, when no error (excluding E-series errors) has occurred, the payout numbers "0 to 9" are displayed based on the number of payout game medals, or the numerical values "1 to 6" are displayed based on the set values. Further, when notifying the pressing order, the display modes "=1" to "=6" of the instruction number are displayed. Also, when an error (excluding E-series errors) has occurred, error display is executed based on the value of the error number.

[0263] Next, proceed to step MT22 to perform error management. In this error management, first, an error check is performed. In this error check, it is determined whether an H0 error has occurred, whether a CE error has occurred, whether a CP error has occurred, whether a CH error has occurred, whether a C0 error has occurred, whether a C1 error has occurred, whether an E6 error has occurred, and whether an E7 error has occurred. Further, when an E6 error or an E7 error has occurred, error display is caused on the payout number display lamp 46j, and processing such as stopping the execution of the game is performed. Note that when an E-series error has occurred, error recovery is possible if the above-described processing at the time of setting change is executed. After this error check, when an error has occurred, processing for setting an output request set at the time of error detection for transmitting error information to the sub-control means 200 is performed. After executing the processing of this error management, processing for updating the random number used for role determination and the like is performed (step MT23), and further interrupt return processing (return of registers, interrupt permission, etc.) is performed (step MT24), and an interrupt return is made.

[0264] <LED Substrate and Light-Emitting Components> Next, mainly with reference to Figs. 59 to 66, LED boards and light emitting components used in the performance lamps (first performance lamp 12, second performance lamps 13a and 13b, third performance lamps 14a and 14b, fourth performance lamps 16a and 16b, and decorative lamps 32a and 32b) shown in Fig. 1 will be described. It should be noted that the use of the LED board and the light emitting components described below is not limited to the performance lamp of the slot machine 1.

[0265] (LED board component surface shape and light-emitting component configuration) The LED board 310 shown in Fig. 59 is an example of an LED board used for the first performance lamp 12 of the slot machine 1. Similarly, the LED boards 320 and 330 shown in Fig. 59 are examples of LED boards used for the fourth performance lamps 16a and 16b of the slot machine SM. The LED boards 310, 320, and 330 are arranged around the display unit (here, the display screen 11a) that the player often pays attention to during play.

[0266] The component surface 311 of the LED board 310, the component surface 321 of the LED board 320, and the component surface 331 of the LED board 330 are each formed in a curved shape when viewed from the front. That is, the component surface 311 of the LED board 310 has an upper edge 312a and a lower edge 312b that are generally curved, and the component surface 321 of the LED board 320 has a shape that generally curves to the right as it goes upward. Moreover, the component surface 331 of the LED board 330 has a shape that generally curves to the left as it goes upward. Note that the curved shape of the component surface is not limited to the shapes of the component surfaces 311, 321, and 331 described above. For example, an LED substrate 301 shown in FIG. 60(A) in which a bent portion 303 or a curved portion 304 is formed on part of the side edge of its component surface 302, or an LED substrate 306 shown in FIG. 60(B) in which its component surface 307 is bent overall at one or more positions, are considered to be LED substrates whose component surface is formed in a curved shape.

[0267] A plurality of light emitting components 340 (only some of which are numbered) are mounted on each of the component surface 311 of the LED substrate 310, the component surface 311 of the LED substrate 320, and the component surface 331 of the LED substrate 330. As shown in FIG. 61, the light emitting component 340 is a surface-mounted PLCC (with molding frame) type LED device having a lamp house (molding frame) 341 formed in a rectangular parallelepiped shape, a lead frame (electrode) 342 provided on the lamp house 341, and three light emitting elements installed in a cylindrical recess 343 formed in the lamp house 341. The three light emitting elements are composed of a red LED element 344R, a green LED element 344G, and a blue LED element 344B, and are connected to the lead frame 342 by a bonding wire (not shown). Resin is injected into the recess 343 of the lamp house 341 to seal the three light emitting elements.

[0268] In the light emitting component 340, as shown in FIG. 61, three light emitting elements (red LED element 344R, green LED element 344G, and blue LED element 344B) are positioned in an equilateral triangle shape, and are arranged in the order of the blue LED element 344B and the green LED element 344G clockwise from the red LED element 344R. In this manner, the relative positions of the three light emitting elements are determined. Note that the arrangement of the three light emitting elements is not limited to this. For example, as in the light emitting component 340A shown in FIG. 62(A), the three light emitting elements (red LED element 344R, green LED element 344G, and blue LED element 344B) may be arranged in a straight line, or as in the light emitting component 340B shown in FIG. 62(B), the three light emitting elements (red LED element 344R, green LED element 344G, and blue LED element 344B) may be arranged in an L-shape. In addition, the arrangement of the red LED elements 344R, the green LED elements 344G, and the blue LED elements 344B may be different from that shown in the example (for example, in the example shown in the figure, the positions of the red LED elements 344R and the green LED elements 344G may be swapped, or the positions of the green LED elements 344G and the blue LED elements 344B may be swapped).

[0269] Here, the surface-mounted PLCC type LED device has been described as an example, but other types of LED devices, such as a surface-mounted PCB (printed circuit board) type LED device, may also be used. Alternatively, a pin-insertion type (vertical type) LED device may be used. Also, in addition to the red, green, and blue light-emitting elements that constitute the three primary colors of light, an LED device having light-emitting elements of other colors (for example, white and yellow) may be used.

[0270] (Installation position of light-emitting components and orientation of red LED element) Each of the light-emitting components 340 mounted on the component surface 311 of the LED board 310 is installed in the same posture. Also, each of the light-emitting components 340 mounted on the component surface 321 of the LED board 320 is installed in the same posture, and each of the light-emitting components 340 mounted on the component surface 331 of the LED board 330 is installed in the same posture. Specifically, on the component surface 311 of the LED board 310 arranged above the display screen 11a, as shown in FIG. 63(A), each of the light-emitting components 340 is installed in the same posture (posture in which the red LED element 344R is biased toward the display screen 11a) with the red LED element 344R facing downward (toward the display screen 11a). The four arrows in FIG. 63(A) indicate the up, down, left and right directions with respect to the component surface 311 in a state in which the LED board 310 is installed in the slot machine SM.

[0271] On the component surface 321 of the LED board 320 disposed to the left of the display screen 11a, the light-emitting components 340 are disposed in the same orientation (the red LED element 344R is biased toward the display screen 11a) with the red LED element 344R facing right (toward the display screen 11a) as shown in Fig. 63(B). Furthermore, on the component surface 331 of the LED board 330 disposed to the right of the display screen 11a, the light-emitting components 340 are disposed in the orientation (the red LED element 344R is biased toward the display screen 11a) with the red LED element 344R facing left (toward the display screen 11a) as shown in Fig. 63(C). The four arrows in Figure 63(B) indicate the up, down, left and right directions relative to the component surface 321 when the LED board 320 is installed in the slot machine SM, and the four arrows in Figure 63(C) indicate the up, down, left and right directions relative to the component surface 331 when the LED board 330 is installed in the slot machine SM.

[0272] In this way, by aligning the light-emitting components mounted on the component surface of one LED board in the same position, the light of each light-emitting component can be made uniform, so that the performance effect of the illumination by each light-emitting component can be improved. On the other hand, if the positions of the light-emitting components mounted on the component surface of one LED board are different, there is a risk that the light of each light-emitting component will vary and the performance effect will be reduced when the light-emitting components are made to light up in the same color at the same time. It is preferable that all the light-emitting components mounted on the component surface of one LED board are aligned in the same position, but some of the light-emitting components may be installed in different positions. The ratio of the light-emitting components installed in the same position is preferably 70% or 80% or more of all the light-emitting components arranged on the component surface of one LED board, but if 50% or more of the light-emitting components are installed in the same position, it is possible to obtain a certain effect. This also applies to the effect of the orientation of the red LED element 344R described below.

[0273] Also, as described above, by arranging each light-emitting component 340 so that the red LED element 344R is biased toward the display screen 11a, the following effect can be obtained. That is, the red light emitted by the red LED element 344R has a longer wavelength than green light or blue light and is more likely to reach the human eye. Also, red is a color that attracts people's attention and stands out. On the other hand, the display screen 11a is often the focus of players during play. Therefore, by arranging each light-emitting component 340 so that the red LED element 344R faces the display screen 11a, the red light is more likely to enter the eyes of the player looking at the display screen 11a, and this provides the visual effect of strengthening the brightness of the light-emitting component 340, thereby enhancing the presentation effect of the lighting.

[0274] In the light emitting component 340, the red LED element 344R is biased toward the display screen 11a. The posture in the state where the light emitting component 340 is placed in the position where the red LED element 344R is located closest to the display screen 11a compared to the green LED element 344G and the blue LED element 344B (as shown in Figs. 63(A) to (C)), but is not limited thereto. For example, consider a case where the light emitting component 340 is placed in the position shown in Fig. 64(A). In this case, the display screen 11a is disposed on the right side. In this position, the green LED element 344G is located on the right side (closer to the display screen 11a) compared to the red LED element 344R. However, when a virtual line L11 is set to divide the light emitting component 340 in the left-right direction, the red LED element 344R is located in an area to the right of the virtual line L11, and in this respect, it can be said that the red LED element 344R faces the display screen 11a. Therefore, the posture of such a light emitting component 340 is also set to a posture where the red LED element 344R is biased toward the display screen 11a (right side).

[0275] Similarly, consider a case where the light emitting component 340 is installed in a posture as shown in FIG. 64(B). In this case, the display screen 11a is disposed downward. In this posture, the blue LED element 344B is located lower (closer to the display screen 11a) than the red LED element 344R. However, when a virtual line L12 is set to vertically bisect the light emitting component 340, the red LED element 344R is located in an area below the virtual line L11, and in this respect, it can be said that the red LED element 344R faces the display screen 11a. Therefore, the posture of such a light emitting component 340 is also set to a posture in which the red LED element 344R is biased toward the display screen 11a (downward).

[0276] (Installation density of light-emitting components) As shown in FIG. 59, the component surface 311 of the LED board 310 is divided into two regions, a region AR1 and a region AR2. The region AR1 is disposed on the lower side closer to the display screen 11a than the region AR2. The region AR1, which is relatively closer to the display screen 11a (for example, the distance from the center of the display screen 11a), is set to have a higher installation density (the number of light emitting components installed per unit area) of the light emitting components 340 than the region AR2, which is relatively farther from the display screen 11a. That is, the light emitting components 340 are disposed such that the arrangement pitch (the distance between adjacent light emitting components 340) of the light emitting components 340 in the region AR1 is shorter than the arrangement pitch of the light emitting components 340 in the region AR2.

[0277] In this way, by setting the installation density of the light emitting components 340 higher in the region AR1, which is relatively closer to the display screen 11a, than in the region AR2, which is relatively farther from the display screen 11a, the following effects can be obtained. That is, by increasing the installation density of the light emitting components 340 in the region AR1, the light intensity per unit area of ​​each light emitting component 340 in the region AR1 can be increased. In addition, since the region AR1 is closer to the display screen 11a than the region AR2, the light from the light emitting components 340 in the region AR1 is more likely to enter the eyes of a player looking at the display screen 11a. Therefore, by increasing the light intensity per unit area of ​​each light emitting component 340 in the region AR1, it is possible to enhance the presentation effect by the lighting.

[0278] The component surface 321 of the LED board 320 and the component surface 331 of the LED board 330 are configured in the same manner with respect to the installation density of the light emitting components 340, and the same effect can be obtained. That is, as shown in FIG. 59, the component surface 321 of the LED board 320 is divided into five areas, areas AR11 to R15. The area AR11 is disposed on the right side closer to the display screen 11a than the area AR12, and the installation density of the light emitting components 340 is set higher in the area AR11 than in the area AR12. The area AR14 is disposed on the right lower side closer to the display screen 11a than the area AR15, and the area AR13 is disposed on the right lower side closer to the display screen 11a than the area AR14. The installation density of the light emitting components 340 is higher in the area AR14 than in the area AR15, and higher in the area AR13 than in the area AR14. is set higher.

[0279] Similarly, the component surface 331 of the LED board 330 is divided into five regions, regions AR21 to AR25. The region AR21 is disposed on the left side closer to the display screen 11a than the region AR22, and the installation density of the light emitting components 340 is set to be higher in the region AR21 than in the region AR22. The region AR24 is disposed on the diagonally lower left side closer to the display screen 11a than the region AR25, and the region AR13 is disposed on the diagonally lower left side closer to the display screen 11a than the region AR14. The installation density of the light emitting components 340 is set to be higher in the region AR24 than in the region AR25, and higher in the region AR23 than in the region AR24.

[0280] (Red LED elements should not be placed close to each other) On the component surface 311 of the LED board 310, the component surface 321 of the LED board 320, and the component surface 331 of the LED board 330, the light emitting components 340 are arranged so that the red LED elements 344R are not close to each other. Here, the state in which the red LED elements 344R are not close to each other means that, on the component surface of one LED board, two light emitting components are arranged so that an LED element of a different color (green LED element 344G or blue LED element 344B) other than red is located between the red LED element 344R of one light emitting component and the red LED element 344R of the other light emitting component, which are arranged closest to each other. This point will be specifically described below.

[0281] For example, in the region AR1 of the component surface 311, two light emitting components 340 that are arranged closest to each other in the left-right direction are arranged in a state as shown in Fig. 65(A). At this time, between the red LED element 344R of the light emitting component 340 on the left side in the figure and the red LED element 344R of the light emitting component 340 on the right side in the figure (more specifically, in the region between the two red LED elements 344R and within the width of the two light emitting components 340 in the up-down direction (the rectangular region surrounded by the two-dot chain line in the figure)), the green LED element 344G of the light emitting component 340 on the left side in the figure and the blue LED element 344B of the light emitting component 340 on the right side in the figure are located. Therefore, the two light emitting components 340 are arranged so that the red LED elements 344R are not close to each other.

[0282] As another example, in the region AR11 of the component surface 321, two light emitting components 340 that are arranged closest to each other in the vertical direction are arranged in a state as shown in FIG. 65(B). At this time, between the red LED element 344R of the light emitting component 340 on the upper side in the figure and the red LED element 344R of the light emitting component 340 on the lower side in the figure (more specifically, in the region between the two red LED elements 344R and within the width of the two light emitting components 340 in the horizontal direction (the rectangular region surrounded by the two-dot chain line in the figure)), the blue LED element 344B of the light emitting component 340 on the upper side in the figure and the green LED element 344G of the light emitting component 340 on the lower side in the figure are located. Therefore, the two light emitting components 340 are arranged so that the red LED elements 344R are not close to each other.

[0283] In addition, if there is no LED element of a color other than red between the red LED element 344R of one of two light-emitting components that are arranged closest to each other on the component surface of an LED board and the red LED element 344R of the other light-emitting component, then those two light-emitting components are arranged with their respective red LED elements 344R close to each other.

[0284] For example, consider a case where two light emitting components 340 that are arranged closest to each other in the left-right direction on the component surface of one LED board are arranged in a state as shown in Figure 66(A). In this case, between the red LED element 344R of the light emitting component 340 on the left side of the figure and the red LED element 344R of the light emitting component 340 on the right side of the figure (between the two red LED elements 344R and Neither the green LED element 344G nor the blue LED element 344B is located within the region (the rectangular region surrounded by the two-dot chain line in the figure) in the vertical width of the two light emitting components 340. Therefore, the two light emitting components 340 are arranged with their red LED elements 344R close to each other.

[0285] Between two light emitting components 340 arranged in the state shown in Fig. 66(A), another light emitting component 340 may be arranged, for example, in the state shown in Fig. 66(B). In that case, the green LED element 344G and the blue LED element 344B of the light emitting component 340 on the lower side in the figure will be located between the red LED element 344R of the light emitting component 340 on the left side in the figure and the red LED element 344R of the light emitting component 340 on the right side in the figure (within the rectangular area surrounded by the two-dot chain line in the figure). Therefore, this eliminates the state in which the red LED elements 344R are arranged close to each other.

[0286] As described above, by arranging the light-emitting components 340 so that the red LED elements 344R are not close to each other, the following effect can be obtained. That is, as described above, the red color emitted by the red LED elements 344R is a conspicuous color that attracts people's attention. Therefore, if the red LED elements 344R are close to each other, the red color may be biased in such close areas, causing visual unevenness in color. By making the red LED elements 344R not close to each other, it is possible to eliminate partial bias in the red color and make the color uniform, thereby enhancing the illumination effect.

[0287] In addition, on the component surface of one LED board, it is preferable that all light-emitting components mounted thereon are installed so that the red LED elements are not close to each other, but some light-emitting components may be installed so that the red LED elements are close to each other. The ratio of light-emitting components installed so that the red LED elements are not close to each other is preferably 70% or 80% or more of all light-emitting components arranged on the component surface of one LED board, but it is possible to obtain a certain effect if 50% or more of the light-emitting components are installed so that the red LED elements are not close to each other.

[0288] Here, the LED board 310 used for the first performance lamp 12 in the slot machine SM and the LED boards 320, 330 used for the fourth performance lamps 16a, 16b, respectively, are used as examples to explain the characteristic configurations regarding the shape of the LED boards and the arrangement of the light-emitting components to be mounted, but this is not limited to this, and the above-mentioned characteristic configurations can be applied to any LED board and light-emitting component. In addition, the above-mentioned characteristic configurations of the LED boards and light-emitting components can also be applied to any LED board and light-emitting component in the pachinko game machine PM.

[0289] In addition, the display screen 11a in the slot machine SM has been described as an example of the display unit, but is not limited thereto, and for example, the display window W or the lower panel cover 31 may be the display unit. Also, the area where a specific character is displayed may be the display unit. Examples of the display unit in the pachinko game machine PM include the play area PA, a performance image display unit provided in the play area PA, or an area where a specific character is displayed.

[0290] The LED board and light emitting components described above can be applied not only to slot machines but also to performance lamps and decorative lamps in pachinko gaming machines. An example of a pachinko gaming machine to which the LED board and light emitting components can be applied is shown below.

[0291] <<Overview of the Pachinko Machine PM>> 67 and 68 show a schematic configuration of a pachinko game machine PM to which the above-mentioned LED board and light-emitting components can be applied. In the following description, for convenience, the directions indicated by the arrows in FIG. 67 will be referred to as the front-rear direction, the left-right direction, and the up-down direction, respectively. As shown in FIG. 67, the pachinko game machine PM has an outer frame 401 that is a vertically oriented fixed holding frame that is configured to have an outer rectangular frame size, and a front frame 402 that is configured to have a rectangular frame size that matches the outer frame 401 and that forms an opening / closing mounting frame that can be opened and closed sideways and detached by upper and lower hinge mechanisms 403 arranged on the left front edge of each other, and is always held in a closed state engaged and connected to the outer frame 401 by using a locking device 404 called a double lock that is provided on the right front edge.

[0292] A square glass frame 405 that fits the upper front area of ​​the front frame 402 is attached to the front frame 402 by using upper and lower hinge mechanisms 403 so that it can be opened and closed sideways and can be attached and detached, and is normally kept in a closed state covering the front of the front frame 402 by using a locking device 404. A game board 410 is set and held in the front frame 402 so that the game area PA in front of the game board 410 can be seen through the double-glazed glass 405a of the glass frame 405 that is normally kept closed.

[0293] The lower part of the glass frame 405 is provided with upper and lower ball trays (upper ball tray 406a and lower ball tray 406b) for storing game balls, and the front right side of the lower ball tray 406b is provided with a launch handle 407 for launching the game balls. On the front side of the glass frame 405, there are provided an illumination lamp 408 having a light-emitting element such as a light-emitting diode (LED) and a speaker 409 for generating sound effects according to the development state of the game.

[0294] Although detailed illustration is omitted in Fig. 67, the game board 410 has a base plate made of a decorative board formed by attaching cells printed with a predetermined pattern to a rectangular laminated plywood that has been subjected to router processing, etc., and a substantially circular game area PA is formed surrounded by upper and lower rail decorations. The game area PA is provided with game components such as a large number of game nails, a windmill, a central decoration, a performance image display unit that displays a predetermined image according to the progress of the game, and various winning holes (all not shown), and an outlet (not shown) is formed at the lower end of the game area PA, penetrating the game board 410 from front to back, for discharging game balls that have fallen without falling into the winning hole to the back side.

[0295] As shown in Figure 68, on the rear side of the front frame 402, a back set board 430 based on a base frame formed in a rectangular frame shape somewhat smaller than the front frame 402 and having a window communicating with the front and rear in the center is connected to the rear of the front frame 402 via upper and lower hinge mechanisms 403 so that it can be opened and closed sideways and can be attached and detached. A back set cover 430C in the shape of a rectangular box with an open front is attached to this back set board 430 in a removable manner, and is always disposed to cover the back side of the game board 410 attached to the front frame 402.

[0296] The various parts of the rear set board 430 include a ball storage tank 431 for storing a large number of game balls, a tank rail 432 extending from the ball storage tank 431 to the right with a gentle downward slope, a ball supply passage member 433 connecting to the right end of the tank rail 432 and extending downward, a prize ball payout unit 434 that pays out the game balls guided by the ball supply passage member 433, and a prize ball passage member 435 for guiding the game balls paid out from the prize ball payout unit 434 to the upper ball tray 406.

[0297] On the rear side of the game board 410, there are attached a main control board case unit CU1 having a main control board (not shown) that controls the overall operation of the pachinko game machine PM, and a performance control board case unit CU2 having a performance control board (not shown) that controls the overall performance such as image display, effect lighting, and sound effects according to the game development, and the like, which are covered by a back set cover 430C. On the other hand, on the rear side of the back set board 430, there are attached a payout control board case unit CU3 having a payout control board (not shown) that controls the launch and payout of game balls, A power supply board case unit CU4 having a power supply board (not shown) that receives power from the gaming facility and supplies power to various control boards and electric / electronic components is attached. These control boards and the electric / electronic components of each part of the pachinko game machine PM are connected by harnesses (connector cables) to configure the pachinko game machine PM so that it can be operated.

[0298] The pachinko game machine PM is provided for play with the outer frame 401 fixedly installed on the game island (installation frame stand) of the game facility, and the front frame 402, glass frame 405, etc., closed and locked, and the game is started by storing game balls in the upper ball tray 406a and rotating the launch handle 407. When the launch handle 407 is rotated, the game balls stored in the upper ball tray 406a are sent one by one to the launch mechanism by the ball sending mechanism arranged on the back side of the glass frame 405, and the game balls are shot into the game area PA by the launch mechanism, and the pachinko game is then played.

[0299] <Board case unit> Next, the board case unit 500 shown in these figures will be described with reference to Figures 69 to 77. In the following description, for convenience, the board case unit 500 will be described as equivalent to the main control board case unit CU1 (see Figure 68) of the pachinko game machine PM, but is not limited to this. In addition, in the following description, for convenience, the front, back, left, right, up and down directions are defined as directions in a state where the board case unit 500 is attached to the pachinko game machine PM, based on the state in Figure 69, and the directions of the arrows shown in Figure 69 will be described as front, back, left, right, up and down, respectively.

[0300] The main control board case unit 500 is mainly composed of a main control board 510 which is responsible for the central control of the pachinko game machine PM, and a board case 560 having a substantially rectangular container shape which houses the main control board 510 therein.

[0301] Main control board 510 is configured as a rectangular printed wiring board, and as shown in Fig. 70, CPU 520, setting change unit 530, setting value display monitor 540, performance display monitor 550, and multiple connectors (only connectors CN1 to CN5 are numbered in the figure) are mounted on its component side (also called "mounting side") 511. Although not shown in detail, electronic devices such as ROM and RAM and electronic and electrical components such as resistors are also mounted on this component side 511. CPU 520 is arranged on component side 511 so that its long side is aligned with the long side direction of main control board 510 (left and right direction in Fig. 69). The main control board 510 has screw insertion holes 512a to 512d at its four corners, and is fixed to the inner surface of the board case 560 (top case 565 described later) by screws (see screws 513 shown in Figure 77) inserted into each of the screw insertion holes 512a to 512d.

[0302] As shown in FIG. 70, the setting change unit 530 is configured to have a setting key switch 531 and a setting change switch 536. The setting key switch 531 is a switch operated when checking and changing the setting of a setting value that determines the degree of advantage for the player, for example, the degree (rank) of the winning probability in a predetermined winning / losing lottery that affects the ball payout rate, such as a winning / losing lottery for a special pattern, and the setting change switch 536 is a switch for changing the setting value in multiple stages (six stages in this embodiment). The setting key switch 531 has a setting change key cylinder 532 that can be turned by inserting a setting change key (not shown) held by a gaming store clerk, and the setting key switch 531 is configured to be switched by turning the setting change key cylinder 532. The setting change switch 536 has a setting change button 537 that is pressed by a gaming store clerk, and is configured to be switched by pressing the setting change button 537. Incidentally, setting change unit 530 (setting key switch 531, setting change switch 536) may be provided on a board other than main control board 510, or may be provided in a location other than the board.

[0303] When power is supplied to the setting change unit 530 in a state where power is not supplied to the main control board 510, the setting change key is inserted into the setting change key cylinder 532 and rotated about 90 degrees clockwise (also referred to as the "setting change key operation direction") as viewed from the rear, and the setting change switch 536 is in an on state (a state where the setting change button 537 is pressed), the setting change unit 530 starts a setting change mode (a mode in which the setting value can be changed). In addition, in this setting change mode, the setting value is switched between 6 levels from 1 to 6 each time the setting change switch 536 (setting change button 537) is pressed, and the switched setting value is displayed on the setting value display monitor 540. Then, when the setting change key is returned to its original position, the setting value is confirmed, the setting change mode is terminated, and the mode transitions to a normal mode (a mode in which a game can be played and the setting value display monitor 540 is in a non-illuminated state). In addition to the above conditions, a condition for starting the setting change mode may be that the front frame 402 is open relative to the outer frame 401 (also referred to as a "front frame open state"). If the front frame is not in the open state, the setting change mode may not be switched to the normal mode. When the setting change mode is switched to the normal mode, a setting change sound is output from a specified speaker to notify that the setting change has been completed.

[0304] The setting change switch 536 in the setting change unit 600 is also configured to function as a RAM clear switch. That is, when the power is turned on while the setting change switch 536 (setting change button 537) is pressed to start the setting change mode, the main control board 510 clears at least the information related to the game state (information on the normal state, the probability change state, the time-saving state, the latent probability change state, etc.) among all the information stored in the RAM. At this time, the setting value is updated to the setting value with the lowest ball payout rate (for example, setting 1). It is also possible to provide a dedicated RAM clear switch (RAM clear button) separately, without using the setting change switch 536 as the RAM clear switch. In this case, when the power is supplied with the dedicated RAM clear switch in the on state, the setting change mode may be started. Also, the setting value may be configured to have only one stage (for example, setting 1). In that case, the setting value is not updated even if the setting change switch 536 (setting change button 537) is pressed (for example, it remains unchanged at setting 1).

[0305] Furthermore, when power is supplied to the setting change unit 530 in a state where power is not supplied to the main control board 510 and the setting change key cylinder 532 is inserted and rotated about 90 degrees in the setting change key operation direction (however, the setting change switch 536 is in the OFF state), the setting change unit 530 starts a setting confirmation mode (a mode in which the setting value can be confirmed) and displays the current setting value on the setting value display monitor 540. When the setting change key is returned to its original position, the setting confirmation mode ends and the normal mode is entered. In addition to the above conditions, the front frame may be in an open state as a condition for starting the setting confirmation mode. In the pachinko game machine PM, even if the setting change key cylinder 532 is rotated by the setting change key and the setting key switch 531 is turned on after power is supplied, the setting change mode does not enter either the setting change mode or the setting confirmation mode, and the setting value is not displayed on the setting value display monitor 540.

[0306] The board case 560 is configured with a bottom case 561 that is detachably attached to the back of the game board 20, and a top case 565 that is detachably attached to the bottom case 561, and an engagement coupling mechanism 570 is provided on the right edge of the case that is aligned in the front-rear direction when the bottom case 561 and the top case 565 are attached to each other in a closed state. The bottom case 561 and the top case 565 are combined and integrated in a closed state with their openings facing each other. The bottom case 561 and the top case 565 are both formed by a molding method such as injection molding using a colorless and transparent resin material (e.g., polycarbonate, etc.), and are configured so that the inside of the board case 560 can be seen from the outside.

[0307] The bottom case 561 is generally formed in a rectangular box shape with an open rear, and the top case 565 is generally formed in a rectangular box shape with an open front. The top case 565 is configured to be slidably mounted in the left-right direction relative to the bottom case 561. That is, the top case 565 is slightly shifted leftward relative to the bottom case 561, and the two cases 561, 565 are combined while facing each other in the front-rear direction, and the top case 565 is slid rightward (hereinafter also referred to as the "closing direction") to integrate the bottom case 561 and the top case 565 in a closed state with their openings facing each other. On the other hand, the integrated two cases 561, 565 can be separated by sliding the top case 565 leftward (hereinafter also referred to as the "opening direction") a predetermined distance relative to the bottom case 561.

[0308] The engaging and connecting mechanism 570 further engages and connects the integrated bottom case 561 and top case 565 to each other using a crimping member 575, thereby restricting the top case 565 from sliding in the opening direction relative to the bottom case 561. That is, the engaging and connecting mechanism 570 is configured to include a bottom-side locking portion 571 (see FIG. 71) provided on the right edge of the bottom case 561, a top-side locking portion 573 (see FIG. 72) provided on the right edge of the top case 565, and a crimping member 575 (see FIG. 69) for engaging and connecting the bottom-side locking portion 571 and the top-side locking portion 573.

[0309] The bottom side locking part 571 has a bottom side locking hole (not shown) that opens toward the rear, and the top side locking part 573 has upper and lower top side locking holes 573a (see FIG. 69) that are formed penetrating the front and back at positions that align with the bottom side locking hole in the front-rear direction. The crimping member 575 has a shaft part 575a that extends forward and backward, an operating part 575b that is formed in a disk shape with a larger diameter than the shaft part 575a, and a cylindrical locking pin 575c that is provided in a pin receiving hole (not shown) recessed in the shaft part 575b and is supported so as to be freely advanced and retreated in a direction perpendicular to the central axis of the shaft part 575a. The locking pin 575c is biased so that the pin tip part protrudes outward from the shaft part 575a by the repulsive force of a spring (not shown) provided in the pin receiving hole.

[0310] In the engaging and connecting mechanism 570 configured as above, when the bottom case 561 and the top case 565 are integrated in a closed state, the bottom-side locking portion 571 and the top-side locking portion 573 face each other in the front and rear and overlap each other. In this state, by inserting the shaft portion 575a of the crimping member 575 so as to straddle the bottom-side locking hole and the top-side locking hole 573a and engaging and connecting the crimping member 575 to the bottom-side locking portion 571 and the top-side locking portion 573, the top case 565 becomes in a closed state relative to the bottom case 561 and cannot be removed (cannot be opened).

[0311] Top case 565 is formed with connector insertion / removal ports (not shown) that penetrate from the front to the back corresponding to the mounting positions of each connector of main control board 510 (including connectors CN1 to CN5), and when main control board 510 is attached to top case 565, each connector of main control board 510 is exposed to the outside through the connector insertion / removal port (see Figure 69), and can be electrically connected to the performance control board, image control board, payout control board, etc. via harnesses (connector cables).

[0312] The top case 565 is also formed with a setting change unit corresponding opening (not shown) that penetrates from the front to the back in correspondence with the mounting position of the setting change unit 530 (setting key switch 531 and setting change switch 536) of the main control board 510, and when the main control board 510 is attached to the top case 565, the setting change unit 530 is exposed to the outside through the setting change unit corresponding opening (see FIG. 69). A small door 567 (see FIG. 72) that covers the setting change unit 530 facing rearward from the setting change unit corresponding opening is attached to the top case 565 so as to be able to swing open and close. When operating the setting change section 530 (the setting key switch 531 and the setting change switch 536), the small door 567 is swung upward to expose the setting change section 530.

[0313] The board case unit 500 configured as above and housing the main control board 510 in the board case 560 is attached to the back side of the game board 420 with the bottom case 561 on the front side and the top case 565 on the rear side. When the board case unit 500 is attached to the back side of the game board 420, the right edge of the board case 560 (the side edge on which the engagement coupling mechanism 570 is provided, among the left and right side edges of the board case 560) is located on the side of the open end side edge of the front frame 402 (the side edge on which the front frame 402 opens, opposite the side edge on which the hinge mechanisms 403a, 403b are provided, among the left and right side edges of the front frame 402).

[0314] (Differences in the configuration of 7-segment LEDs) The above-mentioned set value display monitor 540 is composed of a single-digit LED indicator lamp (7-segment LED with dots) 541, as shown in Fig. 73. This LED indicator lamp 541 is composed of seven bar-shaped LED segments arranged in a figure of eight and one dot-shaped LED segment formed in a dot point shape. Each LED segment of the LED indicator lamp 541 is configured to light up in red, and is configured to appear red even in a non-lighted state (light-out state). For example, a red-lighted LED element is used as the light-emitting element of each LED segment, and the cover member (lamp cover) and diffusion sheet covering the LED element are made of a red light-transmitting material.

[0315] Note that the red color of an LED segment in a lit state and the red color of an LED segment in a non-lit state are not necessarily the same color. Specifically, for example, when expressing colors in a 256-level RGB color system, if the red color of an LED segment in a lit state is (R,G,B)=(255,0,0), the red color of an LED segment in a non-lit state is not necessarily (R,G,B)=(255,0,0). For example, in the case of a color in which the R component is "200" or more and the G and B components are "100" or less, specific examples such as (R,G,B)=(237,26,61) and (R,G,B)=(241,91,91) are also included in the red color. Note that the color of an LED segment in a non-lit state is the color when the LED segment in a non-lit state is illuminated with white light (including the light of indoor lighting in an amusement arcade). In addition, taking into consideration the exact color differences, in the following description, the color of the LED segment in the lit state will be referred to as "red," and the color of the LED segment in the unlit state will be referred to as a "reddish color."

[0316] FIG. 73(A) shows a case where all the LED segments of the LED indicator lamp 541 are in a non-illuminated state, and FIG. 73(B) shows a case where all the LED segments of the LED indicator lamp 541 are in a lit state. Also, FIG. 73(C) shows the lit / non-lit state of each LED segment when the LED indicator lamp 541 displays the number "6". In these figures, for convenience, the lit LED segments are shown in black (actual color is red) and the non-lit LED segments are shown in gray (actual color is reddish) to distinguish between the two. Red is a conspicuous color that attracts people's attention and has high visibility. Therefore, by configuring each LED segment of the LED indicator lamp 541 to be lit in red, it is possible to increase the visibility of the LED indicator lamp 541 in the lit state. Also, the LED indicator lamp 541 of the set value display monitor 540 is configured so that each LED segment appears red (reddish color) even in the non-lit state, so that it is highly visible and easy to notice even in the non-lit state.

[0317] On the other hand, the performance display monitor 550 is composed of 4-digit LED indicator lamps (7-segment LEDs with dots) 551 to 554 as shown in FIG. 51 to 554 are composed of seven bar-shaped LED segments arranged in the shape of a figure eight and one dot-shaped LED segment formed in a dot point shape. Each of the LED indicator lights 551 to 554 can display numbers from 0 to 9, alphabetic characters, hyphens, etc. by selectively lighting up the eight LED segments. The LED indicator lights 551 and 552 of the upper two digits display, for example, an identification symbol (for example, "bL.") for identifying the type of gaming performance data of the pachinko machine PM. On the other hand, the LED indicator lights 553 and 554 of the lower two digits display a numerical value (calculated value "00" to "99") indicating the calculation result of the gaming performance data. In addition, each of the LED indicator lights 551 to 554 is displayed in a blinking manner when the number of samples of the count data (accumulated number of played balls) has not reached a preset number, and is displayed in a lit manner when the number of samples has reached the specified number. Furthermore, each of the LED indicator lamps 551 to 554 of the performance display monitor 550 is configured to blink all LED segments, including dot-shaped LED segments, for a predetermined period (e.g., 5 seconds) from when the power is turned on. This is provided as a test pattern to make it possible to visually check whether all LED segments can be lit. The blinking is performed in a pattern in which the lights are alternately turned on and off at predetermined intervals (e.g., 0.3 seconds ±10% error; a time within a range of 0.297 seconds to 0.33 seconds) according to the interval at which the interrupt process is executed.

[0318] Each LED segment of the LED indicator lamps 551-554 in the performance display monitor 550 is configured to light up in red (for example, (R,G,B)=(255,0,0)) and to appear whitish in the non-lighting state (light-out state). For example, a red LED element is used as the light-emitting element of each LED segment, and the cover member (lamp cover) and diffusion sheet covering the LED element are made of a whitish translucent material. In addition, the whitish color basically means an achromatic color that contains R, G, and B components equally and uniformly and is relatively bright (for example, brightness 7 or more), such as white (R, G, B) = (255, 255, 255) or milky white (R, G, B) = (243, 243, 243). However, a color in which the ratio of R, G, and B components differs by about 10%, for example, (R, G, B) = (250, 240, 230), is also included in the whitish color. Red is a conspicuous color that attracts people's attention and has high visibility. Therefore, by configuring each LED segment of the LED indicator light 541 to light up in red, it is possible to increase the visibility of each LED indicator light 551 to 554 when it is turned on. On the other hand, whitish colors are less conspicuous than red (reddish colors) and have low visibility. Therefore, the setting value display monitor 540, which is configured so that each of the LED segments of the LED indicator lamps 551 to 554 appears whitish in a non-illuminated state, is designed to have low visibility and to be inconspicuous in a non-illuminated state.

[0319] Fig. 74(A) shows a case where all the LED segments of the LED indicator lamps 551-554 are in an unlit state, and Fig. 74(B) shows a case where all the LED segments of the LED indicator lamps 551-554 are in an lit state. Fig. 74(C) shows the lit / unlit state of each LED segment when the LED indicator lamps 551-554 display "bL.53". In these figures, for the sake of convenience, the lit LED segments are shown in black (actual color is red) and the unlit LED segments are shown in white (actual color is a whitish color) to distinguish between the two.

[0320] Both the LED indicator lamp 541 of the set value display monitor 540 and the LED indicator lamps 551-554 of the performance display monitor 550 have LED segments that light up red (or flash red) when in the lit state, so that both are equally highly visible when in the unlit state. Meanwhile, while each LED segment of the LED indicator lamp 541 of the set value display monitor 540 is configured to look reddish even when in the unlit state, each LED segment of the LED indicator lamps 551-554 of the performance display monitor 550 is configured to look whitish when in the unlit state, so that the two are easy to distinguish from each other when in the unlit state. Also, since the LED indicator lamps 551-554 of the performance display monitor 550 may flash when in the lit state, it is possible to easily distinguish between the two when in the unlit state. By configuring the LEDs to appear whitish when lit and red when lit, it is easy to distinguish between LED segments that are intermittently lit during blinking and LED segments that are off. In contrast, the LED indicator lamp 541 of the set value display monitor 540 does not blink when lit.

[0321] In addition, the cover members of the LED indicator lamps 541 of the set value display monitor 540 may be made of a translucent material of a white color so that the LED segments of the LED indicator lamps 541 of the set value display monitor 540 look whitish in the unlit state, making them relatively inconspicuous, and the cover members of the LED indicator lamps 551 to 554 of the performance display monitor 550 may be made of a translucent material of a red color so that the LED segments of the LED indicator lamps 551 to 554 of the performance display monitor 550 look reddish in the unlit state, making them relatively noticeable. In this case, the LED indicator lamps 551 to 554 of the performance display monitor 550 in the unlit state are easier to see than the LED indicator lamp 541 of the set value display monitor 540 in the unlit state. Also, since the LED indicator lamps 551 to 554 of the performance display monitor 550 are more likely to light up or blink than the LED indicator lamp 541 of the set value display monitor 540, the LED indicator lamps 551 to 554 (LED elements) of the performance display monitor 550 are more likely to deteriorate over time. However, even if the light emission intensity of the LED indicator lamps 551-554 decreases due to aging or the like and the red color weakens, this can be compensated for by the red color of the cover members of each LED segment. Note that each LED segment of the LED indicator lamp 541 of the setting value display monitor 540 and each LED segment of the LED indicator lamps 551-554 of the performance display monitor 550 may be configured to appear reddish or white in the non-illuminated state.

[0322] The setting value display monitor 540 remains in a non-illuminated state and does not turn on when the power is turned on under a specified condition, whereas the performance display monitor 550 transitions from a non-illuminated state to a lit state or a blinking state even when the power is turned on under the same specified condition. When the power is turned on under a specified condition, it means a state in which the power is turned on without any special processing or operation, for example, when the power is turned on without the setting key switch 531 of the setting change unit 530 being rotated (also referred to as "normal power-on"), or when the power is turned off in an error state and the power is turned on without the setting key switch 531 being rotated (in this case, an error state occurs after power-on). However, when an error state that cannot be restored is encountered, the LED indicator lamps 551 to 554 of the performance display monitor 550, which are not noticeable when they are not lit, can be made noticeable immediately after power-on by transitioning from a non-illuminated state to a lit state or a blinking state when the power is turned on under a specified condition. The LED indicators 551 to 554 of the performance display monitor 550 may be configured to be lit or blinking even when an error occurs or when settings are being changed. However, the performance display monitor 550 may be configured to be turned off when an error occurs that makes it impossible to recover from the error state.

[0323] Also, the LED indicator lamp 541 of the set value display monitor 540 is configured to be larger than the LED indicator lamps 551-554 of the performance display monitor 550 (see FIG. 70), and in this respect, too, it is more visible and conspicuous than the LED indicator lamps 551-554 of the performance display monitor 550. The LED indicator lamp 541 of the set value display monitor 540 and the LED indicator lamps 551-554 of the performance display monitor 550 may be configured to be of equal size, or the LED indicator lamps 551-554 of the performance display monitor 550 may be configured to be larger than the LED indicator lamp 541 of the set value display monitor 540. Also, the LED indicator lamp 541 of the set value display monitor 540 and / or the LED indicator lamps 551-554 of the performance display monitor 550 may be configured as 7-segment LEDs without dots.

[0324] Here, the difference in the configuration of the LED indicator lamp (7-segment LED) is explained by taking the setting value display monitor 540 and the performance display monitor 550 in the pachinko game machine PM as an example, but it is not limited to this. When any different 7-segment LED is used, it is possible to give them the above-mentioned difference in configuration. The difference in the configuration of the 7-segment LED can also be applied to the multiple LED indicator lights used in the slot machine 1. For example, in the main control board 60 of the slot machine 1, a display monitor (for example, a feature ratio display monitor that displays the feature ratio) having a similar configuration to the performance display monitor 550 and a setting value display monitor having a similar configuration to the setting value display monitor 540 may be provided, and these display monitors may have the difference in the configuration of the 7-segment LED as described above. In addition, the storage number display lamp 46h and the payout number display lamp 46j may have the difference in the configuration of the 7-segment LED as described above.

[0325] (Colored crimping parts) As described above, the right edge of the board case 560 is provided with the engagement and connection mechanism 570 (see FIG. 69), and the rivet member 575 is disposed in the engagement and connection mechanism 570. In this embodiment, the rivet member 575 is configured with a colored member (a colored member). The colored member refers to a member whose surface is colored or plated, or a member formed from a colored material. Any material such as resin, wood, or metal can be used to form the colored member. Note that colored means a state in which any color is added, excluding a colorless and transparent state, and includes achromatic colors such as white, gray, and black. If it is colored, it may be transparent (colored and transparent) or opaque.

[0326] By configuring the crimping member 575 with a colored member, the following effect can be obtained. That is, when the board case unit 500 is attached to the back side of the game board 420, if one tries to look into the board case 560 from the direction of the arrow K in Fig. 72 through the right edge of the board case 560, the line of sight is blocked by the colored crimping member 575, making it difficult to see inside the board case 560. Therefore, for example, even if the front frame 402 is opened slightly and the inside of the pachinko game machine PM is looked into from the open end side edge, it becomes difficult to see inside the board case 560 through the right edge of the board case 560, so that it becomes difficult to commit fraud against the board case 560. In addition, removal and / or attachment of the board case unit 500 from the rear part of the game board 420 (for example, a bracket member (not shown) provided on the rear part of the game board 420 to hold the board case unit 500) may be performed from a side edge part (upper edge part, left edge part, lower edge part) other than the right edge part of the board case 560, or may be performed from the right edge part of the board case 560.

[0327] As shown in Fig. 72, the crimping member 575 is configured so that the diameter dimension (diameter dimension) D of the shaft portion 575a of the crimping member 575 is longer than the width dimension W of the short side (the vertical direction of the CPU 520 in Fig. 72) of the CPU 520. When the component surface 511 of the main control board 510 is taken as the reference plane for height (the position in the front-rear direction in Fig. 69), as shown in Fig. 75, the height H12 of the crimping member 575 from the component surface 511 is configured to be higher than the height H11 of the CPU 520 from the component surface 511. Furthermore, the crimping member 575 arranged at the lower of the upper and lower crimping members 575 and the CPU 520 mounted on the main control board 510 are arranged at positions where they are aligned linearly in the lef...

Claims

【Claim 1】 A main body member formed in a box shape having an opening, a door member attached to the main body member so as to be openable and closable using a hinge mechanism, a predetermined substrate having a first surface portion on which a plurality of types of components are arranged and a second surface portion to which lead wires of the plurality of types of components are soldered, the plurality of types of components include a first component, a second component having the same performance as the first component, a third component having different performance from the first component, and a fourth component having different performance from the first component, the second component, and the third component, the first component has lead wires 1a and 1b, the second component has lead wires 2a and 2b, the third component has lead wires 3a and 3b, the fourth component has a plurality of lead wires 4, the lead wire 1a of the first component is inserted into a through hole 1c of the predetermined substrate from the first surface portion side, the lead wire 1b of the first component is inserted into a through hole 1d of the predetermined substrate from the first surface portion side, a virtual line segment connecting the through hole 1c and the through hole 1d is defined as a predetermined virtual line segment 1, when the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation, the lead wire 1a protruding from the second surface portion has an angle of n1 degrees with respect to the predetermined virtual line segment 1, when the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation, the lead wire 1b protruding from the second surface portion has an angle of n2 degrees with respect to the predetermined virtual line segment 1, the lead wire 2a of the second component is inserted into a through hole 2c of the predetermined substrate from the first surface portion side, the lead wire 2b of the second component is inserted into a through hole 2d of the predetermined substrate from the first surface portion side, a virtual line segment connecting the through hole 2c and the through hole 2d is defined as a predetermined virtual line segment 2, when the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation, the lead wire 2a protruding from the second surface portion has an angle of n3 degrees with respect to the predetermined virtual line segment 2, when the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation, the lead wire 2b protruding from the second surface portion has an angle of n4 degrees with respect to the predetermined virtual line segment 2, the lead wire 3a of the third component is inserted into a through hole 3c of the predetermined substrate from the first surface portion side, The lead wire 3b of the third component is inserted into the through hole 3d of the predetermined substrate from the first surface side, A virtual line segment connecting the through hole 3c and the through hole 3d is defined as a predetermined virtual line segment 3, When the second surface is viewed in a plan view with the predetermined substrate in a predetermined orientation, the angle of the lead wire 3a protruding from the second surface with respect to the predetermined virtual line segment 3 is n5 degrees, The n1 degree and the n3 degree are substantially the same angle, The n2 degree and the n4 degree are substantially the same angle, The n1 degree and the n5 degree are different angles, Predetermined component information is printed on the first surface, In a state where the predetermined substrate is provided on the inner surface of the main body member or the back surface of the door member, the predetermined component information is printed in a horizontal writing mode in which characters are arranged in a left-to-right direction, or in a horizontal writing mode in which characters are arranged in a bottom-to-top direction on the first surface, The plurality of lead wires 4 of the fourth component are inserted into a plurality of through holes of the predetermined substrate from the first surface side, and the height of the plurality of lead wires 4 protruding from the second surface is higher than the height of the lead wire 3a and the lead wire 3b protruding from the second surface. The gaming machine is characterized by this.