Game machine

JP2024052445A5Active Publication Date: 2025-11-12NET SA
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Patent Information

Application Number
JP2022159160
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-10-01
Publication Date
2025-11-12
Estimated Expiration
2042-10-01

AI Technical Summary

Technical Problem

Conventional reel-type gaming machines face challenges in maintaining player engagement and motivation due to restrictive regulations that limit bonus payouts and the effectiveness of assist functions like ART, leading to reduced gambling experience and player interest, particularly in bonus games such as RB where the number of winnings decreases.

Method used

The gaming machine employs a control system that uses lottery data to differentiate winning combinations during normal and bonus games, enhancing the probability of special or rare wins through assist games, and includes features to notify players of advantageous operation modes, ensuring higher activations of assist functions and preventing fraudulent winnings.

Benefits of technology

This approach significantly increases the chances of winning special or rare combinations, enhancing player engagement and motivation by providing a more dynamic and rewarding gaming experience, while adhering to regulatory limits.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a battle-type special game (assist game or chance zone) in which a degree of expectation increases toward a latter half.SOLUTION: A losing role is set as all the normal replay roles, and a case in which its winning probability is set to 1 / 7.3 is shown. Since a winning / losing lottery is held with a probability (1 / 8) of 1 / a set number of game rounds, the lottery is won with a probability of 12.5% but contrarily it is not won with a probability of 87.5%. In this case, a winning probability of a normal replay role as a losing role is 1 / 7.3, a losing probability becomes 11.99% by multiplying them. In the meantime, a probability of keeping and moving to a next game resulting in neither winning nor losing becomes 75.51%. A probability of keeping up to the remaining one game becomes 4.46% and the game is won by 100% in that case. Since these are independent events, the total of the winning probabilities becomes 63.2% and the game is won.SELECTED DRAWING: Figure 119
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Description

[Technical field]

[0001] The present invention relates to gaming machines such as pachislots that use medals or coins as gaming media, pachilots that use pachinko balls as gaming media, and slot machines (reel-type gaming machines) that do not use physical gaming media but play with electronic data or substitute coins called tokens (gaming value, or gaming value).

[0002] The present invention also relates to the program (e.g., game software) itself, in which the control steps or control procedures for realizing the gaming method are recorded on an information storage medium such as a semiconductor memory, a memory stick, a HD (hard disk), or a Blu-ray disk. [Background technology]

[0003] In recent years, games using slot machines called pachislot machines have been actively played in conventional pachinko halls and pachislot halls. There is also a slot machine called pachilot (or parrot) that uses pachinko balls used in pachinko machines (pinball type gaming machines) as gaming media to play the above-mentioned slot game. Simulation games that simulate slot games are played using substitute coins called tokens (i.e., "game media") in video game machines at gaming facilities and in computers and game machines in ordinary homes connected via the Internet. In the near future, it is planned that slot machines will not use medals or coins, but will use electronic data or tokens, which are equivalent to them, recorded on IC cards and used for games (so-called medal-less gaming machines).

[0004] For example, in the normal game of the above-mentioned reel type gaming machine, when a player operates the start lever after inserting a predetermined number of gaming medals (gaming media or tokens), an internal lottery (also written as "internal lottery") for a bonus, multiple small roles, or a replay role (replay) is executed at that timing, and multiple reels (in most cases, three or four reel drums) are rotated from top to bottom, and multiple patterns displayed (drawn) on the reels (usually, these multiple patterns are drawn on a reel tape and pasted on each drum). When a variable display game in which the number of medals changes starts, the player operates the stop button corresponding to each drum. If the internally won symbols such as bells, watermelons, and cherries stop and appear on an active line in a predetermined combination, the player wins and about 1 to 15 game medals are paid out. On the other hand, when a replay symbol appears on an active line and replay (replay) is activated, the player enters a replay state in which he or she can play the next regular game without inserting game medals (or by inserting the same number of medals as in the previous game).

[0005] In particular, when a bonus role (a type 1 or type 2 special role continuous operation device) is internally won as a result of an internal lottery during normal play, and a specific symbol (for example, a red 7 symbol or a blue 7 symbol) stops and is displayed on an active line (active lines can be straight or irregular lines) by stopping the reel drum, the player enters the big bonus game mode (BB game mode: role continuous operation device), which is the most advantageous game mode for the player, and a large number of game medals can be won at once. Also, when a regular bonus (a type 1 special role) is won and a bar symbol is aligned on an active line as a specific symbol, a regular bonus game (RB game) is executed, and although it is far from the BB game, it is possible to win a corresponding number of game medals, and in any case, for the player, the establishment of these bonus games is the greatest interest in reel-type games. In addition, if a bonus game is won or released as a result of executing the internal lottery, a bonus flag is set and stored in a data storage area such as RAM or RWM, and the flag is carried over to subsequent variable display games until a specific pattern (7 pattern or bar pattern) is lined up.

[0006] Incidentally, conventional slot machine types (type 4 machines) were relatively highly gambling-oriented, and in order to curb this, the Act on the Control and Proper Management of Amusement and Amusement Businesses, etc. (last revised on May 30, 2003, Law No. 55) was enacted and applied to the latest slot machine types, known as type 5 machines.

[0007] For example, the rules for the No. 5 or No. 6 slot machine specify the payout rate (short-term, medium-term, long-term) in great detail, and the big bonus game (BB game) ends when the number of medals won exceeds a certain number (for example, 360 or 480 medals), and the regular bonus game ends when about 100 medals are won, although this is not as long as the BB game. In other words, the rule change has resulted in a lower limit on the upper limit of the payout number in one bonus game and the increase speed of medals per game.

[0008] In addition, the bonus stock function, which is the biggest feature of conventional slot machines (4th generation machines) and allows consecutive bonuses to be released (consecutive wins), is also prohibited by the same regulations. As a result, the ingenuity and performance that were given to the conventional slot machines themselves are lost, and naturally, the playability and gambling element are extremely reduced, and players (slot players), who were once good customers, are increasingly leaving them.

[0009] However, even under such strict regulations, some deregulation has been implemented, and as a result of new ideas, slot machines equipped with ART (Assist Replay Time) or AT (Assist Time) functions, which are called the third bonus, have been developed. This ART function, etc., is a function that assists button operation by announcing the pattern stopping operation procedure (the operation sequence of the stop switch and the operation timing to aim for the color of the bonus pattern) to win the small role that is internally won by lottery in a high probability replay state (i.e., a state where it is difficult to lose) where replays are likely to be won, and at present, ART machines are the mainstream of 5th and 6th generation slot machines.

[0010] And, especially recently, instead of increasing the number of coins won by the big bonus or regular bonus by the main control described above, the ART (pseudo bonus, third bonus) is activated by the sub control at the desired timing (when the AT lottery is won by a rare small symbol, or the number of played games reaches the ceiling number of games), and the push order is announced to win the push order small symbol with a high probability, creating a wave of balls. Going further, a high probability replay state is maintained by internally winning the 2nd type big bonus (2nd type BB), which does not increase or decrease medals even if it is won, and the game is always played in this state, and many machines that control the balls only with the ART function have become hits, and reel-type gaming machines with diverse gameplay are appearing one after another.

[0011] Going a step further, a new bonus was introduced in which three types of minor symbols in the Type 1 Bonus (RB) pay out more coins than the number of coins inserted (for example, the bell minor symbol pays out 9 coins), and when the winning areas of the three types of bell minor symbols overlap during the Type 1 Bonus symbol draw, the resulting number of balls paid out is reduced.

[0012] This decreasing bonus (RB) is not beneficial to the player and may seem meaningless at first glance, but the advantage of this bonus is that the amount of balls lost can be concentrated and added to the assist bonus. In other words, it effectively creates a wave of balls, which has the effect of restoring the player's reduced gambling spirit. [Prior art documents] [Patent documents]

[0013] [Patent Document 1] Patent Publication 2011-160844 [Patent Document 2] Patent Publication No. 2011-125532 [Patent Document 3] Patent Publication 2011-15719 [Patent Document 4] Patent Publication No. 2016-202586 [Patent Document 5] Patent Publication 2018-117700 [Non-patent literature]

[0014] [Non-Patent Document 1] Slot machine Fist of the North Star - Legend of the End of the Century Savior - (Sammy Corporation) [Non-Patent Document 2] Slot machine Midori Don VIVA! Passionate South America (Eleco) Summary of the Invention [Problem to be solved by the invention]

[0015] By the way, the applicant's newly developed original ART technology (Patent No. 5433889) is a technology that allows a six-choice push sequence minor win, and when the first and second operation of the stop button are both correct, a predetermined pattern (for example, a bell pattern) is placed in a straight line on the winning line, while when the operation procedure of the stop button is incorrect, the target minor win is not allowed to be won. When the ART (assist function and high probability end game state) is won, the correct operation procedure is notified to the player, resulting in a large difference in the number of medals won. As a result, by creating a high probability end game state and eliminating mistakes, and notifying the advantageous push sequence in the AT, a large number of medals can be won, creating a wave of balls.

[0016] However, in the conventional decreasing bonus (RB), when the RB is won, the number of balls dispensed is always reduced, so that the player does not gain anything during the RB, and as a result, the player loses motivation.

[0017] In addition, in the ART bonus, the conventional losing area is changed to a replay winning area, so that a replay in which the number of medals does not increase during the game is won with a high probability, which causes frustration for the player as it wastes time.

[0018] Firstly, the present invention aims to provide a battle-type special game (assist game or chance zone) in which the expectation level increases as the game progresses.

[0019] Secondly, to provide a gaming machine or the like which can increase the excitement of a big bonus game by drawing a disadvantageous RB1 and an advantageous RB2 and changing the degree of benefit given to a player according to the RB (decreasing bonus) internally won.

[0020] Thirdly, the present invention aims to provide a gaming machine etc. that can efficiently communicate between a main control unit, which controls the execution of the game, and a gaming point control unit, which controls the communication of information relating to the dedicated unit and gaming points, and determine whether the communication between the dedicated unit and the gaming point control unit is normal, although the communication signals between the medalless gaming machine and the dedicated unit are clearly stated in the connection specifications defined in the industry.

[0021] Another object is to provide a gaming machine etc. that allows a player to easily recognize that a freeze effect is occurring.

[0022] The present invention also aims to provide a gaming machine etc. that does not forget to return inserted medals when a player settles credits, and does not miss winning replay roles (especially bell replay roles). The present invention aims to provide a gaming machine etc. that does not make a player feel uncomfortable with the display mode and operation method of winning small roles and replay roles in normal games and AT games. The present invention aims to provide a gaming machine etc. that is equipped with conventional bonus roles such as BB and RB, and an ART function or AT function that is a third bonus, and can further increase the net increase in number of coins per game and can increase the number of times the assist function is activated at once. The present invention aims to provide a gaming machine etc. that can avoid illegal winning of push order roles (push order small roles or push order replay roles) even if the sub-controller that controls the display of the navigation image is tampered with. [Means for solving the problem]

[0023] In order to achieve the above object, the gaming machine of the present invention according to claim 1 comprises a plurality of reels having a plurality of types of symbols arranged on an outer peripheral surface thereof, a role selection means for selecting a role using lottery data during a game, a control means for rotating the plurality of reels during a game, accepting the operation of a stop switch provided corresponding to each reel, stopping the corresponding reel individually, and displaying a symbol according to the result of the selection of the role, a judgment game execution means for executing a judgment game to determine a win or loss, an assist game execution means for executing an assist game in which an advantageous operation mode of the stop switch is notified, and an advantageous processing means for performing advantageous processing for the assist game, wherein an initial number of games is set in the judgment game, and the judgment game execution means performs a winning / losing lottery with a probability of 1 / the set number of games during the judgment game, If the result of the lottery is a win, the judgment game determines that the player has won, while if the result of the lottery is a loss, and the lottery result for the role is a losing role, the judgment game determines that the player has lost, and if the lottery result for the role is not a losing role, a new number of games is set by subtracting 1 from the set number of games, and the lottery is repeated, and the advantageous processing means performs advantageous processing for the assist game when a win is determined in the judgment game. Effect of the Invention

[0024] According to the gaming machine of the present invention, firstly, the same lottery data is used to draw the winning combination, but in the normal game and the game in the normal regular bonus during the BB game, if the compound replay combination is won, the normal replay combination is won, but in the game in the advantageous regular bonus, if the compound replay combination is won, the symbols are drawn so that the special replay combination is won. As a result, the probability of winning the assist game based on the winning of the special replay combination is greatly improved, so that the degree of advantage can be differentiated. Also, it is possible to increase the number of times the assist function is activated (the number of added bonuses) at once.

[0025] According to the gaming machine of the present invention, the same lottery data is used to draw the winning combinations, but in normal play and in the normal regular bonus play during the BB play, if the composite small combination is won, the common small combination is won, but in the advantageous regular bonus play, if the composite small combination is won, the rare small combination is won. As a result, the probability of winning the assist play based on the rare small combination is greatly improved, so that the degree of advantage can be differentiated. Also, it is possible to increase the number of times the assist function is activated (the number of added bonuses) at once.

[0026] According to the gaming machine of the present invention, the same lottery data is used to draw the winning combinations, but in normal play and in play during normal regular bonuses during BB play, if a composite replay combination is won, a normal replay combination is won, but in play during advantageous regular bonuses, if a composite replay combination is won, a special replay combination is won. As a result, the probability of winning an assist game based on the winning of a special replay combination is greatly improved, so that the degree of advantage can be differentiated. Also, it is possible to increase the number of times the assist function is activated (the number of added bonuses) all at once.

[0027] In summary, according to the gaming machine of the present invention, when the same composite role (composite minor role or composite re-play role) is won, different roles (normal minor role and rare minor role, or normal re-play role and special re-play role) can be won during play inside the normal regular bonus and during play inside the advantageous regular bonus, and the degree of advantage of the assist play can be changed regardless of the setting difference. [Brief description of the drawings]

[0028] [Figure 1] FIG. 2 is a schematic front view of a slot machine. [Diagram 2] FIG. [Diagram 3] FIG. [Figure 4] FIG. 2 is a schematic diagram of the internal structure of a slot machine. [Diagram 5]FIG. 2 is a block diagram of a control circuit system of a slot machine. [Figure 6] FIG. 2 is a block diagram of a control circuit system for controlling the drum unit. [Figure 7] FIG. 2 is a block diagram of a drum unit. [Figure 8] This is a table showing the arrangement of drum patterns. [Figure 9] FIG. 2 is a block diagram of a drum unit. [Figure 10] FIG. 2 is a block diagram of a drum unit. [Figure 11] 4 is a timing chart showing the relationship between each signal. [Figure 12] FIG. [Figure 13] 13 is a schematic diagram showing the relationship between the left drum, the window portion, and the pattern position data. FIG. [Figure 14] FIG. [Figure 15] FIG. 2 is a configuration block diagram of a display performance device. [Figure 16] 13 is a conceptual diagram showing a storage state of an effect pattern data table. FIG. [Figure 17] FIG. 13 is a schematic diagram of a performance screen. [Figure 18] FIG. 13 is a schematic diagram of a performance screen. [Figure 19] FIG. 13 is a schematic diagram of a performance screen. [Figure 20] FIG. 1 is a conceptual diagram of a typical lottery table. [Figure 21] 13 is a payout table showing the relationship between symbol combinations and the number of medals obtained. [Figure 22] 13 is a flowchart showing the main operation processing steps of a slot machine. [Figure 23] This is a table showing the arrangement of drum patterns. [Figure 24] FIG. [Diagram 25] This is the payout table when the reels are not activated (during normal play, the prescribed number of 3 coins). [Figure 26] A game state transition diagram and a conceptual diagram showing the lottery probabilities for various roles. [Figure 27]A conceptual diagram showing the simultaneous winning state of multiple roles. [Figure 28] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 29] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Diagram 30] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Diagram 31] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Diagram 32] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Diagram 33] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Diagram 34] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Diagram 35] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Diagram 36] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 37] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 38] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 39] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Diagram 40] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Diagram 41] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Diagram 42] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Diagram 43] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Diagram 44] 13 is a flowchart showing a symbol stop processing subroutine. [Diagram 45] 3 is a schematic diagram of a presentation screen displayed by the display presentation device. FIG. [Figure 46] 3 is a schematic diagram of a presentation screen displayed by the display presentation device. FIG. [Figure 47] 3 is a schematic diagram of a presentation screen displayed by the display presentation device. FIG. [Figure 48] 3 is a schematic diagram of a presentation screen displayed by the display presentation device. FIG. [Figure 49] 3 is a schematic diagram of a presentation screen displayed by the display presentation device. FIG. [Figure 50] This is a table showing the arrangement of drum patterns. [Figure 51] FIG. [Figure 52] This is the payout table when the reel is not in operation (during normal play, the specified number of coins is 3). [Figure 53] A game state transition diagram and a conceptual diagram showing the lottery probabilities for various roles. [Figure 54] A conceptual diagram showing the probability of winning various roles. [Figure 55] 13 is a conceptual diagram of a small winning area. [Figure 56] 13 is a conceptual diagram of a small winning area. [Figure 57] A figure showing an example of small win specification identification information. [Figure 58] A figure showing an example of re-play role explicit identification information. [Figure 59] A figure showing an example of re-play role explicit identification information. [Figure 60] A figure showing an example of re-play role explicit identification information. [Figure 61] This is the arrangement of the drum patterns. [Figure 62] This is a diagram showing the structure of the push order minor prizes. [Figure 63] This is a diagram showing the structure of the push order minor prizes. [Figure 64] FIG. 13 is a diagram showing the configuration of a replay role. [Figure 65] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 66] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 67] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 68] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 69] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 70] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 71] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 72] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 73] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 74] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 75] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 76] A flowchart showing the processing procedure until the start of ART. [Figure 77] 13 is a flowchart showing a bell replay processing subroutine. [Figure 78] 13 is a flowchart showing a processing subroutine for special top-up zone D. [Figure 79] 13 is a flowchart showing a freeze effect processing subroutine. [Figure 80] 13 is a flowchart showing a freeze effect processing subroutine. [Figure 81] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 82] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 83] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 84] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 85] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 86] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 87] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 88] This is a schematic diagram of the special add-on screen. [Figure 89] This is a schematic diagram of the special add-on screen. [Figure 90] This is a diagram showing the structure of the push order minor prizes. [Figure 91] This is a diagram showing the structure of the push order minor prizes. [Figure 92] FIG. 13 is a schematic diagram of a performance screen. [Figure 93] 13 is a flowchart showing a procedure for a process of transmitting hand information. [Figure 94] 13 is a flowchart showing a procedure for a process of transmitting hand information. [Figure 95] This is a diagram showing the structure of the push order minor prizes. [Figure 96] This is a diagram showing the structure of the push order minor prizes. [Figure 97] 13 is a flowchart showing a procedure for a process of transmitting hand information. [Figure 98] FIG. [Figure 99] 13 is a flowchart showing a settlement process procedure. [Figure 100] FIG. 2 is a block diagram of a control circuit system of a slot machine. [Figure 101] FIG. 2 is a schematic diagram of a display unit and an operation unit. [Figure 102] FIG. 2 is a schematic diagram of a display unit. [Figure 103] FIG. 2 is a schematic diagram of a display unit. [Figure 104] FIG. 2 is a schematic diagram of a display unit. [Figure 105] FIG. 2 is a schematic diagram of a display unit. [Fig. 106] This is the arrangement of the drum patterns. [Figure 107] This is the payout table for when the reels are not activated and during regular BB play (prescribed number of coins: 3). [Figure 108] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Fig. 109] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 110] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 111] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 112] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 113] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Fig. 114] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 115] 11A to 11C are schematic diagrams showing the pattern display state of the window portion in chronological order. [Fig. 116] FIG. 2 is a block diagram of a control circuit system of a slot machine. [Figure 117] This is a list of main board commands. [Fig. 118] A list of medal count commands. [Figure 119] FIG. 13 is a diagram showing the winning probability of a judgment game. [Figure 120] FIG. 13 is a diagram showing the winning probability of a judgment game. [Figure 121] FIG. 13 is a diagram showing the winning probability of a judgment game. [Figure 122] FIG. 13 is a diagram showing the winning probability of a judgment game. [Figure 123] FIG. 13 is a diagram showing the winning probability of a judgment game. [Figure 124] FIG. 13 is a diagram showing the winning probability of a judgment game. [Fig. 125] FIG. 13 is a diagram showing the winning probability of a judgment game. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0029] Definition: In this specification, the display of a replay symbol combination on the winning line is referred to as a "replay symbol winning" for convenience. However, the original meaning of "winning" is the display of a predetermined symbol combination required to win a game medal or the like.

[0030] The push order role is a role in which the winning role and the obstruction role are won at the same time, and the obstruction role is composed of one type or multiple types. The winning role is won when the stop button is operated in the winning push order notified by the notification means, while the obstruction role is won or nothing is won when the stop button is operated in an operation order different from the winning push order. In other words, the obstruction role is a role for obstructing the winning role from winning. For example, in the case of the push order bell role, the winning role's bell minor role (15 coins payout), the first obstruction minor role's 1 coin minor role (1 coin payout) of three types, and the second obstruction minor role's 2 coin minor role are internally won at the same time, and when the stop button is operated in the winning push order, the bell minor role is won by stopping the bell pattern on the effective line. On the other hand, if the first stop operation is not the winning push order, the symbols of the first inhibiting minor role are stopped on the valid line, so that either the first inhibiting minor role will win or will not win (miss). If the first stop operation is the winning push order and the second stop operation is not the winning push order, the symbols of the second inhibiting minor role are stopped on the valid line, so that the second inhibiting minor role will win. The payout for the second inhibiting minor role may be one coin, or it may be missed. Another push order role is the push order replay role.

[0031] Basic working example: As an example of the gaming machine according to the present invention, a slot machine will be taken up, and this embodiment will explain in detail the basic structure and basic operation of the slot machine.

[0032] FIG. 1 is a schematic front view of the slot machine ((A) is an overall view, and (B) is a view of the upper front), FIG. 2 is a right side view, and FIG. 3 is a perspective view of the design panel.

[0033] Reference numeral 1 denotes the main body of a slot machine generally called a "pachinko slot machine," and is broadly divided into a cabinet 1a incorporating a rotating drum (drum section 2) and a front door 1b (see FIG. 2 in particular).

[0034] The front door 1b is the main part, which can be said to be the face of the slot machine, and a unique metallic feel is required to create a sense of luxury and to meet the demands of design. By adding regular chrome plating, dark chrome plating, hard gold plating, metallizing (plating) or satin finish (plating) to the resin material, a gorgeous and heavy appearance is given to the exterior.

[0035] A transparent panel 21 is fitted into the front surface of the front door 1b. In addition, a design panel 22 is attached to the front door 1b on the inner side of the transparent panel 21.

[0036] The design panel 22 has a top surface 22a to which a display / performance device 11 (or a video display device) that performs various performances according to the game situation is fixed with screws, a middle surface 22b in which a window portion 3 (a pattern display window) is formed, and a bottom surface 22c to which a light-emitting display device (display LED block 4) is attached, forming a bottom surface 22d that is bent toward the inside of the housing 1a, and a left side surface 22e and a right side surface 22f that connect the left and right sides of the bottom surface 22d form a roughly box-like shape and a recessed space (see Figure 3 in particular).

[0037] On this bottom portion 22d, there are provided three-dimensionally protruding decorations 23 or three-dimensional electrically operated objects 24 that are driven according to the progress of the game (for example, electrically operated toys, opening and closing doors, bumpers that move up and down, or swinging boats used in effects related to internal winning roles in order to heighten the sense of anticipation. However, there are also cases where effects unrelated to internal winning roles are simply performed.).

[0038] The front door 1b and the design panel 22 are integrally molded from resin material using a mold. The molding method is generally injection molding, extrusion molding, foam molding, vacuum molding, etc., and various general-purpose resins such as ABS are used as the resin material.

[0039] 2 is a drum section (reel drum) built into the cabinet 1a, and is composed of three drums, a left drum 2a, a center drum 2b, and a right drum 2c. Inside each drum, a reel section symbol display LED (not shown) is provided, which is configured to emit light (light or blink) or turn off according to various effects. In other words, each drum is a symbol row that displays multiple symbols from top to bottom in a row, and in this case, a variable display game that changes three symbol rows (multiple rows) is started. Note that even if symbols are displayed using a liquid crystal display device or the like instead of each drum, it is equivalent to a variable display game that changes a symbol row with multiple symbols drawn on it.

[0040] Reference numeral 3 denotes a window provided in the center of the front of the design panel 22, through which the pattern on the reel tape attached (placed or applied) to the outer circumference of the drum section 2 can be seen through the transparent panel 21. In this window section 3, a total of five effective lines, consisting of three effective lines extending horizontally and two effective lines intersecting diagonally, are prominently displayed by lines connecting the left drum 2a and the middle drum 2b, and the middle drum 2b and the right drum 2c. However, the effective lines are not limited to the horizontal or diagonal directions, and the number of effective lines is not limited to this, and may be appropriately determined at the design stage, such as a V-shape or an inverse small mountain shape. In addition, a reel section line display LED is embedded below the effective lines, and is configured to light up or flash when a prize is won or when the reel is activated.

[0041] Reference numeral 4 denotes a display LED block provided below the window portion 3 and on the underside of the design panel 22, and is composed of a group of display LEDs including an LED 4a for indicating the number of inserted medals, an LED 4b for indicating the number of stored medals, an LED 4c for indicating the number of medals paid out, a replay display LED 4d, an error display LED 4e, and an LED 4f for indicating that a performance is in progress, as will be described later.

[0042] 5 is a medal insertion section, which is provided with a medal insertion port for inserting game medals (game media, sometimes called "coins" or simply "medals") to start a variable display game in which the drum section 2 (rotating drum) is rotated and stopped. A left light transmitting section 5a and a right light transmitting section 5b are provided on both sides of the medal insertion section 5, and when medals cannot be inserted, the light is turned on in red (first color) by light from a plurality of light sources (e.g., LEDs) attached to the left and right sides of the lower section, when medals can be inserted and are added for game use, the light is turned on in blue (second color) by light from the ...

[0043] Medals inserted through the medal insertion slot are counted by a medal sorting device (also called a "selector"; not shown), and the number of medals inserted correctly is added up and displayed on the inserted medal count LED 4a or the stored medal count display LED 4b of the display LED block 4.

[0044] 6 is a settlement button (or credit return switch), which is used to start and release the medal storage device (not shown) and to settle (return) the payout of inserted medals and stored medals. In particular, as described later, the game value is settled or returned by outputting the total value (game value) of the inserted medals and stored medals to a sandwich device connected to the gaming machine main body. For example, assuming that three medals are inserted and 40 medals are stored (total value of 43 credits), when the settlement button is operated in this state, the gaming machine main body 1 returns a total of 43 game values ​​by transmitting game value data. When the sandwich device receives game value data equivalent to a total of 43 from the gaming machine main body, it records the game value information on a built-in membership card or a card-shaped information recording medium and discharges it outside the sandwich device. Naturally, if 100 stored medals are recorded on the membership card, the new stored medals will be recorded as 143.

[0045] Numeral 7 denotes a 1-bet button, which is used when inserting one medal stored in the medal storage device to play a game. Recently, the 1-bet button 7 may not be provided. Also, a cross key (not shown) may be provided to the left of the 1-bet button 7, which is required for cursor operation in the up, down, left and right directions, and for viewing history information.

[0046] Numeral 8 denotes a MAX BET button, which is used when inserting the maximum number of medals stored in the medal storage device, which is 3, to play a game, or when inserting the maximum number of medals (1 or 2: optimal number) specified according to the game state, such as during a bonus game. An LED is provided inside the MAX BET button 3, which lights up when the MAX BET button 3 is in an operable state.

[0047] Reference numeral 9 denotes a start lever (part of the reel rotation starter), which is used to start the drum unit 2 all at once after a predetermined number of game medals required for playing have been inserted. LEDs are provided around the start lever 9, and are set to light up when the start operation is possible. The start lever 9 is also used to confirm (re-hit) the desired setting value selected from step values ​​1 to 6 (or four-step jump numbers of 1, 3, 5, 7, etc.) when setting the payout rate in stages.

[0048] Reference numeral 10 denotes a stop button section (also called a "stop switch" as a synonymous name), which is used when stopping the rotating drum section 2. The stop button section 10 is composed of three buttons (although in rare cases, there are four buttons), a left stop button 10a, a center stop button 10b, and a right stop button 10c. By operating the stop button section 10 while the drum section 2 is rotating, the left drum 2a, the center drum 2b, and the right drum 2c corresponding to each button can be stopped. When the rotation of the three drums, the left drum 2a, the center drum 2b, and the right drum 2c, reaches a predetermined speed (about 80 rotations per minute) and the stop button section becomes operable, the LEDs built into the stop buttons 10a, 10b, and 10c are turned on. When the left stop button 10a, the center stop button 10b, and the right stop button 10c are used as direction input means, they can be respectively made to correspond to leftward, upward, and rightward inputs.

[0049] Reference numeral 11 denotes a display and performance device consisting of a color display using a cathode ray tube, an LCD (liquid crystal display), a PDP (plasma display panel), an FPD (flat panel display) such as an organic EL (electroluminescence), and the display and performance device is capable of performing various video effects and announcing necessary information related to the reel game under the control of a performance control unit (not shown). Regardless of whether or not special glasses are used, display and performance devices capable of three-dimensional display have recently become inexpensively manufactured, and gaming machines using 3D display devices in which performance images such as 7 symbols pop out when in a reach state or a jackpot state are becoming mainstream. The performance control unit is equipped with ROM and RAM, and performs two-way communication with the sub-control unit 160, and executes various performances according to the received performance commands.

[0050] Numeral 12 denotes a speaker section, which is composed of four speakers, an upper left speaker 12a, an upper right speaker 12b, a lower left speaker 12c, and a lower right speaker 12d, and emits sound effects according to various performances, a warning sound when the step setting value is being changed, when the front door 1b is open, or when a problem occurs. If a serious problem (selector error, hopper error, or RAM error, but does not include door open) occurs, an error display LED 4e lights up together with the warning sound.

[0051] Reference numeral 13 denotes a game status display LED section, which is composed of an upper status display LED 13a provided on the top of the display and effect device 11, an upper left status display LED 13b, an upper right status display LED 13c, a middle left status display LED 13d, a middle right status display LED 13e, a lower left status display LED 13f, a lower right status display LED 13g, and a lower middle status display LED 13h provided on both sides, and can effectively perform various light effects. Also, when the step setting value is being changed or the front door 1b is open, or when a problem occurs, the LED flashes repeatedly as a warning display.

[0052] Since the game status display LED section 13 (13a to 13h) is arranged so as to go almost all the way around the outer periphery of the front door 1b, it is possible to effectively perform a light effect in which colorful lights circle around the outer edge without interruption for the player. In particular, the upper status display LED 13a provided at the upper center position of the front door 1b (upper center position of the front of the gaming machine main body) is called a top lamp, and emits light in a unique color corresponding to an internal win or a rare small winning combination, and plays a central role in the light effect that informs the player of a winning combination and arouses a sense of expectation.

[0053] 1(B) shows an embodiment of a slot machine cabinet in which the logo panel section 17 described later is eliminated and the top lamp 13a is made larger overall. In the variable display game in which the drum section is varied, the internal winning combination is determined in advance by lottery, and when the three drum sections are stopped by operating the stop switch, the top lamp 13a lights up in a unique color corresponding to the internal winning combination or the winning combination (red for cherry, purple for plum, yellow for bell, blue for replay), and then goes into an off state or a neutral color such as white that is different from the unique color during the interval period until the next variable display game starts.

[0054] A plurality of status display LEDs for notifying the winning of a bonus or other necessary information may be provided in the left and right spaces (on the top surface 22a) of the display performance device 11. Also, AT stock notification lamps for notifying the winning of an AT stock are provided in the left and right spaces (on the middle surface 22b) of the drum unit 2, and the left AT stock notification lamp lights up when the AT stock number is in the range of 1 to 9, and when the AT stock number is in the range of 10 or more, the two AT stock notification lamps on the left and right are lit up.

[0055] 14 is a special button, which the player operates once or repeatedly to input information required for various games and their video effects displayed on the display and effect device 11 (for example, the rise of the power level gauge, the display of bonus formation symbols, input information such as the operation of the machine guns of a fighter plane, the dropping of bombs, or the movement direction of characters). In particular, if the special button 14 wins the AT stock lottery, it flashes with a "beep beep beep" sound effect to encourage operation, and when the player taps the special button 14 with high hopes, a "crack, crack, crack" sound effect is generated and the AT stock notification lamp lights up. Note that the information input by this special button 14 is given to a sub-board (sub-block) to be described later, and is used only for various video and sound effects, so it does not affect the game results.

[0056] Reference numeral 15 denotes a tray, into which game medals paid out from a medal payout device 18 (see FIG. 4) are discharged from a medal payout outlet 16, and the tray can receive up to several hundred medals.

[0057] Reference numeral 17 denotes a logo panel portion, which is used to display various trademarks such as the manufacturer name or model name as necessary.

[0058] Reference numeral 19 denotes a door keyhole, which is used when opening the front door 1b of the reel-type gaming machine main body 1 with a door key, when canceling a play-stop state (a state in which operations for medal-type gaming are disabled), and when canceling a game that has been stopped due to an error.

[0059] 20 is a return button (officially called the "return button for jammed inserted medals"), which is used to return, via the medal payout outlet 16, game medals that have become jammed in the game medal selector (not shown) through which the game medals pass after the medal insertion section 5.

[0060] Referring now to Figure 3, the design panel 22 shown in Figure 3(A) has a top surface 22a on which a display performance device mounting portion 22j for mounting the display performance device 11 is formed, a middle surface 22b on which a window portion 3 (pattern display window 3) is formed, and a bottom surface 22d on which the above-mentioned display LED block 4 is mounted, and a three-dimensionally protruding decoration or a three-dimensional electrically driven drive object is provided on the top surface.

[0061] The left side surface 22e and the right side surface 22f that connect the bottom surface 22d form a generally box-like (or generally boat-like) shape with a recessed space inside, and the upper and lower parts of the box are provided with upper and lower mounting parts 22g and 22h that have multiple mounting holes for mounting to the front door 1b. By attaching decorative stickers to the five inner surfaces consisting of the bottom surface 22d, the left side surface 22e, and the right side surface 22f, three generally flat surfaces are formed, particularly on the bottom surface 22d. However, since the decorative object 23 and the electrically driven object 24 are provided, it is natural that there will be some unevenness.

[0062] Reference numeral 4a denotes an inserted medal number LED, which displays the number of game medals inserted from the medal insertion portion 5 or by pressing the max bet button 8 or 1 bet button 7 to play a game.

[0063] 4b is a medal storage number display LED, which displays the number of gaming medal credits (stored number) within a range of, for example, a predetermined maximum number of 50. It also performs a payout effect display when the stored medals are settled.

[0064] 4c is a medal payout number display LED, which displays the number of medals paid out when a prize is won. It also displays the step setting value of the payout rate and an error code when the game is stopped or an error occurs.

[0065] 4d is a replay display LED, which lights up when a replay is activated in a variable display game.

[0066] 4e is an error display LED that lights up when a serious trouble (for example, a trouble other than the door opening) occurs.

[0067] 4f is a performance-in-progress display LED that is turned on when a performance is being performed by the drum section 2. In other words, it indicates that a drum performance is being performed.

[0068] The design panel 22 shown in Fig. 3(B) differs from that shown in Fig. 3(A) in that it has a top surface 22i as a further bent surface (edge). The provision of this top surface 22i is advantageous in that it makes the attached display and performance device 11 easier for the player to see, and also makes the design panel itself stronger.

[0069] FIG. 4 is a schematic diagram of the internal structure of a slot machine.

[0070] In the center of the cabinet 1a of the slot machine main body 1, a drum unit 2 and a medal payout device 18 (medal hopper 18) are disposed below the drum unit 2.

[0071] A reflector 27 is provided in the upper right corner of the housing 1a, and a photosensor is provided in the corresponding position on the front door 1b. When the front door 1b is closed, the LED light emitted from the photosensor is reflected by the reflector and detected by the phototransistor. When the front door 1b is open, no reflected light is detected, making it possible to detect the open or closed state of the front door 1b.

[0072] Reference numeral 28 denotes a power supply unit. When a power switch 28c is turned on, power is supplied to each circuit block, and after an initial check and initial setting, the variable display game can be played.

[0073] 28a is a setting key switch (also called a setting change permission switch) that is used when setting the ball payout rate in stages or when checking the stage setting value. By inserting the operation key into the keyhole 28d and rotating it, it is possible to change the state from OFF to ON or vice versa.

[0074] 28b is an error release switch, which is used when setting the ball payout rate in stages or when releasing a game that has been stopped due to an error.

[0075] 4c is an LED that displays the number of medals paid out, and displays the step setting value of the payout rate. Each time the error reset switch 28b is pressed, the value is incremented by +1, and after displaying "6", it returns to "1" and displays a turnaround.

[0076] FIG. 5 is a block diagram of a control circuit system of a slot machine.

[0077] The control circuit system is roughly divided into a main block (main board: part not enclosed by dashed line) and a sub-block (sub-board: part enclosed by dashed line), and while the main block controls the game results, the sub-block controls various effects that attract the player's interest and curiosity, such as the announcement and display of the game progress and internal lottery results. In addition, when ART is activated, the sub-block announces the stop operation procedure (operation sequence and operation timing of the stop button section 10) for winning a small role or avoiding a fall replay.

[0078] Reference numeral 100 denotes a main control unit, which is an integrated one-chip microcomputer (LE4380A-PA-S manufactured by LETECH Co., Ltd.) equipped with a microprocessor with a built-in CPU, and which is provided with a ROM 101 for storing a control program describing a predetermined data table area and the control procedure of the entire device, and a RAM 102 (also called RWM: rewritable memory. It also includes not only built-in but also external RAM) for temporarily storing information required for control, in which counters, registers, etc. are formed. As described later, even if the power switch 28c is turned off or the power cord is unplugged, all the control data stored in this RAM 102 is retained by the RAM backup power source that is constantly supplied via the power connector, but if the power connector itself is unplugged, power is no longer supplied, and the control data is erased (all cleared or reset to 0) or becomes meaningless information.

[0079] The main control unit 100 is connected to a start SW sensor 110 (start switch sensor 110), a stop button sensor 120, a medal detection sensor 130, a bet button sensor 140, a stage setting unit 150, a limit setting unit 180 and a settlement button sensor via an I / O port (not shown) and a data bus, and the main control unit 100 is configured to be able to receive input signals from these.

[0080] The main control unit 100 is also connected to the drum unit 2, the medal payout device 18, the display LED block 4, and the external central terminal board 170 via an I / O port (not shown) and a data bus, and is configured to be able to control each of these devices by sending and receiving input / output signals. An index signal of one pulse per rotation is input to the main control unit 100 from each index sensor provided on the drum unit 2.

[0081] The main control unit 100 outputs information required for collecting and managing the operating status of gaming machines in a pachinko parlor or the like from the external centralized terminal board 170, but does not receive any information from the external centralized terminal board 170. The signals output from the main control unit 100 to the outside are a medal insertion signal, a medal payout signal, an external output signal 1 (e.g., a BB signal or a pseudo BB signal), an external output signal 2 (e.g., an RB signal or a pseudo RB signal), an external output signal 3 (e.g., an AT signal), an external output signal 4 (e.g., a signal indicating that various errors have occurred), an external output signal 5 (e.g., a cheating behavior detection signal), and a relay common signal. In particular, the BB signal and the RB signal are not only collected and managed by the hall computer as a bonus role, and the AT signal is not only output to a data counter installed near the top of the pachinko slot machine, but are also used to display the main information of the pachinko slot game (number of games played, number of BBs played, number of ARTs played, ball information) to the player.

[0082] The main control unit 100 executes an internal lottery by extracting one of the random numbers (values ​​0 to 65535) continuously generated by the built-in random number generating unit 103 in response to the operation of the start lever 9 by the player, and starts a pattern variation display game by rotating the drum unit 2 (left drum 2a, center drum 2b, and right drum 2c) which is a three-row (multiple rows) pattern row on which multiple (usually 20 or 21) patterns are drawn. For example, when any of the small roles with a payout such as bell, cherry, watermelon, or plum is internally won in this random number lottery and the player performs a stop operation of the stop button unit 10, the main control unit 100 stops the drum unit 2 in a predetermined position in sequence according to the operation order. As a result, if the predetermined patterns are displayed in a row on any of the five effective lines of the window unit 3, a prize is won. However, the number of effective lines is not limited to five, and may change depending on the number of inserted medals, or may be increased or decreased as appropriate depending on the design specifications and the game state.

[0083] For example, assuming that the number of game media to be paid out according to the type of winning is 1 bell, 2 cherries, 5 watermelons, and 8 plums, if only bell symbols are displayed in a row on the second line, the main control unit 100 will pay out 1 coin as a bell winning. If the specified number of coins to be inserted is 3, even if a bell wins, the net result is a minus of 2 coins, so that even if a bonus role and a small role are simultaneously internally winning, and the small role symbol that is the internal winning role is given priority and stopped on the active line, medals can be consumed. On the other hand, if a bell symbol is displayed in a row on the second line and a plum symbol is displayed in a row on the third line, the main control unit 100 will pay out 9 coins, which is the total of 1 bell and 8 plums for the winning role, resulting in a net positive payout of 6 coins.

[0084] The sub-controller 160 and the credit controller 165 are connected to the main controller 100 via an I / O port (not shown) or a data bus. Basically, the main controller 100 can transmit various information to both controllers, but conversely the main controller 100 cannot receive information from both controllers (i.e., the main controller 100 is connected to enable one-way communication from the main controller 100 to both controllers). However, it can only receive credit data consisting of 2 bits from the credit controller 165 via a data input circuit 166 (e.g., two NOT circuits). This credit data is 2-bit data with 00 indicating 0 credits, 01 indicating 1 credit, 10 indicating 2 credits, and 11 indicating 3 credits or more, and is input to two input ports of the main controller 100 as a High or Low signal, similar to various sensor input signals.

[0085] The main control unit 100 outputs to the sub-control unit 160 control data (for example, coin insertion data, lottery result and winning status data, stage setting value data, data showing the switch operation state of the stage setting unit 150, etc.) necessary for various controls of the sub-blocks. The sub-control unit 160 is an integrated one-chip microcomputer equipped with a microprocessor with a built-in CPU, like the main control unit 100, and is provided with a ROM 161 that stores a control program describing the control procedure of the entire sub-block, and a RAM 162 that includes counters, timers, registers, etc. and temporarily stores information necessary for control received from the main control unit 100. The ROM 161 stores multiple BGM (background music) data, and in order to lift the player's spirits, especially during a bonus game, specially arranged BGM is appropriately selected and played according to the performance scene. It is not necessary to provide the main control unit 100 and the sub-control unit 160 separately, and it is also possible to make them into one control unit.

[0086] The sub-control unit 160 is connected to the display performance device 11, speaker unit 12, game status display LED unit 13, input SW unit 25 (input switch unit 25), timing unit 26, operation direction sensor 111, special button sensor 112 and door abnormality signal output device 113 via an I / O port (not shown) and a data bus, and the sub-control unit 160 is capable of accepting input signals from each of these devices and outputting necessary data and signals to perform various controls.

[0087] The sub-controller 160 counts the difference in number of coins after initialization and the number of variable display games played after the bonus based on the data on the number of coins inserted, the data on the number of coins paid out, and the data on the number of variable display games played in the control data sent from the main controller 100, and when the counted difference in number of coins or the number of games reaches a predetermined number, it activates the AT stock lottery or the selection game. At this time, the sub-controller 160 displays "Do you want to start the selection game? If so, please press the special button repeatedly" on the display performance device 11 and makes the special button 14 flash.

[0088] This AT stock lottery draws the number of stocks within the range of, for example, 0 to 127, with 0 being a miss and 1 to 127 being a win. If 127 is the winner, a minimum of 127 consecutive wins will be confirmed, but since the AT stock lottery is executed even when AT is stocked, it is possible to accumulate up to a maximum of 10,000 by adding on top of it. However, these are merely examples based on the design specifications, and are not limited to these numbers.

[0089] In addition, the sub-control unit 160 checks whether or not to execute a selection game, and when the player repeatedly taps the special button, it receives a pulse signal corresponding to the number of times the button has been repeatedly tapped. When the number of pulses reaches a predetermined number of 8 or more, it performs a selection game lottery to determine a winning number (for example, "0" or "1"). When the selection game is activated, the display performance device 11 displays "circle or cross" or "left or right" corresponding to the left stop button 10a and the right stop button 10c, respectively, to prompt the player to perform a selection operation. For example, if "0" is the winning number in the selection game lottery result, the player operates the left stop button 10a to select the corresponding "circle" or "left", and the selection game is won. When the sub-control unit 160 determines that the player has won, it activates the AT function (a function of notifying auxiliary information by a notification means) in the subsequent variable display game until the number of game media corresponding to the number of inserted coins, the difference number, or the number of variable display games increases, or the number of times the AT stock lottery (1 to 127) has been won.

[0090] On the other hand, if the player operates the right stop button 10c to select the corresponding "X" or "Right", the player loses the selected game. When the sub-control unit 160 determines that the player has lost, it initializes the difference in number of coins or the number of variable display games without activating the AT function, and returns to the start. As a result, even if the player is stuck, if he wins the selected game, he can win back more than the amount he has lost so far, or achieve a big winning streak, and can hope for a sudden reversal. In the above, the player is given a 2x payout when he wins with two options, but if there are five options, the player can also receive a 5x payout when he wins, and it would be even more interesting if the player could select the payout rate.

[0091] When the main control unit 100 executes an internal random number lottery in response to the start operation of the start lever 9, and is notified of the result of a big win, replay, small win, or loss, the sub-control unit 160 executes a performance lottery to determine whether or not to perform a performance on the display performance device 11, the speaker unit 12, and the game status display LED unit 13 before notifying the player of the lottery result. If the sub-control unit 160 wins the performance lottery, it selects a performance image to be displayed from multiple performance images stored in the ROM 161 and outputs it to the display performance device 11.

[0092] In particular, as described below, when there is an AT stock and the push order minor prize (the first minor prize and some of the multiple push order specified minor prizes) is an internal win, the sub-control unit 160 displays assist information (auxiliary information) for aligning the winning first minor prize pattern (for example, a bell pattern) on the active line on the display performance device 11. This allows the player to easily win the first minor prize.

[0093] Returning to FIG. 5, the credit control unit 165 is connected to the sandwiched device 300. When the sandwiched mode is set, the credit control unit 165 receives the number of points corresponding to the cash inserted by the player, or the credit information of a recording medium such as a member card, a visitor card, a cash card, or a prepaid card, and displays the number of points or the credit information. When the player operates the lending button 167, the accumulated credit display unit adds 50, which is 1000 yen, and displays it. For example, if the accumulated credit display unit is in a state where it displays 1, 50 is added to this 1 to display 51, but it is designed to display only up to 99. Also, the credit control unit 165 changes the state where the data input circuit 166 inputs data 01 to a state where data 11, which indicates the number of credits is 3 or more, is input. When the max bet button 8 is operated in this state, the main control unit 100 lights up three of the inserted number LEDs 4a, and outputs input data indicating that only 3 credits have been inserted as the number of bets to the credit control unit 165. The credit control unit 165 causes the accumulated credit display unit to display 48, which is the value obtained by subtracting 3 credits. In this state, when the player operates the settlement button 190 (credit return switch), the main control unit 100 transmits bet amount data indicating 3 as the number of bets. When the credit control unit 165 receives this bet amount data, it transmits return credit information (game value) indicating that the returned credit is 51 (48+3) to the sandwiched device 300. The sandwiched device 300 adds the returned credit of 51 to the membership card or the like, records the cash balance, and discharges it. Note that, when a replay role (replay role) wins and the next game can be played, when the player operates the settlement button, the main control unit 100 transmits bet amount data indicating 0 as the number of bets, and the credit control unit 165 transmits return credit information (game value) indicating that the returned credit is 48 to the sandwiched device 300. The sandwiched device 300 adds 48 credits to the membership card or the like, records the cash balance, and discharges it, but the main control unit 100 outputs a warning command to the sub-control unit 160. The sub-control unit 160 causes the display and performance device 11 to display a warning screen and generates a warning sound from the speaker unit 12 to inform the player that he or she can play again.

[0094] The operation direction sensor 111 outputs a directional signal corresponding to the up, down, left or right direction in which the start lever 9 is operated. The sub-control unit 160 receives this directional signal and displays various video effects, winning announcements, etc. on the display performance device 11 in accordance with the directional signal, and also generates sound effects from the speaker unit 12.

[0095] The special button sensor 112 outputs an ON signal (e.g., a HIGH signal) when the special button 14 is operated, and an OFF signal (e.g., a LOW signal) when it is released, and the sub-controller 160 displays various games and their video effects, winning announcements, etc. on the display and effect device 11 according to the timing at which the ON signal was received and the number of times the pulse was received (called successive hits). In addition, sound effects such as bomb dropping and machine gun operation are generated from the speaker unit 12.

[0096] The door abnormality signal output device 113 is a device that detects the open / closed state of the door and outputs a control signal to the sub-controller 160, and outputs an ON / OFF signal in response to the opening / closing of the front door 1b when the main power supply is ON, while when the main power supply is OFF, it is driven by power supplied from the sub-power supply (backup battery) and detects and stores abnormal opening / closing of the front door 1b when the main power supply is OFF, and even if the main power supply is subsequently turned ON, it notifies the sub-controller 160 of the abnormal opening / closing when the main power supply is OFF. As a result, even if the front door 1b is closed and there appears to be no abnormality, the sub-controller 160 generates a warning sound when the main power supply is turned ON, so that the manager of the game hall can recognize the abnormal situation and take appropriate measures such as checking and inspecting the game machines.

[0097] The medal detection sensor 130 is composed of a medal passage sensor and a proximity sensor (not shown), and outputs a pulse signal whose number corresponds to the number of medals inserted from the medal insertion slot 5. The main control unit 100 receives this pulse signal, and executes counter logic processing at the rising and falling edges of the pulse signal, to control the inserted medal number LED 4a or the stored medal number display LED 4b in the display LED block 4 to display the inserted medal number or credit number that has increased by a number corresponding to the number of pulses.

[0098] The bet button detection sensor 140 is composed of two sensors, a 1 bet button detection sensor 140a that outputs a pulse signal in response to the operation of the 1 bet button 7, and a MAX bet button detection sensor 140b that outputs a pulse signal in response to the operation of the MAX bet button 8, and is connected separately to two ports of the main control unit 100 (details not shown). The main control unit 100 controls the number display of the inserted number LED 4a in response to the obtained pulse signal.

[0099] When the player operates the start lever 9 after inserting a predetermined number of medals, the start SW sensor 110 outputs a start signal, and the main control unit 100, upon receiving this start signal, starts a variable display game by performing a random number lottery or the like, and outputs a drive pulse signal to the drum unit 2. Note that a game performed by one operation of the start lever 9 constitutes one variable display game, and the player repeats the game with the aim of winning a bonus game (big bonus or regular bonus) and increasing the number of medals. Note that the bonus game means, for example, a first type special role (RB), continuous operation of a first type special role, or continuous operation of a second type special role.

[0100] When the stop buttons 10a, 10b, and 10c are operated during the variable display game, the main control unit 100 stops the rotation of the rotating drum, and when a predetermined winning combination is achieved (a winning combination is achieved when the patterns on the rotating drums are displayed in a predetermined combination), the main control unit 100 displays the number of medals to be paid out on the medal payout number display LED 4c in the display LED block 4, and adds this to the credit number and displays it on the medal storage number display LED 4b. When a payout operation is performed using the settlement button 6 or the credit number exceeds the maximum number of 50, for example, the main control unit 100 drives and controls the medal payout device 18 to discharge the required number of medals from the medal payout outlet 16 and accumulate them in the tray 15.

[0101] Furthermore, when a replay or a small win, especially a bonus, is internally won, the main control unit 100 outputs control data (event data) related to the internal win to the sub-control unit 160. Then, when the sub-control unit 160 receives control data from the main control unit 100, it is configured to perform various performance operations such as lighting control of the game status display LED unit 13, control of a voice synthesis LSI (not shown) for generating sound effects from the speaker unit 12, and display control of characters and background images on the display screen of the display performance device 11.

[0102] Numeral 150 denotes a step setting section, and by performing a step setting operation for the payout rate described below, the hall can select the desired setting value from step values ​​1 to 6 (or jump numbers 1, 3, 5, 7, etc.) depending on the large amount of coins to be released at events or new openings, or the collection situation for improving profits.

[0103] If the limit setting unit (not shown) is on (or "1"), after the bonus game ends, the total number of medals displayed on the inserted medal number LED 4a and the medal storage number display LED 4b is forcibly paid out, the operation for playing the variable display game is disabled (limit state), and a warning sound is generated from the speaker unit 12. Recently, there are many slot machines that do not have this limit setting unit, and it is installed as necessary.

[0104] Reference numeral 25 denotes an input switch section (input switch section) for inputting various data, and for example, sets the warning mode when the step setting operation of the payout rate is performed, and sets the time period when a warning is generated or not generated. There are three warning modes: the on or off state of the warning generation function, and a timer state in which a warning is generated only during a set time period. The input switch section 25 is composed of an initialization switch for initializing the sub-block and a volume switch used to change the volume of the speaker section 12, and functions when both are pressed simultaneously.

[0105] Reference numeral 26 denotes a clock unit consisting of a radio-controlled clock that receives absolute time data from a satellite or the like and keeps accurate time, and continuously outputs the clocked time to the sub-control unit 160.

[0106] FIG. 6 is a block diagram of a control circuit system that controls the drum unit.

[0107] The drum unit 2 is equipped with step motors 30a, 30b and 30c for controlling the rotation of three drums: the left drum 2a, the middle drum 2b and the right drum 2c. Each step motor 30a, 30b and 30c is driven in response to a drive pulse signal from the main control unit 100. When the drive pulse signal is continuously supplied simultaneously to the three phases, an attractive force is generated, causing the motors to suddenly stop.

[0108] These step motors 30a, 30b and 30c use a 4-phase 1-2 excitation method, with a step number of 252 steps / rotation (1.43 degrees / step), and rotate exactly one time when the main control unit 100 inputs 504 pulses of a drive pulse signal. The main control unit 100 can accurately grasp the position of each drum because one pulse of index signal (reference signal or reference position signal) is returned from the reel sensors 31a, 31b and 31c, which are each made up of a photointerrupter provided on each drum. In other words, the resolution of one input pulse is 0.714 (degrees / pulse). If the resolution is to be further increased, the rotation position can be grasped in detail by managing the time from one input pulse to the next input pulse and the rotation speed.

[0109] FIG. 7 is a block diagram of the drum unit.

[0110] The left drum 2a, the middle drum 2b and the right drum 2c, which are thick disk-shaped rotating bodies, are connected to the respective rotating shafts of the step motors 30a (not shown), 30b (not shown) and 30c, respectively, and rotate in the direction of the arrows shown in the figure (i.e., from top to bottom). In addition, the left reel belt 32a, the middle reel belt 32b and the right reel belt 32c, which have multiple types of patterns drawn on them, are attached to the outer periphery of each drum, and in the variable display game, if the same patterns (predetermined patterns) are displayed in the window section 3 in a line on the pay line, it is established (a prize is won or activated). Note that the star mark, + mark, plum mark (black circle mark) and triangular mark in the figure are shown for convenience and are different from the actual ones, and 7 patterns, bar patterns, bell patterns, watermelon patterns and cherry patterns are generally used. In addition, the reel belt is generally called a reel tape.

[0111] Reel sensors 31a, 31b, and 31c (not shown) are provided for the step motors 30a, 30b, and 30c, respectively, and one index signal pulse is returned from each reel sensor for each rotation of the step motor. The main control unit 100 always grasps the symbol number and rotation angle (24 divisions / symbol) at the reference position (for example, the bottom position of the window unit 3) based on this index signal and the number of drive pulse signals output.

[0112] Figure 8 is a table showing the arrangement of symbols on the drums.

[0113] A reel band (not shown) bearing a left drum design, a middle drum design and a right drum design respectively is attached to the left drum 2a, the middle drum 2b and the right drum 2c so as to go around the outer periphery of each drum.

[0114] As shown in the example, each reel has 21 different patterns drawn on it, including the big bonus patterns "red 7" and "blue 7" that activate bonuses, various small prize patterns such as cherries, watermelons, and bells, and replays that activate replays. The discard patterns do not form any combination even if they stop on an active line, and are printed in a light gray circle, for example, with an "N" printed on them, so that they are not noticeable to the player.

[0115] FIG. 9 is a configuration block diagram of the drum unit, and FIG. 9(A) and FIG. 9(B) show the state in which the right drum 2c is controlled to be pulled in in a time series manner.

[0116] The main control unit 100 receives a start signal for the variable display game, and when the lottery result is a win and a winning combination is an internal win, it performs pull-in control to pull the symbols of that combination onto the pay line as far as possible.

[0117] For example, when a big bonus role is internally won and the symbols "7, 7" are lined up on the active line diagonally to the lower right of the stopped left drum 2a and center drum 2b, which is a so-called reach state, if the symbol "7" is located within four frames above this active line (i.e., within five frames including the symbol on the active line), when the right stop button 10c is operated to stop (see Figure 9(A)), the main control unit 100 will perform pull-in control to forcibly pull the symbol "7" onto the active line and align it to form the combination of "7, 7, 7" (see Figure 9(B)).

[0118] On the other hand, even if any of the combinations is an internal win by lottery, the player will not be in an advantageous state unless the predetermined symbol corresponding to the combination is displayed on the pay line. For example, the big bonus game (BB game) will not operate unless it is displayed as shown in FIG. 9(B). This pull-in control is performed not only for the right drum 2c, but also for the left drum 2a and the center drum 2b. The main control unit 100 performs stop control by referring to a stop table that specifies the stop position of each drum according to the random number lottery situation (internal win or loss).

[0119] In the example of FIG. 9, in the ready state, the symbol "7" on the right drum 2c is exactly four frames above, and is the subject of the pull-in control and aligned on the pay line. However, this pull-in control is not limited to four frames, and the number of pull-in frames can be increased or decreased by software control to comply with design specifications or legal regulations. In addition, when the random number lottery result in the general game is a win, the sub-control unit 160 notifies auxiliary information (assist information such as operation sequence and operation timing: AT) for stopping the rotation of the rotating drum so that the symbols are displayed in a predetermined combination by the pull-in control.

[0120] FIG. 10 is a configuration block diagram of the drum unit, and FIG. 10(A) and FIG. 10(B) show a time-series state in which the right drum 2c is subjected to avoidance control (or kicking control).

[0121] The main control unit 100 receives a start signal for the variable display game, and if the lottery result is a miss and the role is not established (if all roles are not internally won), it performs avoidance control to prevent the winning or operating role (bonus, small role, replay) patterns from lining up on the active line.

[0122] For example, in a reach state (tenpai state) where the big bonus role is not internally won and the symbols "7, 7" are aligned on the active line diagonally below the left drum 2a and the center drum 2b that have stopped, when the player operates the stop button 10c by "eye-pushing" when the symbol "7" is located within one frame from this active line (for example, this is called "vita-pushing"; see FIG. 10(A)), the main control unit 100 performs avoidance control to move the symbol "7" one frame forward so that "7, 7, 7" are not aligned on the active line, forcing it to be a miss (see FIG. 10(B)). This avoidance control is performed not only for the right drum 2c, but also for any symbols on the left drum 2a and center drum 2b, and avoidance control is performed so that non-winning minor role symbols do not win. These pull-in controls and avoidance controls (kick-off controls) are performed by the main control unit 100 by referring to a stop table according to the internal winning status, or by program-based control.

[0123] FIG. 11 is a timing chart showing the relationship between the index signal, the symbol position data (frame data), the drive pulse signal, and the stop button sensor signal.

[0124] FIG. 11(A) shows index signals output from each of the reel sensors 31a, 31b, and 31c, and is controlled by the main control unit 100 so that T1 is constant at 0.751 seconds (that is, 79.9 rotations / minute).

[0125] FIG. 11B shows the pattern position data of the rotating drum, and FIG. 11C shows the drive pulse signal.

[0126] The pattern position data is generated by dividing the driving pulse signal, and the data is subtracted by 1 every 24 pulses of the driving pulse signal. In other words, the index signal is used as a reference, and when the driving pulse signal is in the range of 1 to 24 pulses, the pattern position data is "21", when the driving pulse signal is in the range of 25 to 48 pulses, the pattern position data is "20", when the driving pulse signal is in the range of 49 to 72 pulses, the pattern position data is "19", ..., when the driving pulse signal is in the range of 481 to 504 pulses, the pattern position data is "1", and the pattern position data turns around from 21 to 1. In other words, the pattern position data returns to "21" after "1".

[0127] The drive pulse signal is a drive pulse of a specified pattern that is input to the motor coil to rotate the rotating drum in a certain direction, and as can be seen from the diagram, there are eight pattern numbers, pattern 0 to 7. When pattern numbers 0 to 7 are repeatedly applied three times to the motor coils 1 to 4 as this drive pulse signal (i.e., when 24 pulses are input), the rotating drum rotates from top to bottom by one pattern (one frame).

[0128] In particular, the input pulse phase data of the drive pulse input to the step motor is 5-bit data of 0 to 23 that drives the rotating drum one frame, and the pattern numbers 0 to 7 are the phase data of the lowest 3 bits, and the drive pulse corresponding to the pattern number is actually applied to the motor coils phases 1 to 4. Therefore, even if only the pattern numbers are stored in the work RAM (RAM 102), it corresponds to the phase data storage means that stores the input pulse phase data.

[0129] Fig. 11(D) shows the stop button sensor signal output when each stop button is operated. In this figure, the main control unit 100 recognizes the pattern position data "11" and the input pulse phase data "10" (or the pattern number "2") at the rising edge of the stop button sensor signal.

[0130] FIG. 12 is a schematic diagram of the left drum 2a included in the drum unit.

[0131] As shown in Figure 12(A), the left drum 2a rotates in the direction of the arrow (from top to bottom), and when the cherry symbol stops in the upper, middle, or lower row of the three windows 3 shown by solid lines, a prize is won and a predetermined number of game medals are paid out. Note that Figure 12(A) shows the state where the cherry symbol stops in the upper row of the window 3.

[0132] When a player operates to start the variable display game, the main control unit 100 performs an internal lottery, and if the result is that the upper row cherry (cherry 1) is selected, the main control unit 100 performs attraction control (see Figure 9) or avoidance control (see Figure 10) of the cherry pattern depending on the position (timing) at which the stop button is operated.

[0133] Fig. 12(B) shows the possible range of pull-in control, and when the stop button 10a is operated when the cherry symbol is exactly at the top and is four frames above that position, the main control unit 100 stops the cherry symbol at the top of the window 3 (assuming that the vita symbol is at the top position). In reality, it takes about 36 ms to stop, so the symbol is positioned that much higher, but for convenience of explanation, it is written like this. Also, since it is stipulated that the symbol must stop within 190 ms from the stop operation, there are cases where the symbol does not slide four frames.

[0134] On the other hand, Figures 12(C) and 12(D) show the range in which avoidance control etc. is performed, and when the stop button 10a is operated when the cherry symbol is more than four frames above the upper position (i.e., above 4 in Figure 12(A)) or at a position even slightly past the upper position, the main control unit 100 stops the cherry symbol one frame above the upper position or one frame below the lower position, resulting in a loss, even if the upper cherry symbol is a winning combination. In other words, since the middle cherry symbol (cherry 2) or the lower cherry symbol (cherry 3) is not a winning combination, the cherry symbol must be forcibly stopped outside the window 3.

[0135] FIG. 13 is a schematic diagram showing the relationship between the left drum 2a, the window portion 3, and the symbol position data.

[0136] As shown in Figures 13(A) and 13(B), the cherry symbols on the left drum 2a are frame numbers 8 and 19 (see Figure 8), so if the upper cherry is an internal winner, and the bottom position of the window 3 is used as the measurement reference, the main control unit 100 stops the cherry symbol on the upper row and wins if the stop button 10a is operated in the range of symbol position data "15" and input pulse phase data "0" to symbol position data "11" and input pulse phase data "23", or symbol position data "5" and input pulse phase data "0" to symbol position data "1" and input pulse phase data "23". In other words, not only will a win be won with a probability of 10 / 21 if the stop button 10a is operated randomly, but if a winning announcement is made, an experienced player can win with a probability of nearly 100% by pressing the stop button.

[0137] FIG. 14 is a diagram showing a combination display judgment diagram of symbols.

[0138] When all three drums stop, the main control unit 100 performs a display judgment of the combination of symbols related to winning and operation on the effective line according to the number of inserted game medals. For example, when three game medals are inserted and the cherry symbol of the left drum 2a for paying out two medals is displayed in the window 3, four game medals (2 medals x 2 lines: second line and fourth line) will be paid out if it is in the upper row, two medals (2 medals x 1 line: first line) if it is in the middle row, and four medals (2 medals x 2 lines: third line and fifth line) if it is in the lower row. However, these effective lines are the general ones that have been used in the past, and recently there have been many irregular lines as described later.

[0139] In addition, if 8-coin payout bell symbols are displayed on the active lines of the window section 3, 8 coins will be paid out if only the middle row is selected (8 coins x 1 line: 1st line), and 15 coins will be paid out if only the top row or diagonally downward to the right (8 coins x 2 lines, but MAX 15 coins: 2nd and 4th lines). In other words, the number of game media that is determined according to the type of winning is paid out in total for the number of winnings, but the maximum payout at one time is 15 coins.

[0140] FIG. 15 is a configuration block diagram of the display performance device.

[0141] The display and performance device 11 includes a command receiving unit 11a that receives performance commands from the sub-control unit 160, a display and performance control unit 11b (including ROM 11c and RAM 11d), and a display panel 11e such as an LCD, an organic EL, or an LED. In this case, the display and performance control unit 11b is provided with a separate ROM 11c, but there is no problem if all of the video data is stored in the ROM 161. Therefore, the ROM 11c may be considered as part of the ROM 161.

[0142] FIG. 16 is a representation of a performance pattern table, which associates performance commands with performance pattern data stored in the ROM.

[0143] The effect command is made up of one byte of mode data and one byte of event data, and is stored in association with effect pattern data (mostly moving images, but also still images) which is the effect content.

[0144] When the sub-control unit 160 receives control data required for various controls from the main control unit 100 (including, in particular, various data indicating whether the random number lottery results are a big win, a small win, a replay, or a miss), it transmits an appropriate presentation command according to the control data to the display presentation device 11 before notifying the result of the random number lottery, and the command receiving unit 11a receives this presentation command and transmits it to the display presentation control unit 11b.

[0145] The display performance control unit 11b is configured, upon receiving a performance command, to read out performance pattern data corresponding to the performance command from the ROM 11c, expand the data in the RAM 11d, and transmit it to the display panel 11e, thereby displaying a performance image corresponding to the performance command on the display screen.

[0146] 17 to 19 are schematic diagrams of the rendering screen displayed by the display rendering device.

[0147] For example, when the sub-control unit 160 transmits ($Z0$00) as a presentation command, the display panel 11e displays "day presentation pattern 0" of the low probability stage, which mainly indicates a state where there is no AT stock or where the AT is difficult to win (see FIG. 17(A)). On the other hand, when the sub-control unit 160 transmits ($Y0$00) as a presentation command, the display panel 11e displays "night presentation pattern 0" of the high probability stage, which indicates a state where there is an AT stock or a high probability state where the AT is easily won (see FIG. 17(B)). Therefore, players are eager to see the "night presentation stage," which mainly indicates a high probability state, during play. However, there are also false presentations that display the "night presentation stage" even when there is no AT stock or in a non-high probability state, and conversely, there are cases where the "day presentation stage" is displayed when there is an AT stock or in a high probability state, and these are devised to arouse the interest of players.

[0148] Furthermore, when the sub-control unit 160 sends ($S0$00) as a presentation command, the display panel 11e displays "Dracula's Castle", an image corresponding to "Castle Presentation Pattern 0", superimposed on a blue sky background screen (see FIG. 17(A)) or a moonlit background screen (see FIG. 17(B)), and then a yellow, red or blue bat flies out of Dracula's Castle and displays a notification video corresponding to the established role (minor role or replay) (see FIG. 17(C)).

[0149] If the effect in Figure 17(B) occurs frequently and then develops into multiple stages, it indicates that there is an AT stock or a premonition effect (super hot effect) that has high hopes for an AT release. For example, Figure 18(A) shows an enlarged view of "Dracula's Castle" with the iron gate open. The door then enlarges further (see Figure 18(B)) and gradually opens (see Figure 18(C)), revealing the glittering interior of "Dracula's Castle" (see Figure 18(D)). After that, it develops into a battle between the protagonist and the vampire Count Dracula, and if the protagonist wins, there is an AT stock, which means that the AT will be released, or there is an internal bonus win, so the bonus will be released.

[0150] From the normal nighttime screen of Fig. 19(A) (same as Fig. 17(B)), the display screen can be scrolled to the right, the graveyard can be enlarged, and the main character can appear from a dug-up grave in the center of the screen (see Fig. 19(B)) accompanied by the butler character's cry of "Oriyaaa" and the sound effect of "Tirorororoon" (see Fig. 19(B)), or the word "BONUS" meaning "big win" can be displayed (see Fig. 19(C)), creating an extremely exciting premium effect. All of these display effects are executed by the sub-control unit 160 outputting effect commands according to the program.

[0151] FIG. 20 is a conceptual diagram of a typical lottery table.

[0152] The lottery table is stored in a predetermined area of ​​the ROM 101, and defines the relationship between winning combinations and the numbers used in the random number lottery.

[0153] In the case of the reel type gaming machine of the present invention, the main control unit 100 generates a random number value. This random number value is generated periodically and randomly from 0 to 65535 (m7) exactly once per period. FIG. 20(A) shows a lottery table used in the normal state (non-RT state), and when the main control unit 100 performs an internal lottery in accordance with the timing of the operation of the start lever 9, if the random number value is in the range of 0 to m1, a big bonus (BB) is won. That is, this internal lottery is to pick up (extract) only one random number value in accordance with a predetermined timing at the time of the start operation, compare it with the lottery table, and determine the winning role.

[0154] Similarly, if the random number ranges from m1+1 to m2, you will win a regular bonus (RB), if the random number ranges from m2+1 to m3, you will win a cherry, if the random number ranges from m3+1 to m4, you will win a watermelon, if the random number ranges from m4+1 to m5, you will win a bell, and if the random number ranges from m5+1 to m6, you will win a replay, while if the random number ranges from m6+1 to m7, you will lose.

[0155] Usually, the values ​​of m1 to m7 are set appropriately taking into consideration legal regulations (amusement and entertainment laws) and the nature of the game. In the case of a normal A-type machine, the probability of winning a BB is about 1 / 200, the probability of winning a RB is about 1 / 400, the probability of winning cherries and watermelons is about 1 / 50, the probability of winning a bell is about 1 / 6, and the probability of winning a replay is 1 / 7.3.

[0156] On the other hand, Fig. 20(B) is a lottery table used in the high probability replay state (RT state), where the winning range of the replay is expanded by α during replay time, while the losing range is narrowed by α, so that the winning probability of the replay is about "1 / 2". As a result, the probability of winning the replay equivalent to a 3-coin payout is significantly increased, while the probability of losing is decreased, so that the expected value of the payout of game medals during replay time is significantly improved or increased. Also, the main control unit 100 can set the expected value of the replay time to a desired value by increasing or decreasing this α value.

[0157] Although detailed drawings of the lottery tables are omitted, there are six lottery tables 1, 2, ... 6 corresponding to the step setting values ​​1 to 6 of the payout rate and the number of medals inserted (prescribed number), and the main control unit selects a lottery table according to the step setting value and the number of medals inserted set by the step setting unit 150, and executes an internal lottery for a bonus game and multiple small roles in the variable display game. Note that the expected value for winning a bonus game in the internal lottery is generally lottery table 1 < lottery table 2 < ... < lottery table 6, so players pursue machines with high settings. However, if it is a machine exclusively for three medals, a lottery table for one medal inserted is not necessary.

[0158] FIG. 21 is a payout table showing the relationship between the symbol combination and the number of medals obtained.

[0159] BB (Big Bonus) is the name of the role that occurs when the "red 7" BB symbol lines up on an active line. When this occurs, the number of medals won is 0, a flag of 1 is raised in the corresponding flag area, and the player enters the Big Bonus Game (BB Game: activation of the continuous operation device of the role), and the game ends with a payout of more than 360 medals.

[0160] RB (Regular Bonus) is the name of the combination that occurs when the "Blue 7" RB symbol is aligned on an active line. When this is aligned, the number of medals acquired is 0, a flag 1 is set in the corresponding flag area, and the game enters a regular bonus game (RB game: activation of the continuous operation device of the special device), and ends with the payout of more than 120 coins. These continuous operation devices of the special device may be either the first type special device or the second type special device, and are selected appropriately according to the design specifications.

[0161] If the cherry symbol stops on an active line on the left drum, one medal is won for each active line. For example, if the active line is the display judgment diagram of Figure 14, if it stops on the middle row of the left drum, one medal (short cherry) will be won, but if it stops on the upper or lower row, there will be two active lines, and the total payout will be two medals (square cherry).

[0162] If the watermelon symbols line up on a winning line, five medals will be awarded.

[0163] If the bell symbols line up on a winning line, eight medals will be awarded.

[0164] When the replay symbols are aligned on an active line, a replay without winning any medals is activated, flag 1 is set in the flag area, and the player operates the start lever 9 to perform a replay operation and lower the flag (i.e., to 0). In other words, the next game can be played without inserting medals.

[0165] Next, the basic operation of the slot machine configured as described above will be described in detail with reference to a flow chart etc.

[0166] First, it is assumed that when a slot machine is shipped from the factory, the default warning mode is set to the "on" state, the limit setting unit 180 (limit setting switch) is set to "off," and the stage setting value is set to the lowest "1."

[0167] Before allowing the player to play, the gaming hall opens the front door of the reel-type gaming machine main body 1 and turns on the power switch 28c, which supplies power to each circuit block, and the main control unit 100 performs an initial check (checks for hardware abnormalities, etc.) and initial settings (for example, writing the limit setting flag "1", the stage setting value "1" stored in ROM 101, and the initial value of the control data to RAM 102) in step S100 described below, and the sub-control unit 160 sets the warning mode to the "on state". When the front door 1b is closed, the variable display game can be played.

[0168] In this playable state, even if the game hall side opens the front door 1b again and operates the input switch unit 25 (pressing the initialization switch and the volume switch simultaneously), the sub-control unit 160 does not change the warning mode from the "on state" to another state (the "off state" or the "timer state") because it has not received control data indicating the ball output rate step setting mode from the main control unit 100. Therefore, there is a unique effect that cheaters and the like cannot easily change the warning mode. Note that the limit setting flag "1" corresponds to the limit setting unit 180 being "on" and "0" corresponds to "off."

[0169] It is also assumed that the gaming hall is planning to change the payout rate setting in this setting state for a grand opening, a new store opening, or an event.

[0170] FIG. 22 is a flowchart showing the main operational processing steps of a slot machine.

[0171] An employee of the amusement hall opens the front door of the reel-type gaming machine main body 1, turns the power switch 28c off, inserts the setting change key into the setting key switch 28a and turns it to the right to turn it on (see the enlarged view of the setting key switch in Figure 4), and turns the power switch 28c on again. This supplies power to each circuit block, and after an initial check and initial settings are performed in step S100, the main control unit 100 determines in step S110 whether the setting key switch 28a is on.

[0172] If the setting key switch 28a is not ON, the main control unit 100 proceeds to step S130, whereas if it is ON, the main control unit 100 calls a setting change subroutine in step S120 (transitions to setting change mode).

[0173] In the setting change mode of step S120, the arcade enters the ball payout rate step setting value "6" before allowing the player to play, taps the start lever 9 once to confirm the setting value, and turns the setting key switch 28a to the OFF state. The main control unit 100 then returns to step S100, sets the setting value to "6", and performs necessary processing such as initial checks of the hardware and initial settings again.

[0174] Furthermore, when the main control unit 100 outputs control data to the sub-control unit 160 to perform display settings for the initial screen in step S100, the sub-control unit 160 transmits, for example, ($Y0$01) as a performance command to the display performance device 11. As a result, the display panel 11e displays, as the start screen, "night performance pattern 1" (not shown) consisting of a screen of a full moon in the night sky, Dracula's castle, and the graveyard.

[0175] When the main control unit 100 proceeds to step S130 after changing the stage setting value, it checks for the occurrence of an abnormality such as a door open, a hopper error, or a selector error, and if an abnormality is detected, it proceeds to step S140 and returns to step S100 again after processing the abnormality, whereas if no abnormality is detected, it proceeds to step S150. In particular, as an abnormality check, the main control unit 100 checks whether the stage setting value data stored in the work RAM area is within the range of 0 to 5 (the stage setting values ​​displayed on the medal payout number display LED 4c correspond to 1 to 6, respectively), and if the stage setting value is not within the predetermined range, it causes the display performance device 11, the speaker unit 12, and the game status display LED unit 13 to generate a warning (text display of "EE" error, light emission, and warning sound) and perform error processing (abnormal processing in step S140).

[0176] When the main control unit 100 proceeds to step S150, it uses the medal detection sensor 130 or the bet button sensor 140 to determine whether or not the player has inserted the number of game medals required for the game. If the predetermined number has been inserted, it proceeds to step S160. If not, it returns to step S130 and waits, looping through each step, until the player inserts a medal.

[0177] When the main control unit 100 proceeds to step S160, it checks whether the player has operated the start lever to start the variable display game, and if so, it proceeds to step S170, whereas if not, it returns to step S130 and waits while looping through each step until the start operation is performed.

[0178] The main control unit 100 executes the main processing of the variable display game in step S170, performs a random number lottery in accordance with the timing of receiving the start signal, and compares the picked up (extracted) random number value with the lottery table of the current internal state (RT or non-RT) to determine whether or not an internal win has occurred (see explanation in Figure 20).

[0179] The main control unit 100 transmits a lottery result command and a game start signal to the sub-control unit 160, and simultaneously rotates the drum units 2 to start a variable display game in which the multiple patterns displayed on the left drum 2a, the center drum 2b, and the right drum 2c change at a predetermined speed.

[0180] 9 and 10, when a player operates the left stop button 10a, the center stop button 10b, or the right stop button 10c of the stop button unit 10 to stop each symbol row (reel belt), the main control unit 100 performs pull-in control to align symbols corresponding to the internal winning combination on the active line, or conversely, avoidance control to prevent the symbols from being aligned. In addition, when the sub-control unit 160 receives a lottery result command and a game start signal from the main control unit 100, it performs a performance lottery to determine whether or not to display a performance on the display performance device 11, the speaker unit 12, and the game status display LED unit 13, and notifies the player of the lottery result of a jackpot (bonus win), a small combination, a replay, or a miss.

[0181] In each variable display game for general play, if predetermined patterns are displayed in a line on the pay line in the window section 3, the main control unit 100 determines that a winning combination has been achieved, and pays out game medals from the medal payout device 18 and ejects them from the medal payout outlet 16 in accordance with the payout table shown in Figure 21.

[0182] In the big bonus game (BB game) where three red 7s are lined up, the consecutive operation device of the bonus items is activated and the BB game mode ends when the number of coins won exceeds 360. In the regular bonus game (RB game) where three blue 7s are lined up, the consecutive operation device of the bonus items is activated and the RB game mode ends when the number of coins won exceeds 120.

[0183] Then, when the main control unit 100 ends the game main processing in step S170, the process returns to step S130 and repeats the sequential processing. EXAMPLES

[0184] Figure 23 is a table showing the arrangement of symbols on the drum.

[0185] A reel band (not shown) bearing a left drum design, a middle drum design and a right drum design respectively is attached to the left drum 2a, the middle drum 2b and the right drum 2c so as to go around the outer periphery of each drum.

[0186] Each reel has 21 different patterns drawn on it, including the irregular bonus activation patterns "Pentagon (red)", "Pentagon (blue)", and "Pentagon (white)", as well as the various minor winning patterns "Red 7", "Bell", "Square (red)", "Square (blue)", and "Square (white)", and the replay pattern that activates the replay. The three pentagonal patterns also serve as minor winning patterns.

[0187] FIG. 24 is a diagram showing a combination display judgment of symbols.

[0188] When all three drums have stopped, the main control unit 100 judges whether or not a winning or activation pattern combination will be displayed on the pay line of the window unit 3 according to the number of game medals inserted (3 medals for general play only).

[0189] FIG. 24(B) shows the effective lines when the specified number of game medals, three medals, are inserted, and the four effective lines are the first line (upper, middle, lower: right down), the second line (lower, middle, upper: right up), the third line (upper, middle, upper: V-shaped), and the fourth line (lower, middle, lower: mountain-shaped or inverted V-shaped) in the order of the left drum 2a, the middle drum 2b, and the right drum 2c. Note that in the bonus game (RB: when the first type special feature is activated), the specified number of game medals is two medals, but the effective lines are the same for the first to fourth lines.

[0190] FIG. 25 is a payout table when the special device is not in operation (during normal play, the prescribed number of coins is 3).

[0191] When all three drums have stopped, the main control unit 100 performs a display judgment of a combination of symbols related to winning or operation on the pay line (see FIG. 24) according to the number of game medals inserted. In this case, the pay line is the same regardless of the number of medals inserted (3 or 2).

[0192] (1) Bonus role (RB: Type 1 special role): This is the role name when any of (pentagon (red), pentagon (blue), pentagon (white)) on the left drum 2a, any of (pentagon (red), pentagon (blue), pentagon (white)) on the middle drum 2b, and any of (pentagon (red), pentagon (blue), pentagon (white)) on the right drum 2c stop on an active line. The number of medals won is 0, and a regular bonus game is awarded afterwards. There are 27 types (3 x 3 x 3) of combination symbols for the bonus role, and when a single combination symbol wins internally, the above-mentioned predetermined bonus role symbol stops on one of the active lines, regardless of the order or timing of the stop button unit 10 stop operation, and the symbols are arranged so that a prize is always won. This regular bonus game can be played a maximum of 8 times, and ends when 8 medals are won. However, since the number of inserted medals is 2, and 2 small medals are always won, there is no increase or decrease in medals. On the other hand, if the expected value of the increase or decrease in the number of coins in the regular bonus game is set to 0 and the winning small role is missed, the number of coins will decrease as in normal times, which can put the player in a disadvantageous state. In the initial state (RT0 state: replay probability is about 1 / 7.3), when the bonus role (RB) is internally won (condition device is activated), the winning probability of the replay changes from the next game to a high probability replay state (RT1 state: replay probability is about 1 / 1.8). When the regular bonus game due to the activation of this bonus role ends (activation ends), the winning probability of the replay changes and returns to the initial state (RT0 state). In other words, the player will play the variable display game in any of the game states of RT0 state, RT1 state, and regular bonus game state. This initial state is the general game during normal play (see FIG. 26).

[0193] (2) Red 7 minor symbol (FR1: 1st target minor symbol): This is the name of the symbol when the red 7 symbol on the left drum 2a, the bell symbol on the middle drum 2b, and the bell symbol on the right drum 2c all stop on the valid line, and the number of coins acquired (the number of coins paid out) is 15. When the red 7 minor symbol is internally won in the lottery, one condition device of FR1 (fruit 1) is activated. FR1 has one type of combination symbol, and assuming that it is internally won alone, the symbols are arranged so that the above-mentioned predetermined red 7 minor symbol stops on one of the valid lines and always wins, regardless of the stop operation sequence or timing of the stop button section 10. As will be described later, the red 7 minor symbol is designed to win simultaneously with any of the one-coin minor symbols 1 to 3 left, one-coin minor symbols 1 to 3, and one-coin minor symbols 1 to 3 right for push order control in the RT0 state or RT1 state. The first target small win is a small win that should result in a win, and is advantageous to the player.

[0194] (3) Bell minor role (FR2: second target minor role): This is the role name when the bell symbols are aligned on the valid line, and the number of coins won is two. When the bell minor role is internally won in the lottery, one condition device of FR2 (fruit 2) is activated. FR2 has one type of combination symbol, and assuming that it is internally won alone, the symbols are arranged so that the bell symbol stops on one of the valid lines and always wins, regardless of the stop operation sequence or timing of the stop button unit 10. As will be described later, the bell minor role is designed to win simultaneously with any of the one-coin minor roles left 1 to 3, one-coin minor role middle 1 to 3, and one-coin minor role right 1 to 3 for push order control in the RT0 state or RT1 state. The second target minor role is a minor role that should win, and is advantageous to the player.

[0195] The one-coin small role for the push order control is a small role (bonus pull-in small role) for drawing in the above-mentioned bonus role, and there are nine types in this embodiment. If the push order of the stop button part is correct, the red 7 small role (first target small role) or bell small role (second target small role) that are simultaneously won will be won, while if the answer is incorrect, the one-coin small role or the simultaneously won bonus role will be won. In addition, if the answer is incorrect, the probability of winning the bonus role is 2 / 3.

[0196] (4) 1-piece small win left 1 (FR3): This is the name of the role when a square (brown) pattern appears on the left drum 2a, one of the patterns (pentagon (red), pentagon (blue), or pentagon (white)) appears on the middle drum 2b, and one of the patterns (pentagon (red), pentagon (blue), or pentagon (white)) appears on the right drum 2c (there are nine different pattern combinations) all stop on an active line, and the number of coins won is one. When the 1-piece small win left 1 is internally won in a lottery, one of the condition devices of FR3 (fruit 3) is activated. Assuming that FR3 has nine different combination patterns and is an internal win by itself, when the left stop button 10a is operated at the timing when the square (brown) pattern can be pulled in, the patterns are arranged so that a predetermined 1-piece small win left 1 pattern will stop on one of the active lines and win a prize, regardless of the order or timing of the stop operation of the other stop button sections 10. Conversely, if the left stop button 10a is operated at a timing that does not allow the square (brown) pattern to be drawn in, it will result in a miss. In addition, in association with the 1-piece small win left 1, the push order data that means the first stop operation is the left stop button 10a is stored as 1 (01 in 2-bit binary). However, it is possible to set up logic that leads to the left stop button 10a being the first stop operation if the 1-piece small win left 1 is determined by the push order discrimination program, but due to the processing time and the required data capacity, push order data is generally stored.

[0197] (5) 1-piece small win left 2 (FR4): This is the same as 1-piece small win left 1 except that the pattern on the left drum 2a has been changed to a square (blue) pattern. The rest is the same, so the explanation is omitted.

[0198] (6) 1-piece small win left 3 (FR5): This is the same as 1-piece small win left 1 except that the pattern on the left drum 2a has been changed to a square (white) pattern. The rest is the same, so the explanation is omitted.

[0199] (7) 1-piece small win (FR6): This is the name of the role when any of the symbols (pentagon (red), pentagon (blue), or pentagon (white)) on the left drum 2a, a square (brown) symbol on the middle drum 2b, and any of the symbols (pentagon (red), pentagon (blue), or pentagon (white)) on the right drum 2c (there are nine types of symbol combinations) all stop on an effective line, and the number of winnings is one. When 1-piece small win is internally won in the lottery, one FR6 (fruit 6) condition device is activated. FR6 has nine types of combination symbols, and assuming that it is an internal win alone, when the middle stop button 10b is operated at the timing when the square (brown) symbol is drawn, the symbols are arranged so that 1-piece small win will stop on one of the effective lines and win, regardless of the order or timing of the stop operation of the other stop button sections 10. Conversely, if you operate the middle stop button 10b at a timing that does not allow you to pull in the square (brown) pattern, you will lose. As mentioned above, the number 2 is stored as the push order data that means the first stop operation is the middle stop button 10b, corresponding to 1 in the 1-piece small role (10 in 2-bit binary).

[0200] (8) 2 in 1 small win (FR7): This is the same as 1 in 1 small win except that the pattern on the middle drum 2b has changed to a square (blue) pattern. The rest is the same, so the explanation is omitted.

[0201] (9) 1 small win in 3 (FR8): This is the same as 1 small win in 1 except that the pattern on the middle drum 2b has changed to a square (white) pattern. The rest is the same, so the explanation is omitted.

[0202] (10) 1-piece small win right 1 (FR9): This is the name of the role when any one of the symbols (pentagon (red), pentagon (blue), or pentagon (white)) appears on the left drum 2a, any one of the symbols (pentagon (red), pentagon (blue), or pentagon (white)) appears on the middle drum 2b, and a square (brown) symbol (there are nine different symbol combinations) appears on the right drum 2c, and the number of winnings is one. When the 1-piece small win right 1 is internally won by lottery, one FR9 (fruit 9) condition device is activated. FR9 has nine different combination symbols, and assuming that it is an internal win by itself, when the right stop button 10c is operated at the timing when the square (brown) symbol is pulled in, the symbols are arranged so that one of the predetermined 1-piece small wins will stop on one of the effective lines and win, regardless of the order or timing of the stop operation of the other stop button sections 10. Conversely, if you operate the right stop button 10c at a timing that does not allow you to pull in the square (brown) pattern, you will lose. As mentioned above, the number 3 is stored as the push order data that means the first stop operation is the right stop button 10c, in association with the 1-piece small win right 1 (11 in 2-bit binary).

[0203] (11) 1-piece small win right 2 (FR10): This is the same as 1-piece small win right 1 except that the pattern on the right drum 2c has changed to a square (blue) pattern. The rest is the same, so the explanation is omitted.

[0204] (12) 1-piece small win right 3 (FR11): This is the same as 1-piece small win right 1 except that the pattern on the right drum 2c has been changed to a square (white) pattern. The rest is the same, so the explanation is omitted.

[0205] (13) Replay (replay): This is the name of the combination that occurs when three replay symbols line up on an active line. No medals are awarded for this combination, but an RP flag is set in the flag area. If this combination wins alone or if it wins together with other minor or bonus symbols, a replay will always be activated. Replays have one type of combination symbol, and the player can play the next game by operating the start lever 9 without inserting medals. Note that even if a replay is activated, it does not trigger a change in RT (probability of winning a replay).

[0206] This embodiment is for explaining the basic configuration, and it is possible to provide not only the above-mentioned winning combinations, but also rare small combinations such as cherries and watermelons, other special replay combinations, and red 7 replay combinations that are won only during bonus games (replay combinations in which the red 7 symbols appear to line up on the upper horizontal line, middle horizontal line, or lower horizontal line, which are invalid lines). When these rare small combinations are internally won, a lottery is held for ART, and when the red 7 replay combination is internally won, ART is confirmed, and multiple sets of ART are awarded by lottery.

[0207] Fig. 26 is a conceptual diagram showing a game state transition diagram and the lottery probability of various roles. Fig. 26(B) shows the lottery probability during normal play, Fig. 26(C) shows the lottery probability inside the RB, and Fig. 26(D) shows the lottery probability in the RB.

[0208] In Fig. 26(A), the general game (indicated as "general game" in the figure) starts from the game following the end of the regular bonus game (RB game) or the game following the replay of the stage setting value. The replay probability (probability of winning a replay) in this general game is approximately 1 / 7.3.

[0209] When the bonus role RB is internally won and RB is won in that game, the RB game starts from the next game. The RB game ends after 8 games or 8 wins, and the next game will be in a normal replay state with a low probability of winning the replay role. When a player is stuck in a game, the following cycle will be repeated: normal game (reduced medals in normal replay state) → RB is internally won → RB wins → 8 RB games → RB game ends → normal game.

[0210] On the other hand, even if the RB is an internal win in normal play, if the RB is avoided, the bonus role will be an internal win (inside the RB) and the RT state will be entered (see the shaded area in Figure 26(A)). In this RT state, as described later, there are no misses (non-wins), so the player can play the variable display game in an advantageous gaming state.

[0211] During normal play (see FIG. 26(B)), the number of RBs placed is 12000, and the winning probability is 12000 / 65536. The number of places where RB, bell minor role, and 1-coin minor role are all simultaneously won is 6000, and the winning probability is 6000 / 65536. The number of places where red 7 minor role and 1-coin minor role are all simultaneously won is 23000, and the winning probability is 23000 / 65536. The number of replays placed is 8978, and the winning probability is 8978 / 65536 (1 / 7.3). On the other hand, the probability of not winning (missing) is 15558 / 65536 (1 / 4.2).

[0212] In the RB (see FIG. 26(C)), the RB is not drawn, so the winning probability is 0. In the RB, the RB flag is set and the RB has already been won. In this RB, the winning probability of the replay changes to a high probability replay state (RT state). The lottery area of ​​the RB placement number 12000 and the non-winning (missed) placement number 15558 shown in FIG. 26(B) becomes the new winning area of ​​the replay. Therefore, the original replay placement number 8978 plus the placement number 12000 and the placement number 15558 becomes 36536, and the winning probability of the replay is 36536 / 65536 (about 1 / 1.8), and the non-winning is 0. In other words, in the RB where there is no miss, the AT function is activated and the push order to win the red 7 minor role or the bell minor role is notified, allowing the player to efficiently win medals.

[0213] When calculating the expected value inside the RB, the probability of winning the Red 7 minor symbol is 23000 / 65536, and the increase is 12 coins (15 coins paid out - 3 coins inserted), so it is 4.2 coins / game. On the other hand, the probability of winning the Bell minor symbol is 6000 / 65536, and the increase is -1 coin (2 coins paid out - 3 coins inserted), so it is -0.09 coins / game. Even if a replay is won, the next game can be played without inserting medals, so there is no change in the expected value. Therefore, if the AT is activated inside the RB and the Red 7 minor symbol and the Bell minor symbol are won, the average increase will be about 4.1 coins / game, and the highest net increase in coins for the 5th generation machine can be achieved.

[0214] During RB (see Figure 26(D)), the number of bell symbols is 65536, and the probability of winning is 100%. Since two symbols are paid out and two symbols are inserted, the number of medals during this period does not increase or decrease. However, if multiple types of symbols are drawn and the button press order is set to cause some symbols to be missed, the expected number of medals to be won can be intentionally lowered.

[0215] FIG. 27 is a conceptual diagram showing the simultaneous winning combinations.

[0216] FIG. 27(A) shows a state where RB, Bell minor (FR2) and 1 coin minor (FR3) are simultaneously won during normal play (normal time) (see FIG. 26(B)). Since the push order data for 1 coin minor (FR3) is 1, the left stop button 10a is the correct operation order.

[0217] FIG. 27(B) shows a state where the red 7 small prize (FR1) and the 1-coin small prize (FR7) are simultaneously won during normal play (see FIG. 26(B)). Since the push order data for the 1-coin small prize (FR7) is 2, the correct operation order is to press the middle stop button 10b.

[0218] FIG. 27(C) shows the state where the red 7 minor prize (FR1) and the 1-coin minor prize (FR11) are simultaneously won inside the RB (see FIG. 26(C)). Naturally, the RB flag is set inside the RB, and the RB is also won without a lottery. The push order data for the 1-coin minor prize (FR11) is 3, so the right stop button 10c is the correct operation order.

[0219] FIG. 28 is a schematic diagram showing the pattern display state of the window portion in time series.

[0220] For example, during normal play, if the RB, bell minor combination (FR2) and 1 coin minor combination (FR3) shown in FIG. 26(B) and FIG. 27(A) are simultaneously won by random number lottery, the RB flag, FR2 flag and FR3 flag are set.

[0221] When the player operates the left stop button 10a at the first stop while all the drums of the drum unit 2 are rotating, the main control unit 100 judges that the operation matches the stored control information (pulling in the bell symbol at the first left stop) (the push order is "correct"), and therefore, regardless of the order of the subsequent second and third stop operations, the main control unit 100 ensures that only the bell symbol wins by the stop control process and pays out two medals. That is, the main control unit 100 starts a variable display game that varies three symbol rows, and simultaneously wins the RB, the bell symbol (second target symbol), and the one-coin symbol (there are nine symbol combinations) that is the push order-specified symbol by lottery (also called "symbol lottery"). When the stop button unit 10 is operated in the push order (left first) stored in correspondence with this one-coin symbol, the bell symbol stops on the active line and the bell symbol wins. Also, as described later, if the button press sequence is correct, stopping control is performed so that neither the RB nor the 1-coin minor prize that is internally won at the same time is allowed to win.

[0222] FIG. 28(A) shows a state where all the drums of the drum unit 2 are rotating. In this state, when the player operates the left stop button 10a for the first stop when the red 7 of No. 9 is in the reference position (the state where the red 7 of No. 9 can immediately stop at the lower position of the left drum 2a. See FIG. 28(B)), the main control unit 100 performs pull-in control so that only one bell symbol stops on any of the activated lines. In this case, the bell symbol of No. 5 located four frames above is stopped at the lower position of the left drum 2a (see FIG. 28(C)). As a result, the left drum 2a slides four frames before stopping. The main control unit 100 can also stop the square (brown) symbol of the simultaneously winning 1-piece minor role (FR3) on the activated line, but stops the bell symbol that constitutes the bell minor role with the larger payout number. However, when both the bonus symbol and the small symbol can be drawn, the main control unit 100 performs stop control so as to prioritize the alignment of the small symbol over the bonus symbol.

[0223] FIG. 29 is a schematic diagram showing the pattern display state of the window portion in time series.

[0224] FIG. 29(A) is the same as FIG. 28(C), and when the left drum 2a has stopped and a bell symbol is displayed in the lower row, if the player operates the center stop button 10b to stop the second stop, the main control unit 100 will stop, for example, the No. 8 bell symbol in the middle row of the middle drum 2b (see FIG. 29(B)). Since the five bell symbols on the middle drum 2b are spaced at intervals of four frames at the furthest, it is possible to stop any of the bell symbols in the retraction range in the middle row of the middle drum 2b and bring it into a ready state. The ready state in FIG. 29(B) is also called the "reach state" of a predetermined role as a synonym.

[0225] In the ready state of Fig. 29(B), when the player operates the right stop button 10c at the third stop, the main control unit 100 stops, for example, the No. 7 bell symbol on the upper row of the right drum 2c (see Fig. 29(C)). Since the six bell symbols on the right drum 2c are arranged within four-frame intervals, it is possible to win by stopping any of the bell symbols on the upper or lower row of the right drum 2c (the second line in the figure). If it stops on the upper row, it becomes a strong bell, and there is a high probability of an AT lottery being held.

[0226] FIG. 30 is a schematic diagram showing the pattern display state of the window portion in time series.

[0227] Fig. 30(A) is the same as Fig. 29(A), and when the left drum 2a stops and the bell symbol is displayed on the lower row, if the player operates the right stop button 10c at the second stop, the main control unit 100 stops the No. 7 bell symbol on the upper row of the right drum 2c (see Fig. 30(B)), as in Fig. 29(C). Note that, since the six bell symbols on the right drum 2c are arranged within four frame intervals, it is possible to stop any bell symbol in the pull-in range on the upper or lower row of the right drum 2c, resulting in a ready state.

[0228] In the ready state of FIG. 30(B), when the player operates the center stop button 10b at the third stop, the main control unit 100 stops, for example, the bell symbol No. 8 in the middle of the center drum 2b (see FIG. 30(C)). Since the five bell symbols on the center drum 2b are arranged at intervals of four frames at the farthest, it is possible to stop any bell symbol in the retraction range in the middle of the center drum 2b and win a prize (the second line in the figure). In other words, if the first pressing order is the left stop button 10a, and any of the bell small symbols and the left first one-coin small symbols (FR3 to FR5) win at the same time, the bell small symbol will win no matter how you operate it after that, whereas the RB or one-coin small symbol will not win a prize. As a result, in the variable display game from the next game onwards, the state will be a high probability replay state (RT state) during the RB internal winning, so the player can play without losing (missing). In the AT state, the sub-control unit 160 uses the display device 11 and the speaker unit 12 to announce the predetermined first order (in this case, left first) for winning the bell minor role.

[0229] FIG. 31 is a schematic diagram showing the pattern display state of the window portion in time series.

[0230] Figure 31(A) shows a state in which all the drums of the drum unit 2 are rotating, similar to Figure 28(A). In this state, if the player operates the center stop button 10b for the first stop, for example when the No. 1 pentagon (red) is in the reference position (the No. 1 pentagon (red) can immediately stop at the lower position of the center drum 2b; see Figure 31(B)), the main control unit 100 stops the No. 17 pentagon (white) symbol, which is five frames above, at the center position of the center drum 2b where the winning line passes (see Figure 31(C)). As a result, the center drum 2b slides four frames before stopping. The main control unit 100 can also stop the bell symbol (No. 19) of the simultaneously winning bell minor role (FR2) on the active line, but since the push order data is 1, meaning left first, and the push order is incorrect, the pentagon (white) symbol of the one-piece minor role (FR3) within the pull-in frame number range is stopped on the active line. Also, no matter when the player operates the middle drum 2b at the first stop, any one of the pentagon (red), pentagon (blue), or pentagon (white) symbols constituting the one-piece minor role (FR3) arranged at the furthest four-frame interval can be stopped in the middle position. However, the reason why the main control unit 100 does not pull in the bell symbol is that the number of symbol combinations when the 1-piece small win symbol is pulled in is 3 (square (brown), pentagon (white), pentagon (red / blue / white)), while the number of symbol combinations when the bell small win symbol is pulled in is 1, and in either case, the 1-piece small win (FR3) has more symbol combinations than the bell small win. In other words, if the push order for the first stop is incorrect, the symbols that make up the 1-piece small win (FR3) can be pulled in and stopped on the active line. And since this 1-piece small win symbol also doubles as the RB symbol, the result is that both symbols are pulled in.

[0231] FIG. 32 is a schematic diagram showing the pattern display state of the window portion in time series.

[0232] FIG. 32(A) is the same as FIG. 31(C), and when the player operates the right stop button 10c to stop at the second stop while the middle drum 2b has stopped and the replay symbol is displayed at the bottom, the main control unit 100 stops, for example, the pentagonal (red) symbol No. 3 at the bottom of the right drum 2c (see FIG. 32(B)). The pentagonal (red) symbol, pentagonal (blue) symbol, or pentagonal (white) symbol that constitutes the one-piece small win (FR3) are arranged at intervals of six frames on the right drum 2c, so it is possible to stop any of the pentagonal (red / blue / white) symbols in the pull-in range at the top or bottom of the right drum 2c to create a ready state. In this case, not only the one-piece small win (FR3) but also the RB role is in a ready state (double ready state).

[0233] In the double tenpai state shown in FIG. 32(B), when the player operates the left stop button 10a at the third stop when the No. 5 bell symbol is in the reference position, the main control unit 100 stops the No. 4 square (brown) symbol on the left drum 2a at the lower position, and the 1-coin small prize (FR3) is awarded on the 4th line (see FIG. 32(C)). In addition, when the left stop button 10a is operated to stop the No. 4 square (brown) symbol on the left drum 2a when the No. 10 discard symbol to the No. 4 square (brown) symbol are in the reference position, the No. 4 square (brown) symbol can be stopped on the 1st line or the 4th line, and the 1-coin small prize (FR3) can be awarded. In other words, since it is sufficient to operate the stop operation within the range of 7 frames out of 21 frames, the probability of winning is 1 / 3. As a result, in the next and subsequent variable display games, the game will be in a high probability replay state (RT state) during an internal RB win, and the player will be able to play without losing (missing).

[0234] FIG. 33 is a schematic diagram showing the pattern display state of the window portion in time series.

[0235] Figure 33(A) shows the same double tenpai state as Figure 32(B), and when the player operates the left stop button 10a at the third stop when the No. 3 discard symbol is in the reference position, the main control unit 100 stops the No. 1 pentagonal (red) symbol two frames above at the lower position of the left drum 2a, and the RB role is awarded on the fourth line (see Figure 33(B)).

[0236] Also, in the state of FIG. 33(A), if the player operates the left stop button 10a at the third stop when the square (blue) of No. 11 is in the reference position, the main control unit 100 stops the pentagon (blue) of No. 8, which is three frames above, at the lower position of the left drum 2a, and the RB role is won on the fourth line (see FIG. 33(C)). In other words, if the player operates the left stop button 10a to stop when any of the symbols of No. 1 to No. 3 or No. 11 to No. 21 is in the reference position, the RB symbol stops on the first line or the fourth line, and the RB role is won. In other words, if the player operates the stop button within the range of 14 frames out of 21 frames, the RB role will be won, and the winning probability is 2 / 3. As a result, the next game will be a bonus game, and the player will play without increasing the number of medals. Incidentally, even if the left stop button 10a is operated at the second stop, the winning mode will be the same as above, so a description thereof will be omitted.

[0237] FIG. 34 is a schematic diagram showing the pattern display state of the window portion in time series.

[0238] For example, during normal play, if the red 7 minor prize (FR1) and the 1 coin minor prize (FR7) shown in FIG. 26(B) and FIG. 27(B) are simultaneously won by random number lottery, the FR1 flag and the FR7 flag are set.

[0239] When the player operates the center stop button 10b at the first stop while all the drums of the drum unit 2 are rotating, the main control unit 100 judges that the operation matches the stored control information (pulling in a bell symbol at the center first stop) (the push order is "correct"), and therefore, regardless of the order of the subsequent second and third stop operations, the main control unit 100 ensures that only the red 7 minor symbol wins and pays out 15 medals by the stop control process. That is, the main control unit 100 starts a variable display game that varies the three symbol rows, and simultaneously wins the red 7 minor symbol (first target minor symbol) and the one-coin minor symbol (there are nine symbol combinations) that is the push order specified minor symbol by lottery. When the stop button unit 10 is operated in the push order (center first) that is stored in correspondence with this one-coin minor symbol, the bell symbol is stopped on the active line and the red 7 minor symbol wins. Also, as described later, if the push order is correct, the stop control is performed so that the one-coin minor symbol that is also an internal winner is not won.

[0240] FIG. 34(A) shows a state in which all the drums of the drum unit 2 are rotating. In this state, if the player operates the center stop button 10b at the first stop to stop when the No. 8 bell symbol is in the reference position (the No. 7 pentagon (blue) symbol can immediately stop at the middle position of the middle drum 2b. See FIG. 34(B)), the main control unit 100 performs pull-in control so that the bell symbol stops on the effective line. In this case, the No. 3 bell symbol, which is five frames above, is stopped at the middle position of the middle drum 2b (see FIG. 34(C)). As a result, the middle drum 2b slides four frames before stopping. In this case, the main control unit 100 cannot stop the square (blue) symbol of the simultaneously winning 1-piece minor role (FR7) on the effective line because it is not in the pull-in range.

[0241] FIG. 35 is a schematic diagram showing the pattern display state of the window portion in time series.

[0242] Fig. 35(A) is the same as Fig. 34(C), and when the player operates the right stop button 10c to stop the second stop with the center drum 2b stopped and the bell symbol displayed in the middle, the main control unit 100 stops, for example, the No. 11 bell symbol in the upper row of the right drum 2c (see Fig. 35(B)). Note that the six bell symbols on the right drum 2c are arranged at intervals of three frames even at the farthest, so it is possible to stop any bell symbol in the retraction range in the upper or lower row of the right drum 2c to create a ready state.

[0243] In the ready state of FIG. 35(B), when the player operates the left stop button 10a at the third stop, the main control unit 100 stops, for example, the No. 2 red 7 symbol at the bottom of the left drum 2a (see FIG. 35(C)). Since the three red 7 symbols on the left drum 2a are arranged at intervals of six frames, it is possible to stop any of the red 7 symbols at the top or bottom of the left drum 2a to win the red 7 minor prize (FR1) (the second line in the figure). Note that even if the left stop button 10a at the second stop and the right stop button 10c at the third stop are operated, the red 7 minor prize (FR1) will always be won in the same way, and the winning pattern will ultimately be the same, so an explanation will be omitted.

[0244] FIG. 36 is a schematic diagram showing the pattern display state of the window portion in time series.

[0245] FIG. 36(A) shows a state where all the drums of the drum unit 2 are rotating, similarly to FIG. 34(A). In this state, if the player operates the left stop button 10a at the first stop, for example, when the replay symbol No. 7 is in the reference position (the replay symbol No. 7 can immediately stop at the lower position of the left drum 2a. See FIG. 36(B)), the main control unit 100 stops the pentagonal (red) symbol No. 1, which is six frames above, at the upper position of the left drum 2a where the effective line passes (see FIG. 36(C)). As a result, the left drum 2a slides four frames before stopping. The main control unit 100 can also stop the red 7 symbol (No. 2) of the red 7 minor symbol (FR1) that is simultaneously winning on the effective line, but since the push order data is 2, which means middle first, and the push order is incorrect, the pentagonal (red) symbol of the one-piece minor symbol (FR7) within the pull-in frame number range is stopped on the effective line. In addition, no matter when the player stops the left drum 2a at the first stop, any one of the pentagonal (red), pentagonal (blue) or pentagonal (white) symbols constituting the 1-piece small win (FR7), which are arranged at 6-frame intervals at the farthest, can be stopped at the upper or lower position. However, the reason why the main control unit 100 does not pull in the red 7 symbol is that the number of symbol combinations when the 1-piece small win symbol is pulled in is 3 (pentagonal (red) · square (blue) · pentagon (red / blue / white)), while the number of symbol combinations when the red 7 small win symbol is pulled in is 1, and in either case, the 1-piece small win (FR7) has more symbol combinations than the red 7 small win. In other words, if the push order for the first stop is incorrect, the symbols constituting the 1-piece small win (FR7) can be pulled in and stopped on the active line. In addition, this single small winning symbol also doubles as the RB symbol, so if the RB is an internal winner, it will result in drawing in the symbols of both roles.

[0246] FIG. 37 is a schematic diagram showing the pattern display state of the window portion in time series.

[0247] FIG. 37(A) is the same as FIG. 36(C), and when the left drum 2a stops and the pentagonal (red) symbol is displayed on the upper row, if the player operates the right stop button 10c at the second stop, the main control unit 100 stops, for example, the pentagonal (red) symbol No. 3 on the lower row of the right drum 2c (see FIG. 37(B)). Since the pentagonal (red) symbol, pentagonal (blue) symbol, or pentagonal (white) symbol that constitutes the one-piece small role (FR7) are arranged at intervals of 6 frames on the right drum 2c, it is possible to stop any of the pentagonal (red / blue / white) symbols in the pull-in range on the upper or lower row of the right drum 2c to create a tenpai state. Since the one-piece small role symbol that has become a tenpai state also doubles as the RB symbol, if the RB is internally won, it will result in a double tenpai state in which both roles are drawn in.

[0248] In the ready state of the 1-piece small prize (FR7) shown in FIG. 37(B), if the player operates the middle stop button 10b at the third stop when the square (white) symbol No. 16 is in the reference position, the main control unit 100 stops the square (blue) symbol No. 11, which is 5 frames above, at the middle position of the middle drum 2b, and the 1-piece small prize (FR7) is awarded on the first line (see FIG. 37(C)). In addition, if the middle stop button 10b is operated to stop when the square (white) symbol No. 16 to the square (blue) symbol No. 11 are in the reference position, the square (blue) symbol No. 10 or No. 11 can be stopped on the first line, and the 1-piece small prize (FR7) can be awarded. In other words, since the stop operation is performed within the range of 6 frames out of 21 frames, the winning probability is 3 / 7, but if it is operated at any other timing, it will be a loss. In addition, even if the middle stop button 10b is operated at the second stop and then the right stop button 10c is operated at the third stop, the winning pattern will be the same, either winning one small prize (FR7) or losing, so the explanation will be omitted.

[0249] FIG. 38 is a schematic diagram showing the pattern display state of the window portion in time series.

[0250] In the game in the RB shown in Fig. 26(C), the RB flag is set, and in the RB, for example, if the red 7 minor role (FR1) and the 1-piece minor role (FR11) shown in Fig. 27(B) are simultaneously won by random number lottery, the FR1 flag and the FR11 flag are set. Therefore, as the internal state, the RB flag, the FR1 flag, and the FR11 flag are set (see Fig. 26(C) and Fig. 27(C)).

[0251] When the player operates the right stop button 10c at the first stop while all the drums of the drum unit 2 are rotating, the main control unit 100 judges that the operation matches the stored control information (pulling in a bell symbol at the first right stop) (the push order is "correct"), and pays out 15 medals by making only the red 7 minor symbol win through the stop control process, regardless of the order of the subsequent second and third stop operations. That is, the main control unit 100 starts a variable display game that changes three symbol rows, and simultaneously wins the RB, red 7 minor symbol (first target minor symbol), and the one-coin minor symbol (there are nine types of symbol combinations) that is the minor symbol specified by the push order, by drawing a role (also called "symbol drawing"). When the stop button unit 10 is operated in the push order (right first) stored in correspondence with this one-coin minor symbol, the bell symbol that constitutes the red 7 minor symbol is stopped on the active line, and the red 7 minor symbol is won. Also, as described later, if the button press sequence is correct, stopping control is performed so that neither the RB nor the 1-coin minor prize that is internally won at the same time is allowed to win.

[0252] FIG. 38(A) shows a state in which all the drums of the drum unit 2 are rotating. In this state, if the player operates the right stop button 10c at the first stop when the No. 4 bell symbol is in the reference position (the state in which the No. 4 bell symbol can immediately stop at the lower position of the right drum 2c. See FIG. 38(B)), the main control unit 100 performs pull-in control so that only one bell symbol stops on any of the effective lines. In this case, the No. 21 bell symbol located four frames above is stopped at the lower position of the right drum 2c (see FIG. 38(C)). It is also possible to stop the bell symbol at the upper or lower position on the effective line by a perfect stop or a two-frame slide, but since it is a particularly strong role, the right drum 2c will slide for four frames and stop, and the player who confirms this will expect an ART win. Similarly, there is also a strong role, the "slide 1-piece small role." The main control unit 100 can also stop the square (white) symbol of the simultaneously winning 1-piece small role (FR11) at the upper position on the active line, but stops the bell symbol that constitutes the red 7 small role, which has a large payout amount, on the active line. However, the main control unit 100 performs stop control so that the small role symbol is aligned with priority over the bonus role symbol when both symbols can be drawn for the bonus role and the small role.

[0253] FIG. 39 is a schematic diagram showing the pattern display state of the window portion in chronological order.

[0254] Fig. 39(A) is the same as Fig. 38(C), and when the player operates the center stop button 10b at the second stop while the right drum 2c has stopped and the bell symbol is displayed in the lower row, the main control unit 100 stops, for example, the No. 8 bell symbol in the middle row of the middle drum 2b (see Fig. 39(B)). Note that the five bell symbols on the middle drum 2b are spaced four frames apart at the farthest, so no matter when the stop operation is performed, any bell symbol in the reel-in range can be stopped in the middle row of the middle drum 2b, resulting in a ready state.

[0255] In the ready state of FIG. 39(B), when the player operates the left stop button 10a at the third stop, the main control unit 100 stops, for example, the red 7 symbol No. 2 on the upper row of the left drum 2a (see FIG. 39(C)). Since the three red 7 symbols on the left drum 2a are arranged at intervals of six frames, it is possible to stop any of the red 7 symbols on the upper or lower row of the left drum 2a to win a prize (the first line in the figure). If the red 7 symbol is aimed at the upper row and stops exactly, it becomes the strongest red 7 minor symbol, and the AT lottery is performed with a high probability (for example, a winning rate of 50%). On the other hand, in the case of a weak red 7 minor symbol, the red 7 symbol slides and stops at the lower position. Therefore, if the pressing order is correct, the winning state inside the RB is maintained, so the player can play without losing.

[0256] FIG. 40 is a schematic diagram showing the pattern display state of the window portion in time series.

[0257] FIG. 40(A) shows a state where all the drums of the drum unit 2 are rotating, similar to FIG. 38(A). In this state, if the player operates the left stop button 10a at the first stop, for example, when the replay symbol No. 7 is in the reference position (the replay symbol No. 7 can immediately stop at the lower position of the left drum 2a. See FIG. 40(B)), the main control unit 100 stops the pentagonal (red) symbol No. 1, which is six frames above, at the upper position of the left drum 2a where the effective line passes (see FIG. 40(C)). As a result, the left drum 2a slides four frames before stopping. The main control unit 100 can also stop the red 7 symbol (No. 2) of the red 7 minor symbol (FR1) that is simultaneously winning on the effective line, but since the push order data is 3, which means right first, and the push order is incorrect, the pentagonal (red) symbol of the one-piece minor symbol (FR11) within the pull-in frame number range is stopped on the effective line. In addition, no matter when the player stops the left drum 2a at the first stop, any one of the pentagonal (red), pentagonal (blue) or pentagonal (white) symbols that compose the 1-piece small prize (FR11) arranged at 6-frame intervals can be stopped at the upper or lower position. However, the reason why the main control unit 100 does not pull in the red 7 symbol is that the number of symbol combinations when the 1-piece small prize symbol is pulled in is 3 (pentagon (red) · pentagon (red / blue / white) · square (white)), while the number of symbol combinations when the red 7 small prize symbol is pulled in is 1 (red 7 · bell · bell), and in either case, the 1-piece small prize (FR11) has more symbol combinations than the red 7 small prize. In other words, if the push order for the first stop is incorrect, any one of the symbols that compose the 1-piece small prize (FR11) can be pulled in and stopped on the active line. In addition, this single small winning symbol also doubles as the RB symbol, so if the RB is an internal winner, it will result in drawing in the symbols of both roles.

[0258] FIG. 41 is a schematic diagram showing the pattern display state of the window portion in time series.

[0259] FIG. 41(A) is the same as FIG. 40(C), and when the left drum 2a stops and the pentagonal (red) symbol is displayed on the top row, if the player operates the center stop button 10b at the second stop, for example, when the pentagonal (red) symbol No. 1 is in the reference position (the pentagonal (red) symbol No. 1 can immediately stop at the lower row position of the center drum 2b. See FIG. 41(B)), the main control unit 100 stops the pentagonal (white) symbol No. 17 in the middle row of the center drum 2b (see FIG. 41(C)). Note that the pentagonal (red), pentagonal (blue) or pentagonal (white) symbols constituting the 1-piece small winning combination (FR11) are arranged within 4-frame intervals on the center drum 2b, so it is possible to stop any of the pentagonal (red / blue / white) symbols in the pull-in range in the middle row of the center drum 2b and create a ready state. In addition, the single small winning symbol that is in a Tenpai state also doubles as the RB symbol, and since RB is an internal winner, the result is a double Tenpai state in which both symbols are drawn.

[0260] FIG. 42 is a schematic diagram showing the pattern display state of the window portion in time series.

[0261] Figure 42(A) is the same as Figure 41(C), and when the left drum 2a has stopped and a pentagonal (red) pattern is displayed in the upper row and the middle drum 2b has stopped and a pentagonal (white) pattern is displayed in the middle row, if the player operates the right stop button 10c at the third stop, for example when the No. 5 replay pattern is in the reference position (the No. 5 replay pattern can immediately stop in the lower row position of the right drum 2c. See Figure 42(B)), the main control unit 100 will stop the No. 20 square (white) pattern in the upper row of the right drum 2c, and a 1-coin small win (FR11) will be awarded on the third line (see Figure 42(C)). In addition, when the replay symbol No. 5 to the square (white) symbol No. 20 are in the reference position, if the right stop button 10c is operated to stop, the square (white) symbol No. 20 can be stopped on the first or third line, and a one-coin small prize (FR11) can be won. In other words, if the stop operation is performed within the range of 7 frames out of 21 frames, a one-coin small prize (FR11) will be won, so the winning probability is 1 / 3, but if it is operated at any other timing, RB will be won as described later. In addition, even if the right stop button 10c is operated at the second stop and the center stop button 10b is operated at the third stop, a one-coin small prize (FR7) will be won or RB will be won in the same way, and the winning mode will be the same as the result, so the explanation will be omitted.

[0262] FIG. 43 is a schematic diagram showing the pattern display state of the window portion in time series.

[0263] Figure 43(A) is the same as Figure 42(A), and when the left drum 2a has stopped and a pentagonal (red) pattern is displayed in the upper row and the middle drum 2b has stopped and a pentagonal (white) pattern is displayed in the middle row, if the player operates the right stop button 10c at the third stop, for example when the No. 7 bell pattern is in the reference position (the No. 7 bell pattern can immediately stop at the lower row position of the right drum 2c), the main control unit 100 will slide the No. 3 pentagonal (red) pattern four frames and stop it in the lower row of the right drum 2c, causing the RB to enter on the first line (see Figure 43(B)). Also, in the state of Fig. 43(A), if the player operates the right stop button 10c at the third stop, for example, when the No. 16 red 7 symbol is in the reference position (the state in which the No. 16 red 7 symbol can immediately stop at the lower position of the right drum 2c), the main control unit 100 slides the No. 10 pentagon (blue) symbol by four frames and stops it at the upper position of the right drum 2c, causing the RB to win on the third line (see Fig. 43(C)). In other words, if the operation sequence of the stop button unit 10 is incorrect, there is a 1 / 3 probability that a small combination of one coin will win and the RB internal winning state will be maintained, but there is a 2 / 3 probability that the RB will win and the RB game will start, and when it ends, the game will return to the general game and the player will be stuck with a loss. In other words, if the red 7 minor symbol (FR1), bell minor symbol (FR2), or 1-coin minor symbol (FR3 to FR11) is won while the RB is an internal win, the next game's variable display game will be in a high probability replay state (RT state) during the RB internal win, so the player will be able to play without losing (missing).

[0264] 44 is a flowchart showing a symbol stop processing subroutine. The solid lines indicate the processing executed by the main control unit 100, and the dashed lines indicate the processing executed by the sub control unit 160.

[0265] In the game main processing of step S170 in FIG. 22, the main control unit 100 executes a random number lottery (lottery for a role or lottery for a pattern) in response to the player's operation of the start lever 9 (at the timing of receiving the start signal), and after calling this subroutine, starts the pattern changing display game by rotating the drum unit 2.

[0266] In step S200, the main control unit 100 outputs a notification signal (command, data, etc.) and notifies the sub-control unit 160 of the lottery result and internal state (bonus flag, normal replay state or RT state, number of games played after bonus, etc.), and proceeds to step S210 described below.

[0267] When the sub-control unit 160 receives the notification signal, in step SS100, it checks whether any of the composite minor roles (see Figures 25, 26(B) and 26(C)) have been won using commands, data, etc., and if no win has been achieved, it ends the process by performing a presentation corresponding to the other winning role, whereas if a win has been achieved, it proceeds to step SS110.

[0268] In step SS110, the sub-control unit 160 checks whether or not the AT is in progress and there are any remaining games, and if there are no remaining games, it proceeds to step SS120, whereas if there is an AT stock, it proceeds to step SS130.

[0269] In step SS120, the sub-control unit 160 checks whether there is an AT stock and whether the conditions for releasing it (activating the AT function) are met. If the conditions are not met, the process ends, whereas if the conditions are met, the process proceeds to step SS130.

[0270] The sub-controller 160 activates the AT function in step SS130, notifies the user of the order in which to press the stop buttons corresponding to the internally-won composite minor combination, and ends this process. Specifically, this AT function displays an image on the display and performance device 11 along with a male voice saying "Left," "Middle," and "Right," or a female voice saying "Left," "Middle," and "Right."

[0271] When the main control unit 100 moves to step S210, if the internally winning combination is a composite minor combination and the pressing order corresponding to the composite minor combination is pressed to stop (i.e., if the pressing order is correct), the main control unit 100 ends the process by winning the target minor combination in step S220, whereas if the pressing order is incorrect, the main control unit 100 moves to step S230. Although not shown in the figure, if the internally winning combination is not a composite minor combination, the main control unit 100 ends the process by performing a predetermined stop control corresponding to another internally winning combination.

[0272] When the main control unit 100 moves to step S230, it first stops one of the symbols that make up the bonus draw minor symbol on the pay line. When the main control unit 100 moves to step S240, if the timing of the subsequent stop operation matches, the main control unit 100 ends the game by winning the bonus draw minor symbol in step S250, but if the timing of the stop operation does not match, it moves to step S260.

[0273] When the main control unit 100 proceeds to step S260, if the bonus is an internal win, it awards a bonus role in step S270, whereas if the bonus is not an internal win, it stops the drum unit 2 with a losing symbol in step S280 and ends the process.

[0274] FIG. 45 is a schematic diagram of a rendering screen displayed by the display rendering device.

[0275] The sub-control unit 160 switches the effect image displayed on the display effect device 11 according to the game state. FIG. 45(A) is a day stage screen, which is used when the probability of winning the AT is low. FIG. 45(B) is a night stage screen, which is mainly used when the probability of winning the AT is high, so when this screen is displayed, the player feels excited with the expectation of the AT being released. When a rare small role (for example, a middle cherry, a strong watermelon, a strong bell, etc.) is won, the sub-control unit 160 then holds an AT lottery (a lottery for releasing an AT bonus) and a high probability lottery. When this high probability lottery is won, the screen is switched from the day normal screen to the night screen, while a fall lottery is held with a predetermined probability every time a replay is won during the high probability of the AT, so that the day normal screen and the night screen are displayed alternately with a predetermined frequency during general play. Generally, in order to suggest the correct mode to the player, the time and weather are changed according to the current mode such as low probability state, high probability state, RB internal winning state, etc., but the expectation of the player can be further aroused by appropriately performing false performance (fake performance). In addition, the usual announcement performance according to various winning roles is executed.

[0276] FIG. 45(C) is a night thunder screen. When the player operates the start lever from the night stage screen to start the variable display game, the sub-control unit 160 performs an assist lottery (AT lottery) each time a predetermined condition is met, such as when a rare minor role is won. When the sub-control unit 160 performs an AT lottery, it performs an effect of thunder falling on the night stage screen together with thunder in accordance with the operation timing of the stop button unit 10 to inform the player of the fact. Also, when the AT is won when the day stage is displayed, it suddenly changes from the day stage screen to the night stage screen and performs at least two consecutive thunder effects to suggest an AT release sign. Then, it performs three consecutive thunder effects from the day stage screen, and when thunder falls three times in accordance with the operation timing of the stop button unit 10, it announces the AT release confirmation (AT bonus confirmation). Therefore, by generating thunder and thunder appropriately, it is possible to arouse the player's sense of expectation.

[0277] As another premonition for the release of the AT, a night thunder screen is used in succession along with the sound effect "Gorogoro-bokkaan". In particular, during the premonition for the general game shown in FIG. 26, if "RB + Bell small symbol + 1-coin small symbol" is internally won, the hot performance of the AT is triggered, and the pause button section 10 is frozen in a state in which it cannot be stopped, and the push order to win the Bell small symbol is announced. This allows the player to be guided to the internal bonus winning state. Also, during the premonition for the release of the AT bonus, if "Red 7 small symbol and 1-coin small symbol" shown in FIG. 26 is internally won, the push order to win the Red 7 small symbol is announced.

[0278] The above-mentioned AT lottery is also called navigation lottery (abbreviation of "navigation lottery"). When the AT function is activated, the sub-control unit 160 notifies the operation order of the stop button unit 10 in order to win the push order minor role (target minor role). In addition, when the AT lottery is won, the AT function is not activated immediately, but is added and stored as AT stock (storage or accumulation), and it is possible to allow the player to win a large amount of medals by releasing them all at once at a desired timing. For example, in the RT state (high probability replay state) after winning a special replay of red 7 arrangement (red 7 replay role in which red 7 patterns appear to be arranged on the upper horizontal line, middle horizontal line, or lower horizontal line, which are invalid lines) with a very low probability of winning, if all AT stocks of 50 games and one set are released and an AT lottery is performed during the ART, the ART will continue indefinitely without reducing the number of balls held by the RT, and a large mass of balls can be produced.

[0279] FIG. 46 is a schematic diagram of a rendering screen displayed by the display rendering device.

[0280] When the sub-control unit 160 announces that an AT has been won, in the next variable display game after the lightning effect of Figure 45(C) is performed, the night stage screen is displayed again (see Figure 46(A)), and in response to the operation of the stop button unit 10, two bats holding a plate approach from afar, gradually displaying the word "BONUS" so that it can be recognized (see Figure 46(B)), and finally performing the bat announcement effect of the bats flying away.

[0281] Also, when the night stage screen is displayed, the display screen can be scrolled to the right to enlarge the graveyard, and the main character can appear from a dug-up grave in the center of the screen, accompanied by the character butler's cry of "Oriyaaa!" and the sound effect of "Tirorororoon," creating a premium performance that is extremely exciting for the player (see Figure 46(C)).

[0282] 47 to 48 are schematic diagrams of the rendering screen displayed by the display rendering device.

[0283] As described above, after notifying the player that an AT bonus has been won, when the first game is started by the player's operation, the sub-control unit 160 displays the number of remaining games and the number of coins won in the upper right corner of the display and presentation device 11, and also displays a preparation status screen before the ART is activated (see Figure 47 (A)).

[0284] When the first game during ART preparation starts and a composite minor win (red 7 minor win + 1-coin minor win) is internally won at that time, the sub-controller 160 displays the number 1 as the order of pressing the stop button unit 10 required to win the target minor win, the red 7 minor win. In this case, the number 1, which means the first stop operation, is displayed in a large circle, and the voice of Dracula or the main character pronounces "Naka" (see FIG. 47(B)). The red 7 minor wins if the first stop operation is correct, but if the stop operation is incorrect, the 1-coin minor win (bonus draw minor win) will win or it will be a miss.

[0285] When the player operates the center stop button 10b correctly, the sub-control unit 160 changes the characters in the large circle in the center to "OK" and makes them into a small circle (see FIG. 47(C)).

[0286] When the player operates the right stop button 10c at the second stop and the left stop button 10a at the third stop in the state of FIG. 47(C), the sub-control unit 160 changes the characters "ANY" in the right circle to "OK" (see FIG. 48(A)), and then changes the characters "ANY" in the left circle to "OK". Finally, since the red 7 minor combination is won, the sub-control unit 160 changes "15GET" and the number of coins won to "15" (see FIG. 48(B)). For example, if the player makes a mistake in the first stop operation and operates the incorrect left stop button 10a, the sub-control unit 160 changes the characters "ANY" in the left circle to "x" and notifies the player of the information necessary to win the one-coin minor combination. In this case, the "blue" which means the square (blue) of the middle drum 2b to be targeted is enlarged and displayed (see FIG. 48(C)). If the middle stop button 10b is operated at the right timing, the square (blue) symbol is drawn in and a single small prize is awarded, so if the player is in the bonus zone, the bonus prize can be avoided. This is an innovative and original technology.

[0287] FIG. 49 is a schematic diagram of a rendering screen displayed by the display rendering device.

[0288] In the state of Figure 48(B), when the next game is started by the player's MAX BET operation, the number of coins to be won is changed to "12". At that time, if "RB + Bell minor combination + 1 coin minor combination" is an internal win, the number 1 is displayed to indicate the order in which the stop buttons 10 must be pressed to win the target minor combination, the Bell minor combination. In this case, the number 1, which indicates the first stop operation, is displayed in the large right-side circle, and "Migi" is pronounced in the voice of Dracula or the main character (see Figure 49(A)).

[0289] When the player operates the right stop button 10c correctly, the sub-control unit 160 changes the characters in the large circle on the right side to "OK" and makes them into a small circle (see FIG. 49(B)).

[0290] In the state of FIG. 49(B), when the player operates the left stop button 10a at the second stop and the center stop button 10b at the third stop, the sub-control unit 160 changes the characters "ANY" in the left circle to "OK", and then changes the characters "ANY" in the center circle to "OK". Finally, the bell minor role is won, and the bonus role becomes an RT state with an internal winning state (high probability replay state. See FIG. 26(A) and FIG. 26(C)). The sub-control unit 160 changes the screen display of the display performance device 11 to "2GET·ART Start", the number of remaining games to "50", and the number of acquired coins to "14" (see FIG. 49(C)). On the other hand, for example, if the player makes a mistake in the first stop operation and operates the incorrect center stop button 10b, the sub-control unit 160 changes the characters "ANY" in the center circle to "X" and notifies the information necessary to win a one-coin minor role. In this case, the "white" that represents the square (white) on the right drum 2c to be targeted is enlarged and displayed (not shown, but similar to FIG. 48(C)). If the right stop button 10c is operated at the correct timing, the square (white) symbol is drawn in and a one-coin small combination is won, and the bonus combination is avoided, so the bonus internal state can be maintained. This is an innovative and original technology.

[0291] When ART starts, (1) "RB + Bell minor + 1 coin minor" or (2) "RB + Red 7 minor + 1 coin minor" shown in FIG. 26(C) is internally won, and the sub-control unit 160 notifies the operation sequence to win the Bell minor or Red 7 minor, so the player can continue playing while maintaining the RT state and win a large number of medals. In addition, when (3) "RB + Replay" is internally won, one of the multiple types of replays is always won, so there is no need to insert medals in the next game. It is also possible to change the winning replay role according to the pressing order, and for example, when winning a red 7 replay for performance (a replay where red 7s look like they are lined up side by side) or when avoiding a fall replay, the sub-control unit 160 notifies the pressing order such as reverse pressing or avoidance procedures. EXAMPLES

[0292] Figure 50 is a table showing the arrangement of symbols on the drum.

[0293] A reel band (not shown) bearing a left drum design, a middle drum design and a right drum design respectively is attached to the left drum 2a, the middle drum 2b and the right drum 2c so as to go around the outer periphery of each drum.

[0294] Each reel has 21 different patterns drawn on it, including the irregular "Blue 7, Red 7, White Bar" pattern which activates a bonus role (a type of continuous role activation device, hereafter referred to as "RBB"), as well as the "Black Bar", "Bell 1", "Bell 2", "Bell 3", "Cherry", "Square (red)", "Square (blue)", "Square (white)", "Pentagon (red)", "Pentagon (blue)", "Pentagon (white)", "Replay 1", and "Replay 2" patterns which make up various minor roles and replay roles.

[0295] FIG. 51 is a diagram showing a combination display judgment of symbols.

[0296] When all three drums have stopped, the main control unit 100 judges whether or not a winning or activation pattern combination will be displayed on the pay line of the window unit 3 according to the number of game medals inserted (3 medals for general play only).

[0297] Figure 51(B) shows the effective lines when the specified number of three game medals are inserted, and only one of the first lines (middle, middle, middle: a straight line across the center) is effective in the order of the left drum 2a, the middle drum 2b, and the right drum 2c. Note that even in the bonus game (RBB: when the first type of consecutive role-playing device is activated), the specified number of game medals is three, and the effective line is the first line only, just like in the bonus game.

[0298] FIG. 52 shows a payout table etc. when the special device is not in operation (during normal play, the specified number of coins is 3).

[0299] When all three drums have stopped, the main control unit 100 performs a display determination of a winning or activation combination of symbols on an active line (see FIG. 52) according to the number of game medals inserted. In this case, the number of medals inserted is three, and the active line is only one horizontal line in the center.

[0300] (1) Bonus role (RBB: role continuous operation device related to the first type special role): This is the role name when the blue 7 on the left drum 2a, the red 7 on the middle drum 2b, and the white bar on the right drum 2c stop on the active line, the number of winnings is 0, and then the big bonus game (RBB game) is awarded. There is only one type of combination of bonus roles, and even if it is an internal win alone, if the timing of the stop operation of the stop button unit 10 is not right, the above-mentioned predetermined bonus role pattern will not stop on the active line, so it will be carried over to the next game or later. This RBB game ends when the number of payouts (number of winnings) exceeds 120, but the number of inserted coins is 3, and the expected value of the number of payouts per game is less than 3 (for example, about 2 coins) as described later, so when the RBB game ends, the medals will almost certainly decrease (in other words, the expected value of the medal increase in one RBB game is negative). In other words, the RBB game is in a disadvantageous game state for the player. In the normal game state (RT0 state: replay winning probability is about 1 / 7.3 of a predetermined value), when the bonus role (RBB) is internally won (condition device is activated), the winning probability of the replay changes at least from the next game onwards, and the state becomes a high probability replay state (RT1 state: replay probability is about 1 / 5.5). When this bonus role pattern is displayed (winning), and the RBB game due to the activation of the bonus role ends (operation ends), the winning probability of the replay changes and returns to the initial state (RT0 state). In other words, the player will play the variable display game in any of the game states of RT0 state, RT1 state, and RBB game state. Note that this initial state (non-changing state of replay probability) is a transitional state (play preparation state) until it transitions to the RT1 state, and it rarely becomes the RT0 state in actual play, and is shipped in the RT1 state at the time of factory shipment. Similarly, since the internally won bonus role rarely wins, players rarely play the BB game (see FIG. 53(A)).

[0301] (2) First minor role (FR1: First target minor role): This is the role name when any of the (Bell 1 / Bell 2 / Bell 3) symbols on the left drum 2a, any of the (Bell 1 / Bell 2 / Bell 3) symbols on the middle drum 2b, and any of the (Bell 1 / Bell 2 / Bell 3) symbols on the right drum 2c all stop on the active line, and the number of coins acquired (number of coins paid out) is 9. When the first minor role is an internal winner in the role lottery, the condition device of FR1 (Fruit 1) is set up and activated. FR1 has 9 types of combination symbols (3 x 3 x 3), and assuming that it is an internal winner alone, the symbols are arranged so that the above-mentioned specified bell symbol will stop on the active line and win regardless of the order or timing of the stop button unit 10 stop operation (the bell symbol is displayed in a straight line across the center). In most cases, the first minor prize is won simultaneously with a one-coin minor prize (an obstructing minor prize) for controlling the pressing order in the RT0 or RT1 state. The first target minor prize is a minor prize that should be won, and will be won if the pressing order is correct, which is advantageous for the player. On the other hand, if the pressing order is incorrect, the obstructing minor prize will be won or lost. When the assist function is activated, the operation order of the stop button unit 10 for winning the first target minor prize is notified.

[0302] (3) Second minor prize (FR2: Second target minor prize): When the second minor prize is won, one of the (Bell 1 / Bell 2 / Bell 3) symbols will stop and be displayed on the top of the left drum 2a, one of the (Bell 1 / Bell 2 / Bell 3) symbols will stop and be displayed on the middle of the middle drum 2b, and one of the (Bell 1 / Bell 2 / Bell 3) symbols will stop and be displayed on the bottom of the right drum 2c, and the number of coins won (number of coins paid out) will be 9. However, on the effective line, for example, Replay 2 will stop on the left drum 2a, Bell 3 will stop on the middle drum 2b, and a square (blue) will stop on the right drum 2c (see Figure 52 (B)). When the second minor prize is internally won in the prize lottery, the condition device of FR2 (Fruit 2) will be activated. FR2 has nine combination symbols (3x3x3), and the symbols are arranged so that, assuming that the combination symbol is an internal winner by itself, the above-mentioned predetermined symbol will stop on the effective line and win regardless of the order or timing of the stop operation of the stop button unit 10 (the bell symbol is displayed in a straight line downward to the right). As described later, in most cases, the second minor symbol wins simultaneously with a one-piece minor symbol (inhibitory minor symbol) for controlling the pressing order in the RT0 or RT1 state. Similarly, the second target minor symbol is a minor symbol that should win, and wins if the pressing order is correct, which is advantageous for the player. On the other hand, if the pressing order is incorrect, the inhibitor minor symbol wins or loses. When the assist function is activated, the operation order of the stop button unit 10 for winning the second target minor symbol is notified.

[0303] (4) 3rd minor prize (FR3: 3rd target minor prize): When the 3rd minor prize is won, one of the (Bell 1 / Bell 2 / Bell 3) symbols will stop and be displayed on the lower row of the left drum 2a, one of the (Bell 1 / Bell 2 / Bell 3) symbols will stop and be displayed on the middle row of the middle drum 2b, and one of the (Bell 1 / Bell 2 / Bell 3) symbols will stop and be displayed on the upper row of the right drum 2c, and the number of coins won (number of coins paid out) will be 9. However, on the effective line, for example, a pentagon (white) will stop on the left drum 2a, a bell 3 will stop on the middle drum 2b, and a replay 1 will stop on the right drum 2c (see Figure 52 (C)). When the 3rd minor prize is internally won in the prize lottery, the condition device of FR3 (Fruit 3) will be set up and activated. FR3 has nine combination symbols (3x3x3), and the symbols are arranged so that, assuming that the combination symbol is an internal winner by itself, the above-mentioned predetermined symbol will stop on the effective line and win regardless of the order or timing of the stop operation of the stop button unit 10 (the bell symbol is displayed in a straight line from the upper right). As described later, in most cases, the third minor symbol wins simultaneously with a one-piece minor symbol (inhibitory minor symbol) for controlling the pressing order in the RT0 or RT1 state. Similarly, the third target minor symbol is a minor symbol that should win, and wins if the pressing order is correct, which is advantageous for the player. On the other hand, if the pressing order is incorrect, the inhibitor minor symbol wins or loses. When the assist function is activated, the operation order of the stop button unit 10 for winning the first target minor symbol is notified.

[0304] (5) 1-coin minor role (blocking minor role for controlling push order: FR4-FRn): A minor role (bonus blocking minor role) that prevents the above-mentioned bonus roles from being drawn, and if it wins, the number of coins won (number of coins paid out) will be 1. Also, if it wins at the same time as any of the first to third target minor roles and the push order is incorrect, it is a minor role (bonus blocking minor role) that prevents each target minor role from being drawn. Note that n is an arbitrary integer and is determined as necessary in the design, and as a result, the types of 1-coin minor roles are n+3.

[0305] (6) Middle Cherry (FRn+1): This is the name of the role that occurs when the cherry symbol on the left drum 2a and the (ANY symbol) on the middle drum 2b and right drum 2c all stop on an active line, and two coins are won. When the middle cherry symbol is internally won in the lottery, one FRn+1 (fruit n+1) condition device is activated. Even if the middle cherry symbol is internally won when the bonus symbol is internally won and the player operates the left stop button 10a near the blue 7, the blue 7 symbol on the No. 10 does not stop on the active line, but the pentagon (blue) on the No. 7 or the pentagon (white) on the No. 12 stops, winning the middle cherry symbol, so the bonus symbol does not win.

[0306] (7) Lower Cherry role (FRn+2): This is the role name when the black bar (lower cherry) on the left drum 2a, any of the (Bell 1 / Bell 2 / Bell 3) symbols on the middle drum, and (ANY symbol) on the right drum 2c all stop on an active line, and the number of coins won is 2. When the lower cherry role is internally won in the lottery, one FRn+1 (fruit n+2) condition device is activated. Even if the lower cherry role is internally won when the bonus role is internally won and the player operates the left stop button 10a near the blue 7, the No. 7 pentagon (blue) or No. 12 pentagon (white) will stop without stopping the No. 10 blue 7 symbol on the active line, and the lower cherry role will be won, so the bonus role will not be won.

[0307] (8) Replay (replay): This is the name of the combination that occurs when the Replay 1 or Replay 2 symbols line up on an active line on the three drums, and no medals are awarded for this combination. When an internal win occurs, an RP flag is set in the flag area, and even if this is won alone or together with a bonus symbol, a replay is always won and activated. There are eight combination symbols for replay, and by operating the start lever 9, the player can play the next game without inserting a medal. Note that even if a replay is activated, it does not trigger a change in the RT (probability of winning a replay).

[0308] (9) Red 7 Replay (Replay): This is the name of the role that occurs when the red 7 symbols are lined up on the three drums on an active line, and no medals are awarded for this. When an internal win occurs, a red 7 RP flag is set in the flag area, but it is always won together with other replay roles (not shown). The red 7 replay wins only if the pressing order is correct and the operation timing is appropriate, but if the pressing is missed, one of the other replay roles is always won. Even if it is won together with a bonus role, one of the replays is always won and activated. It is used to clearly indicate to the player that an assist bonus (generally called the "third bonus") has been won. The red 7 replay is equivalent to the conventional big bonus. Note that even if the red 7 replay is activated, it does not trigger a change in the RT (the probability of winning a replay).

[0309] (10) Blue 7 Replay (Replay): This is the name of the combination that occurs when the blue 7 on the left drum 2a and the red 7 on the other two drums are aligned on an active line. No medals are awarded for this combination. When an internal combination is won, the blue 7 RP flag is set in the flag area, but it is always won together with other replay combinations (not shown). The red 7 replay wins only if the pressing order is correct and the operation timing is appropriate, but if the pressing is missed, one of the other replay combinations is always won. Even if it is won together with a bonus combination, one of the replay combinations is always won and activated. It is used to clearly indicate to the player that an assist bonus (generally called the "third bonus") has been won. The red 7 replay is equivalent to the conventional big bonus. Note that even if the blue 7 replay is activated, it does not trigger a change in the RT (the probability of winning a replay).

[0310] This embodiment is for explaining the basic configuration, and it is possible to provide not only the above-mentioned winning combinations, but also rare small combinations such as watermelon and chance eyes, other special replay combinations, etc. as necessary. When these rare small combinations are internally won, a lottery for adding AT can be performed, or multiple sets of AT can be granted by lining up red 7 replay combinations during AT through a lottery by the sub-control unit.

[0311] FIG. 52(D) is an explanatory diagram of the push order minor prize in which a bell minor prize (first to third minor prizes: target minor prize) is won when the two push orders are correct.

[0312] The push order small prize (middle 1) is a small prize that can be won by the bell small prize (1st to 3rd small prize), the multiple types of 1-piece small prizes that constitute the 1-piece small prize group that is intended to prevent the bell small prize from winning (for example, red 7-square-pentagon, etc.), and the multiple types of other 1-piece small prizes that constitute the 1-piece small prize group that is intended to prevent the 1st small prize from winning (for example, red 7-any of bells 1 to 3-pentagon, etc.) (see Figure 52(D)). Note that the explanation of the other 1-piece small prizes is omitted in Figure 52(A).

[0313] When the variable display game is started, the main control unit 100 selects one of the multiple push order minor roles by lottery, and controls the stop of the drum unit 2 to stop the left drum 2a, the center drum 2b, and the right drum 2c (multiple symbol rows) at predetermined positions according to the lottery result and the operation of the stop button unit 10. The ROM 101 stores the operation sequence of the stop switch as operation sequence data (in this case, center → left → right or 2-1-3) in association with the multiple push order minor roles selected by lottery. The ROM 101 also stores nine payouts (predetermined number) for the bell minor role, one payout for the one-coin minor role, and one payout for the other one-coin minor role.

[0314] The main control unit 100 recognizes or confirms the operation sequence for winning the bell minor combination among the internally won push order minor combinations (in this case, center → left → right). In addition, the main control unit 100 creates a slip frame number table for all the drum units 2 (left drum 2a, center drum 2b, and right drum 2c) until the stop operation becomes possible, and waits for the stop operation (see JP 2012-040355 A). This slip frame number table is a table for stop control that stores slip frame number data for moving the drum unit 2 within the range of 0 to 4 frames from the stop operation position and stopping it.

[0315] For example, when the replay 2 symbol No. 13 on the center drum 2b is on the active line, if the center stop button 10b in the correct pressing order is operated for the first stop, the main control unit 100 controls the center drum 2b to move four frames so that the bell 1 symbol No. 9 stops. When the blue 7 symbol No. 10 on the left drum 2a is on the active line, if the left stop button 10a in the correct pressing order is operated for the second stop, the main control unit 100 controls the left drum 2a to move one frame so that the bell 3 symbol No. 9 stops, and the first small win becomes a ready state. After that, when the right drum 2c is operated for the third stop, any one of the bell 1 to bell 3 symbols is stopped on the active line, and the first small win (target small win) is won. When the right stop button 10c with the incorrect pressing sequence is operated for the second time, either a square or a pentagon is stopped on the active line of the right drum 2c, and the other 1-piece small prize goes into a ready state. After that, the other 1-piece small prize wins. The other 1-piece small prize can also be made to win or lose. As an example, the second small prize is a replay-bell-square pattern that stops on the active line (see FIG. 52(B)). The third small prize is a square-bell-replay pattern that stops on the active line (see FIG. 52(C)).

[0316] On the other hand, when the drum unit 2 is fully rotating and the No. 10 blue 7 symbol on the left drum 2a is on the winning line, if the left stop button 10a in the incorrect pressing sequence is operated as the first stop, the main control unit 100 controls the left drum 2a to move three frames so that the No. 7 pentagon (blue) symbol stops. It is also possible to stop the No. 9 bell 3 symbol on the left drum 2a, but the pentagon (blue) symbol, which has a higher priority, stops. The subsequent second and third stop operations result in a one-coin small win or loss. The same applies to the right drum 2c, so a description will be omitted.

[0317] Figure 53 and Figure 54 are game state transition diagrams and conceptual diagrams showing the lottery probabilities of various roles. Figure 53(B) shows the lottery probability during normal play in the initial state, Figure 54(B) shows the lottery probability inside the RBB, and Figure 54(B) shows the lottery probability during the RBB (during a type 1 BB game). Note that the game state is maintained even if the stage setting value is retyped.

[0318] In Figure 53 (A), the regular game (indicated as "regular game" in the figure) starts from the game following the end of the big bonus game (RBB game). The replay probability (probability of winning a replay) in this regular game is about 1 / 7.3 (8978 / 65536 bets) (initial replay state: state in which the replay probability has not changed).

[0319] In the general game, if the bonus role RBB is internally won and the RBB wins in that game, the RBB game starts from the next game. The RBB game ends when the payout of medals exceeds the specified number of 120 medals, and the next game will be in a normal replay state with a low probability of winning the replay role. Note that it is rare for the sequence to be general game → internally won RBB → RBB win → payout of more than 120 medals in the RBB game → RBB game end → general game, and the player will repeat the game in the RBB internal state (hereinafter referred to as the "internal game"). The general game can be said to be the so-called "preparation state" until it transitions to the internal game. The number of RBBs to be placed is 2000, and the number of places where the RBB and 1-coin minor role (RBB winning prevention minor role) can be simultaneously won is 2558, and only the former can win the RBB when it is internally won. However, if the player does not consciously aim for the blue 7, red 7 and white bar symbols at the time of the internal win, they will not win, and even if they do win, the player will only lose game medals, so there is no benefit for the player to win.

[0320] On the other hand, even if RBB is an internal win in the general game, if the RBB winning is avoided, the bonus role will be an internal win (during RBB) and the high probability replay state (RT1) will be entered (see the shaded area in Figure 53 (A)). In this RT1 state, as described later, there are no misses (no wins), so the player can play the variable display game in a very advantageous gaming state. In the RT1 state, the number of misses may be set to about 1 to 10, and when a miss is drawn with a probability of 1 / 65536 to 10 / 65536, a freeze performance may be performed and a large amount of the assist function may be added. In this case, the miss will be a freeze trigger role or a freeze confirmation role.

[0321] During a general game (see FIG. 53(B)), the total number of RBBs is 4558 (2000+2558), and the winning probability is 4558 / 65536. The total number of the first, second, and third small symbols is 17000, and the winning probability is 17000 / 65536. The total winning probability is 51000 / 65536, and in this case, any of the first to third small symbols will win internally with a probability of about 78%. However, basically, multiple different one-piece small symbols are set to win simultaneously due to the push order control, but the first to third small symbols may win alone. The number of middle cherry symbols is 250, the number of lower cherry symbols is 750, and the number of replay symbols is 8978. However, basically, multiple different replay symbols are set to win simultaneously.

[0322] During the RBB (see FIG. 54(A)), the RBB is not drawn, so the winning probability is 0. Note that during the RBB, the RBB flag is set, and the RBB has already been won and carried over. During this RBB, the replay winning probability changes to a high probability replay state (RT state). The lottery area of ​​2000, where the RBB is won alone, shown in FIG. 53(B) becomes the new replay winning area. Therefore, the original replay number of 8978 is added to the number of 2000 to make 10978, and the winning probability of the replay is 10978 / 65536 (about 1 / 6), and the number of failures is 0. In other words, during the RBB where there are no misses, the assist function is activated to inform the player of the push order to win the first to third small prizes (9 target small prizes), allowing the player to efficiently win medals. The number of places in the area where RBB and 1-piece small prizes are won at the same time, 2558, is the winning area for 1-piece small prizes only. The rest is the same, so the explanation is omitted.

[0323] When calculating the expected value when the assist function is activated in the internal game, the probability of winning the 1st to 3rd small roles is 51000 / 65536, and the increase is 6 (9 paid out - 3 inserted), so it is 4.67 / game. On the other hand, the probability of winning two cherry roles is 1000 / 65536, and the increase is -1 (2 paid out - 3 inserted), so it is -0.03 / game. The probability of winning one small role is 2558 / 65536, and the increase is -2 (1 paid out - 3 inserted), so it is -0.08 / game. Even if the replay is won, you can play the next game without inserting medals, so there is no change in the expected value. Therefore, if the AT is activated during the internal game and all small symbols including the first to third symbols are won, the average number of coins will increase by approximately 4.56 per game, achieving the highest net increase in coins for a 5th generation machine.

[0324] In the RBB game (see FIG. 54(B)), the biggest difference from the internal game is that the first, second and third small prizes can be won simultaneously, and the number of prizes is 17000. In other words, in the internal game, the winning probability of the first, second and third small prizes, whose winning areas are dispersed, is 51000 / 65536, whereas in the RBB game, the winning areas overlap, so the winning probability is reduced to 1 / 3, 17000 / 65536. Of the remaining number of prizes, 34000 (51000-17000), the number of prizes 30000 and the number of prizes for replays 10978 are misses (non-winners: number of prizes 40978) in the RBB game, and the other number of prizes 4000 are areas where one small prize can be won as an increased role. However, the number of prizes for replays may be set and a lottery may be held. In other words, in the internal game, the winning areas of the first to third small prizes are dispersed, so the target small prizes 1 to 3 with a payout of 9 coins do not win at the same time, whereas in the RBB game, the winning areas of the first to third small prizes coincide (or overlap), so the target small prizes 1 to 3 with a payout of 9 coins win at the same time. This is why the number of game medals decreases or does not increase in the RBB game.

[0325] When calculating the expected number of games until the RBB game ends, the probability of winning the first to third small roles simultaneously is 17000 / 65536, and the number of payouts is 9, so the payout per game is 2.33. The probability of winning two cherry roles is 1000 / 65536, and the number of payouts is 2, so the payout per game is 0.03. The probability of winning one small role is 6558 / 65536, and the number of payouts is 1, so the payout per game is 0.10. The combined payout expectation per game is 2.46 (resulting in a decrease of 0.54 / game). Since the RBB game ends with a payout of over 120 coins, it ends in about 49 games on average, so the calculation is that one RBB game will decrease by 26.4 coins.

[0326] 55 is a conceptual diagram of the winning area of ​​the small role. Note that the winning areas of the RBB and replay roles are omitted.

[0327] The upper diagram in Figure 55(A) shows the winning areas of small roles in the general game and the game inside RBB (see Figure 53(A)), and the lower diagram shows the winning areas of small roles in the RBB game (see Figure 53(A)). If the probability of winning a replay role (replay role) in a general game is a predetermined probability (1 / 7.3), the probability of winning a replay role in a game inside bonus (a symbol display game in which the carryover means carries over the internal winning state of a bonus role) is a high probability higher than the predetermined probability. This game state is called a high probability replay state.

[0328] The random number used for the role selection appears only once in one period in the range of 0 to 65535, and the main control unit 100 extracts one random number at the timing of the start operation. The above diagram shows that the first small role is internally won when the extracted random number is in the range of n1 to n2-1, the second small role is internally won when the extracted random number is in the range of n2 to n3-1, and the third small role is internally won when the extracted random number is in the range of n3 to n4-1. As mentioned above, the first small role to the third small role are each won simultaneously with multiple one-coin small roles and multiple other one-coin small roles to form a push order small role (the same is true for the upper diagrams of Figures 55(B) to (D)). If the push order is correct, the target small role, the bell small role (which looks like a straight line of bell patterns. However, it can also be a V-shape or an inverted V-shape), wins, and if it is incorrect, the one-coin small role and the other one-coin small roles win or lose. In other words, in a symbol display game in which the internal winning state of a bonus role is carried over, the main control unit 100 executes a role selection so that the probability of a replay role being won is higher than a predetermined probability, and so that multiple push order roles are won separately.

[0329] The lower diagram of FIG. 55(A) shows that the first small win is an internal win when the extracted random number value is in the range of n1 to n2-1, and the first and second small wins, the first and third small wins, and all of the first to third small wins are won simultaneously within that range. Then, the main control unit 100 draws using a lottery table that pushes out a plurality of one-coin small wins and a plurality of other one-coin small wins that are not in the range of n1 to n2-1, and that increases the probability of a one-coin small win group winning in the range of n2 to n2+α and losing (not winning) in the range of n2+α+1 to n4, and as a result, the expected value of the number of payouts per game is less than the number of coins inserted per game. In other words, the main control unit 100 controls the bonus game so that the expected value of the increase in medals (game media) in one bonus game is negative.

[0330] As a feature of the present invention, the lottery table used in the bonus game has the same or larger number of small roles compared to the lottery table used in the general game and the RBB internal game, but the latter is designed so that multiple push order small roles are won separately (or dispersedly), whereas the former is drawn so that at least some of the multiple push order small roles are won simultaneously and the probability of not winning is increased. In other words, the latter forms a lottery area where target small roles (small roles for the purpose of winning) do not win simultaneously, whereas the former forms a lottery area where target small roles are won simultaneously and a lottery area where they are not won.

[0331] The lower diagram of Fig. 55(B) shows that the first small win of the push order small win is an internal win when the extracted random number value is in the range of n1 to n2-1, and within that range, the second small win of the first small win and the non-push order small win, the third small win of the first small win and the non-push order small win, and all of the first small win to the third small win are won at the same time. As a result, it is not necessary to push out multiple 1-piece small wins and multiple other 1-piece small wins, and it is possible to make all the areas where the second small win and the third small win were won non-win.

[0332] The lower diagram of Figure 55(C) shows that when the extracted random number value is in the range of n1 to n2-1, the first small prize of the push order small prize is an internal winner, the number of the third small prize is the same, and the first small prize and the second small prize of the push order small prize, the third small prize, and the second small prize are won at the same time. It shows that the α of the push-out part and the miss area are increasing.

[0333] The lower diagram of Figure 55(D) shows that when the extracted random number value is in the range of n1 to n2-1, the first small prize of the push order small prize is internally won, and in some of them the second small prize is won at the same time, and in some of them the third small prize is won at the same time, and in some of the winning areas of the second small prize, the second and third small prizes are won at the same time, and in other areas only the third small prize is won. It shows that the α of the pushed-out part and the miss area are increasing.

[0334] 56 is a conceptual diagram of the winning area of ​​the small role. Note that the winning areas of the RBB and replay roles are omitted.

[0335] The upper diagram of FIG. 56(A) shows the winning area of ​​the small role in the general game and the game inside the RBB (see FIG. 53(A)), and the lower diagram shows the winning area of ​​the small role in the RBB game (see FIG. 53(A)). If the probability of winning the replay role (replay role) in the general game is a predetermined probability (1 / 7.3), the probability of winning the replay role in the game inside the bonus (the symbol display game in which the carryover means carries over the internal winning state of the bonus role) is a high probability higher than the predetermined probability. This game state is called a high probability replay state. The random number value used for the role lottery appears only once in one period in the range of 0 to 65535, and the main control unit 100 extracts one random number value at the timing of the start operation. The upper diagram shows that the first small role is internally won when the extracted random number value is in the range of n1 to n2-1, and the second small role is internally won when the extracted random number value is in the range of n2 to n3-1.

[0336] The lower diagram of FIG. 56(A) shows that the first small win is an internal win when the extracted random number value is in the range of n1 to n2-1, and the first small win, the second small win, and only the first small win are won within that range. Then, the main control unit 100 draws using a lottery table that pushes out a plurality of one-coin small wins and a plurality of other one-coin small wins that are not in the range of n1 to n2-1, and that increases the probability of a one-coin small win group winning in the range of n2 to n2+α and losing (not winning) in the range of n2+α+1 to n3, and as a result, the expected value of the number of payouts per game is less than the number of coins inserted per game. In other words, the main control unit 100 controls the bonus game so that the expected value of the increase in medals (game media) in one bonus game is negative.

[0337] The lower diagram of Figure 56 (B) shows that the first small win of the push order small win is an internal win when the extracted random number value is in the range of n1 to n2-1, and within that range, only the first small win and the second small win and the first small win of the non-push order small win are won. As a result, it is not necessary to push out multiple 1-piece small wins and multiple other 1-piece small wins, and it is possible to make all of the areas where the second small win was won non-winning.

[0338] The lower diagram in Figure 56(C) shows that when the extracted random number value is in the range of n1 to n2-1, the first small win in the push order small win is an internal win, and in some of these the second small win is a simultaneous win, and in some of the winning areas for the second small win, the second small win is a win, and the pushed-out α and losing area increase.

[0339] The lower diagram of Figure 56(D) shows that when the extracted random number value is in the range of n1 to n2-1, the first small prize in the push order small prize is an internal win, and in some of these the second small prize is won at the same time, and in some of the winning areas for the second small prize, the second small prize wins, the pushed-out α increases, and there is no losing area.

[0340] To explain the gaming machine according to the present invention in detail, it is possible to start a game by setting three medals (number of bets) for one game. The drum unit 2 rotates by operating the start lever 9, and the drum unit 2 stops by operating the stop button unit 10, the display result is derived and displayed, and one game ends. Depending on the display result of the drum unit 2, the winning of RBB, small role, or replay role occurs, but it can also be a loss. By operating the start lever 9, it is determined in advance whether or not a winning is allowed by lottery, and a winning flag is set. When a small role wins, a predetermined number of medals are paid out. When an RBB pattern is displayed and a winning is won in a general game or a game inside the RBB, the game state transitions to an RBB game (special game state). The total number of medals paid out in the RBB game is accumulated and counted. In this example, a predetermined number of 120 medals is set for the RBB game, and when it is determined that the total number of medals paid out in the RBB game exceeds 120, the RBB game ends. If the winning RBB does not win, the next game and after will be an RBB internal game, and the RBB internal winning state will be entered. The winning probability of the replay role in the general game is 1 / 7.3 (predetermined probability), but in the RBB internal game, it will be in a high probability replay state (higher than the predetermined probability). The first, second, and third small roles, which are multiple push order small roles, are composite small roles in which the target and hindrance small roles are simultaneously won, but the winning areas of the first to third small roles are all different (or at least partially different). Using this lottery table, it is decided whether or not to allow a win by lottery using a random number. In the lottery table used in the RBB game, at least a part of the winning areas of the first, second, and third small roles are the same, and any of the first, second, and third small roles will be won simultaneously according to the extracted random number value. In terms of design, it is desirable to make the number of 1st to 3rd small wins the same, make all winning areas different in normal games or games inside the RBB, and make all winning areas the same in the RBB game. In the RBB game, the non-winning areas are increased compared to the games inside the RBB, and the expected value of the number of payouts per RBB game is set to be less than the number of coins inserted per game.

[0341] In the RBB game, it is a conventional method to increase the probability of winning (number of placements) of small roles. However, in the case of the present invention, the ratio (number of placements) of small roles that win overall is the same (or may be increased slightly) in the general game, the game inside the RBB, and the RBB game, and the winning area of ​​the composite small role is overlapped in the RBB game to create a non-winning area. In this way, during the period from the start to the end of one RBB game, the main control unit 100 controls the RBB game so that the expected value of the increase in the game medium is negative. Note that, with reference to Figures 54(A) and (B), the ratio of small roles that win overall is, assuming that the first small role is composed of one target small role and a total of four inhibiting small roles 1 to 3, the number of placements is 17000, so the number of placements of the target small role is 17000, the number of placements of the inhibiting small role 1 is 17000, the number of placements of the inhibiting small role 2 is 17000, and the number of placements of the inhibiting small role 3 is 17000, resulting in a total of 68000 placements. If the same is true for the second and third small prizes, the total number of places will be three times as many, 204,000. In the RBB game, the target small prize of the first small prize, the target small prize of the second small prize, and the target small prize of the third small prize will be won at the same time. Also, to prevent the same inhibiting small prize from overlapping in the same lottery area, inhibiting small prizes 1-3 of the first small prize, inhibiting small prizes 1-3 of the second small prize, and inhibiting small prizes 1-3 of the third small prize are won at the same time, and the remaining inhibiting small prizes are pushed out to other lottery areas to be placed.

[0342] FIG. 57 is a diagram showing an example of small win indication identification information.

[0343] FIG. 57(A) shows only one type of bell symbol as the small win indicating identification information. FIG. 57(B) shows three types of bell 1 symbol, bell 2 symbol, and bell 3 symbol as the small win indicating identification information. The small win indicating identification information is identification information for indicating to the player that a small win has been won, and may be one type or more than two types (three types in the case of FIG. 57(B)). The bell 1 symbol to the bell 3 symbol have the same outer shape of the bell symbol based on yellow, but differ in that the color of the ball part is red, blue, or yellow. Therefore, to the player's eyes, they look like the same symbol (also called similar symbols or very similar symbols).

[0344] When the push order bell minor feature (generally a minor feature consisting of a target minor feature and an obstruction minor feature) is an internal win, and the stop button unit 10 is operated in the procedure for winning the target minor feature (for example, in the order of center, right, left), the main control unit 100 stops and displays the symbols that make up the target minor feature on the winning line, and displays the bell symbol (small feature explicit identification information) in a straight line (see Figure 57 (C)). In this figure, the winning line and the line displayed in a straight line are the same, but the line displaying the bell symbol in a straight line may be the upper or lower row, diagonally upward or downward, and may be different from the winning line.

[0345] On the other hand, in Fig. 57(D), when the push order bell minor role is an internal win, and the stop button unit 10 is operated in the procedure for winning the target minor role (for example, in the order of right, left, center), the main control unit 100 stops and displays the Replay 2, Bell 3 and square (blue) symbols that make up the target minor role on the winning line, and also displays the Bell 1, Bell 3 and Bell 1 symbols (minor role identifying information) in a straight line slanting downward to the right (see Fig. 57(D)). In other words, the winning symbols of the target minor role appear scattered, but the Bell minor role identifying information appears aligned in a straight line, so the player does not feel any discomfort.

[0346] FIG. 58 is a diagram showing an example of re-play role specifying identification information.

[0347] FIG. 58(A) shows only one type of replay symbol as the replay role identification information. FIG. 58(B) shows three types of replay 1 symbol, replay 2 symbol, and replay 3 symbol as the replay role identification information. The replay role identification information is an identification information for indicating to the player that the replay role has won, and may be one type or more than one type (three types in the case of FIG. 58(B)). The replay 1 symbol to the replay 3 symbol are based on a light light blue color. The replay 1 symbol and the replay 2 symbol are different in that the character's face direction and the bubble position are different (i.e., the symbol shapes are different). In the replay 1 symbol, the character faces left and the bubble is on the left, while in the replay 2 symbol, the character faces right and the bubble is on the right. The replay 1 symbol and the replay 3 symbol are different in that the color of the Replay character is black or white (i.e., the colors are different). Therefore, to the player's eyes, they appear to be the same symbols (also called similar symbols or very similar symbols).

[0348] When the replay role is an internal win, if the left stop button 10a is operated in the first stop operation (for example, pressing left, center, and right in order, or pressing left, right, center, and right scissors), the main control unit 100 stops and displays the replay pattern on the winning line, and displays the replay pattern (replay role specific identification information) in a straight line (see FIG. 58(C)). In this figure, the winning line and the line displayed in a straight line are the same, but the line displaying the replay pattern in a straight line may be the upper or lower line, diagonally upward or downward, and may be different from the winning line. When the replay role wins, the main control unit 100 lights up the number of inserted coins LED 4a. For example, if the number of coins in the replay role that won is three, the same number of three is turned on. Then, when the start lever 9 is operated, the main control unit 100 starts the next game.

[0349] On the other hand, in Fig. 58(D), when the replay role is an internal win, if the stop button unit 10 is operated in a predetermined operation sequence (the left stop button 10a is operated as the first stop operation, and the left first operation), the main control unit 100 stops and displays a black bar pattern, a square (white) pattern, and a square (blue) pattern on the winning line, and also displays the Replay 3 pattern, the Replay 1 pattern, and the Replay 2 pattern in a straight line on the top row (see Fig. 58(D)). In other words, the winning patterns for the replay role look scattered, but the replay role explicit identification information looks aligned in a straight line, so the player does not feel any discomfort.

[0350] FIG. 59 is a diagram showing an example of re-play role specifying identification information.

[0351] FIG. 59(A) is an example of the winning mode of the so-called bell replay role. When the bell replay role 1 is an internal winner, if the stop button unit 10 is operated in a predetermined operation sequence (the left stop button 10a is operated in the first stop operation, i.e., the left first operation), the main control unit 100 stops and displays a pentagon (white) symbol, a square (white) symbol, and a cherry symbol on the winning line, and displays a bell symbol (which may be any of the bell 1 symbol to the bell 3 symbol) in a straight line on the upper row (see FIG. 59(A)). In other words, the winning symbol of the bell replay role looks scattered, but the small role clear identification information looks aligned in a straight line, so the player feels that a small role has won, even though the replay role has won. Therefore, the main control unit 100 operates a timer to delay the lighting of the number of inserted coins LED 4a, even though the replay role has actually won. For example, the main control unit 100 starts timing (freeze-on) when the bell replay role 1 wins, and lights up the number of inserted coins LED 4a after 20 seconds (predetermined time). On the other hand, if either the max bet button 8 or the start lever 9 is operated during timing, the main control unit 100 stops timing (freeze-off) and lights up the number of inserted coins LED 4a. For example, if the number of coins in the replay role is three, the same number of three is lit up. Then, when the start lever 9 is operated, the main control unit 100 starts the next game. As an effect, when a player who thinks that a small role has been won operates the max bet button 8, the main control unit 100 lights up all of the number of inserted coins LED 4a, making it possible to play the game with the same familiar operation procedure as when a small role is won. In addition, when the external output signal 3 of the external centralized terminal board 170, which indicates that the assist function is activated, is ON, if a left first operation (left center right or left center) results in a bell re-play role and the small role indication identification information aligns in a straight line, the main control unit 100 turns the external output signal 3 OFF and notifies the hall computer that the assist function has been activated.

[0352] When the bell replay role 1 is an internal winner, if the stop button unit 10 is operated in another predetermined operation sequence (the right stop button 10c is operated in the first stop operation, i.e., the right first operation), the main control unit 100 stops and displays the Replay 3 pattern, the Replay 1 pattern, and the Replay 2 pattern on the winning line, and displays similar replay patterns (however, it may be only the same replay pattern) in a straight line in the middle row (see FIG. 59(B)). In particular, if the left stop button 10a is operated in the second stop operation and the center stop button 10b is operated in the third stop operation after the right first operation, the main control unit 100 turns on the external output signal 3 of the external centralized terminal board 170 and outputs an AT signal. This makes it possible to indicate that the assist function has been activated. Although the similar replay patterns are stopped in a straight line in the middle row, they may be stopped diagonally downward or upward.

[0353] When the bell replay role 1 is an internal winner, if the stop button unit 10 is operated in a different predetermined operation sequence (the center stop button 10b is operated in the first stop operation, i.e., the center first operation) and the red 7 symbol is present in the pull-in range, the main control unit 100 stops the red 7 symbol on the winning line. If the left stop button 10a is operated in the second stop operation and the red 7 symbol is present in the pull-in range, the main control unit 100 stops the red 7 symbol on the winning line. If the right stop button 10c is operated in the third stop operation and the red 7 symbol is present in the pull-in range, the main control unit 100 stops the red 7 symbol on the winning line and displays the red 7 symbol in a straight line in the middle row (see FIG. 59(C)). In other words, if the push order is the correct sequence of center left and right and the red 7 symbol is present in the pull-in range, the red 7 replay role can be won. Then, the main control unit 100 turns on the external output signal 1 of the external centralized terminal board 170 and outputs a pseudo BB signal. On the other hand, if the red 7 symbol does not exist in the pull-in range in the third stop operation, any of the bell symbols will be stopped (red 7 symbol, red 7 symbol, bell symbol). In this case, the replay role will also win, but the external output signal 1 of the external centralized terminal board 170 will not be turned on. If the right stop button 10c of the incorrect answer procedure is operated in the second stop operation with the red 7 symbol stopped in the middle row of the middle drum 2b and the red 7 symbol exists in the pull-in range, the main control unit 100 will stop the red 7 symbol on the winning line. However, even if the left stop button 10a is operated in the third stop operation and the red 7 symbol exists in the pull-in range, the main control unit 100 will stop any of the bell symbols (bell symbol, red 7 symbol, red 7 symbol) without stopping the red 7 symbol on the winning line. In this case, the replay symbol wins as well, but the external output signal 1 of the external central terminal board 170 is not turned ON. When the bell replay symbol 1 wins internally, the stop button unit 10 is operated in the middle first position, and if the red 7 symbol does not exist in the pull-in range, the main control unit 100 stops the replay 3 symbol on the winning line. Subsequent stop operations stop and display the replay 2 symbol in the middle row of the left drum 2a and the replay 1 symbol in the middle row of the right drum 2c, and also display similar replay symbols (however, it may be only the same replay symbol) in a straight line in the middle row (see FIG. 59(D)).

[0354] FIG. 60 is a diagram showing an example of re-play role specifying identification information.

[0355] FIG. 60(A) is also an example of the winning mode of the so-called bell replay role. When the bell replay role 2 is an internal win, if the stop button unit 10 is operated in a predetermined operation sequence (the left stop button 10a is operated in the first stop operation, i.e., the left first operation), the main control unit 100 stops and displays a square (white) symbol, a cherry symbol, and a pentagon (blue) symbol on the winning line, and displays a bell symbol (which may be any of the bell 1 symbol to bell 3 symbol) in a straight line at the bottom (see FIG. 60(A)). In other words, the winning symbol of the bell replay role looks scattered, but the small role clear identification information looks aligned in a straight line, so the player feels that a small role has won, even though the replay role has won. Therefore, the main control unit 100 operates a timer to delay the lighting of the number of inserted coins LED 4a, just like the above-mentioned bell replay role 1. For example, the main control unit 100 starts timing when the bell replay role 1 wins, and lights up the LED 4a for the number of inserted coins after a certain time has passed. On the other hand, when either the max bet button 8 or the start lever 9 is operated during timing, the main control unit 100 stops timing and lights up the LED 4a for the number of inserted coins. For example, if the number of coins in the replay role is three, the same number of three is lit up. Then, when the start lever 9 is operated, the main control unit 100 starts the next game. As an effect, when a player who thinks that a small role has been won operates the max bet button 8, the main control unit 100 lights up all the LED 4a for the number of inserted coins, so that the player can play the game with the familiar operation when a small role is won. In addition, when the external output signal 3 is ON, if a left first operation (left center right or left center) results in a bell replay role and the small role explicit identification information aligns in a straight line, the main control unit 100 turns the external output signal 3 OFF and notifies the hall computer that the assist function has been activated.

[0356] When the bell replay role 2 is an internal win, if the stop button unit 10 is operated in another predetermined operation sequence (right first), the main control unit 100 stops and displays the Replay 3, Replay 1, and Replay 2 symbols on the winning line, and displays the similar replay symbols in a straight line in the middle row (see FIG. 60(B)). In particular, if the left stop button 10a is operated as the second stop operation after the right first operation, and the center stop button 10b is operated as the third stop operation, the main control unit 100 turns on the external output signal 3 of the external centralized terminal board 170 and outputs an AT signal. This indicates that the assist function has been activated. Although the similar replay symbols are stopped in a straight line in the middle row, they may be stopped diagonally downward or upward.

[0357] When the bell replay role 2 is an internal winner, if the stop button unit 10 is operated in a different predetermined operation sequence (middle first operation) and a red 7 symbol is present in the pull-in range, the main control unit 100 stops the red 7 symbol on the winning line. If the left stop button 10a is operated in the second stop operation and a blue 7 symbol is present in the pull-in range, the main control unit 100 stops the blue 7 symbol on the winning line. If the right stop button 10c is operated in the third stop operation and a red 7 symbol is present in the pull-in range, the main control unit 100 stops the red 7 symbol on the winning line and displays the 7 symbols (blue 7 symbol, red 7 symbol, red 7 symbol) in a straight line in the middle row (see Figure 60 (C)). In other words, if the push order is the correct middle left and right sequence and the red 7 symbol or blue 7 symbol is present in the pull-in range, the blue 7 replay role can be won. Then, the main control unit 100 turns on the external output signal 2 of the external centralized terminal board 170 and outputs a pseudo RB signal. On the other hand, if the red 7 symbol does not exist in the pull-in range in the third stop operation, any of the bell symbols will be stopped (blue 7 symbol, red 7 symbol, bell symbol). In this case, the replay role will also win, but the external output signal 2 of the external centralized terminal board 170 will not be turned on. If the right stop button 10c of the incorrect answer procedure is operated in the second stop operation with the red 7 symbol stopped in the middle of the middle drum 2b and the red 7 symbol exists in the pull-in range, the main control unit 100 will stop the red 7 symbol on the winning line. However, even if the left stop button 10a is operated in the third stop operation and the blue 7 symbol exists in the pull-in range, the main control unit 100 will stop any of the bell symbols (bell symbol, red 7 symbol, red 7 symbol) without stopping the red 7 symbol on the winning line. In this case, the replay symbol wins as well, but the external output signal 2 of the external central terminal board 170 is not turned ON. When the bell replay symbol 2 wins internally, the stop button unit 10 is operated in the middle first position, and if the red 7 symbol does not exist in the pull-in range, the main control unit 100 stops the replay 3 symbol on the winning line. Subsequent stop operations stop and display the replay 2 symbol in the middle row of the left drum 2a and the replay 1 symbol in the middle row of the right drum 2c, while displaying similar replay symbols (however, it may be only the same replay symbol) in a straight line in the middle row (see FIG. 60(D)).

[0358] Figure 61 shows the arrangement of symbols on the drum.

[0359] A reel band (not shown) bearing a left drum design, a middle drum design and a right drum design respectively is attached to the left drum 2a, the middle drum 2b and the right drum 2c so as to go around the outer periphery of each drum.

[0360] Each reel has 20 different patterns drawn in different arrangements, including sevens (7 patterns), BARs, upper chili patterns, lower chili patterns, red watermelon patterns, green watermelon patterns, blank patterns, bell patterns, blue lip patterns, and white lip patterns, as shown in the figure. The winning line (also called the "effective line") is a single horizontal line in the center, as shown in Figure 51, so its explanation is omitted here.

[0361] Figure 62 is a diagram of the push order minor prizes, and the correct operation procedure is 1st in the middle.

[0362] In the slot machine industry, the push order bell role is generally used as the push order minor role. There are eight types of push order bell roles, Push Order Bell 1a to Push Order Bell 4b, but there is no push order bell role in which the left 1st is the correct operation procedure (however, it may be provided according to the design specifications). The push order bell 1a has the correct operation procedure (the sequence data of the center left and right (213)) stored in the ROM. When the push order bell 1a wins, FR1 (fruit 1 minor role), FR2, FR3, and FR4 are simultaneously internally won (flags are raised), and any of FR1 to FR4 becomes eligible for a prize. FR1 corresponds to the target minor role set for the purpose of winning. The winning symbols of FR1 are a bell symbol on the left drum 2a, a bell symbol on the middle drum 2b, and a bell symbol on the right drum 2c (hereinafter, the explanation will be given in this order of left, middle, and right). When they are displayed on the winning line, nine medals or credits (all of which are "game value") can be won. This bell symbol is a small win indicating identification information with a yellow base (see FIG. 57), and when a win is won, it is displayed in a straight line in the symbol display window. However, instead of one type of bell symbol, multiple bell 1 symbols to bell n symbols with slightly different shapes and colors may be provided as small win indicating identification information.

[0363] The winning symbols for FR2 are red or green watermelon, bell, blue or white lip, and when they appear on the winning line, one medal or other can be won. The winning symbols for FR3 are blue lip, red or upper chili, 7 or green watermelon, and when they appear on the winning line, one medal or other can be won. The winning symbols for FR4 are white lip, 7 or green watermelon, red or lower chili, and when they appear on the winning line, one medal or other can be won. FR2, FR3, and FR4 are inhibitory minor symbols, and are provided for the purpose of inhibiting the winning of the target minor symbols.

[0364] The push order bell 1b is stored in correspondence with the ROM with the correct operation procedure (the sequence data of the center, left, right (213)). When the push order bell 1b wins, FR1, FR2, FR5, and FR6 win internally at the same time, and any of these four small roles can win. The winning symbols of FR1 and FR2, and the number of winning medals are as described above. The winning symbols of FR5 are blue lip symbols, red watermelon symbols or upper chili symbols, red watermelon symbols or lower chili symbols, and when they are displayed on the winning line, one medal or the like can be won. The winning symbols of FR6 are white lip symbols, 7 symbols or green watermelon symbols, 7 symbols or green watermelon symbols, and when they are displayed on the winning line, one medal or the like can be won. FR2, FR5, and FR6 are the hindrance small roles.

[0365] In this way, the push order bell 1 with the same correct operation procedure is provided to prevent players from aiming for a one-coin small prize depending on the stopped symbols. For example, if the left drum 2a has a blue lip symbol and the middle drum 2b has a red watermelon symbol, if there is only the push order bell 1a, the player can intentionally win FR3 by aiming for the 7 symbol or the green watermelon symbol, but because there is FR5 of the push order bell 1b, there is also the possibility of the red watermelon symbol or the lower chili symbol, so the player cannot aim for either.

[0366] The push order bell 2a is stored in correspondence with the ROM with the correct operation procedure (the sequence data of center, right, left (231)). When the push order bell 2a wins, FR1, FR2, FR7 and FR8 are simultaneously internally won, and any of these four small roles can win. The winning symbols of FR1 and FR2, and the number of winning medals are as described above. The winning symbols of FR7 are blue lip symbols, 7 symbols or green watermelon symbols, 7 symbols or green watermelon symbols, and when they are displayed on the winning line, one medal or the like can be won. The winning symbols of FR8 are white lip symbols, red watermelon symbols or upper chili symbols, red watermelon symbols or lower chili symbols, and when they are displayed on the winning line, one medal or the like can be won. FR2, FR7 and FR8 are the hindrance small roles.

[0367] The push order bell 2b is stored in correspondence with the ROM with the correct operation procedure (the sequence data of center, right, left (231)). When the push order bell 2b wins, FR1, FR2, FR9, and FR10 win internally at the same time, and any of these four small roles can win. The winning symbols of FR1 and FR2, and the number of winning medals are as described above. The winning symbols of FR9 are blue lip symbols, 7 symbols or green watermelon symbols, red watermelon symbols, or lower chili symbols, and when they are displayed on the winning line, one medal or the like can be won. The winning symbols of FR10 are white lip symbols, red watermelon symbols, upper chili symbols, 7 symbols, or green watermelon symbols, and when they are displayed on the winning line, one medal or the like can be won. FR2, FR9, and FR10 are the hindrance small roles. The reason for providing the push order bell 2 with the same correct operation procedure is the same as that of the push order bell 1.

[0368] Figure 63 is a diagram of the push order minor prizes, and the correct operation procedure is 1st from the right.

[0369] The push order bell 3a is stored in correspondence with the ROM with the correct operation procedure (order data of right, left, center (312)). When the push order bell 3a wins, FR1, FR11, FR3 and FR4 are simultaneously internally won, and any of these four small roles can win. The only difference between the push order bell 3a and the push order bell 1a is that FR2 has been changed to FR11. The winning symbols of this FR11 are a red watermelon symbol or a green watermelon symbol, a blue lip symbol or a white lip symbol, and a bell symbol, and when it is displayed on the winning line, one medal or the like can be won. F11, FR3 and FR4 are the inhibiting small roles. The rest are the same as the push order bell 1a, so the explanation is omitted (assigned). The differences of the push order bell 3b, the push order bell 4a and the push order bell 4b are similar, so the explanation is omitted (assigned).

[0370] FIG. 64 is a diagram showing the configuration of a replay role.

[0371] In the pachislot industry, a number of different replay 1 to replay n symbols (replay role identification information), generally based on light blue, are displayed in a straight line in the symbol display window to allow the player to recognize the winning of the replay role. However, it does not matter whether the straight line display of the replay role identification information is on the winning line or not. On the other hand, as a winning mode of the special replay role, it is often adopted to display a replay symbol, a replay symbol, a bell symbol or a cherry symbol on the right, etc. in a straight line.

[0372] In this embodiment, normal replay 1 and normal replay 2 are awarded when the left stop button 10a is operated in the first stop operation (left 1st operation, also called a "specific operation") and the replay patterns are displayed in a horizontal line in the center, and bell replay 1 and bell replay 2 are awarded when the left stop button 10a is operated in the first stop operation and the bell pattern (small winnings identification information) is displayed in a horizontal line across the top row or in a downward-right direction.

[0373] When Replay 1 is won, RP1 (REPLAY1 role), RP2, RP3, RP14, and RP15 are simultaneously internally won (flags are raised), and any one of these five REPLAY roles (replay roles) can be won. The winning symbols for RP1 are a blue or white replay symbol on the left drum 2a, a blue or white replay symbol on the middle drum 2b, and a blue or white replay symbol on the right drum 2c (hereinafter, the explanation will be given in this order of left, center, and right). When they are displayed on the winning line, the replay role is won (originally, simply called "replay"), and the next game can be played without inserting game medals, etc. (including the use of game medals for play by operating buttons and other devices related to the storage device). The blue and white replay symbols are replay role identification information (replay role identification information), and when a win is won, they are displayed in a straight line on the center horizontal line of the symbol display window. Normal replay 1 is selected based on a random number extracted by the main control unit 100 in both the initial state (a state in which the replay probability has not changed) and the RT state (high probability replay state) in which the bonus role is internally won.

[0374] The winning symbols for RP2 are a bell symbol on the left, a blue or white lip symbol in the middle, and a seven symbol, red watermelon symbol, or green watermelon symbol on the right. When they are displayed on the winning line, the replay role is won, and a blue or white lip symbol (replay role identification information) is displayed in a straight line on the upper right diagonal line of the symbol display window. The winning symbols for RP3 are a bell symbol on the left, a red or green watermelon symbol in the middle, and a BAR symbol, a lower chili symbol, or a BRK (blank) symbol on the right. When they are displayed on the winning line, the replay role is won, and a blue or white lip symbol (replay role identification information) is displayed in a straight line on the lower horizontal line of the symbol display window.

[0375] The winning symbols of RP14 are a seven symbol on the left, a seven symbol in the middle, and a seven symbol or a BAR symbol on the right. When they are displayed on the winning line, a replay role is won, and a seven symbol, a seven symbol, a seven symbol, or a BAR symbol are displayed in a straight line on the horizontal center line of the symbol display window. As described later, depending on the operation sequence and timing of the stop button unit 10, only the seven symbols, seven symbols, and seven symbols are actually won, and the seven symbols, seven symbols, and BAR symbols are not displayed due to the kicking control by the main control unit 100. The winning symbols of RP15 are a seven symbol or a bell symbol on the left, a seven symbol in the middle, and a bell symbol on the right. When they are displayed on the winning line, a replay role is won, but they are displayed as a barrage (miss) in the symbol display window.

[0376] When the normal replay 2 wins, RP1, RP2, RP14, and RP15 are simultaneously internally won (flags are raised), and any one of these four REPLAY roles can win (the winning symbols are as described above). As described later, only the seven, seven, and BAR symbols actually win in RP14 depending on the operation sequence and timing of the stop button unit 10, and the seven, seven, and seven symbols are not displayed due to the kicking control by the main control unit 100. The main control unit 100 does not draw the normal replay 2 in the initial state, and draws the role based on the extracted random number in the RT state in which the bonus role (RBB or CBB of the role continuous operation device) is internally won. In other words, this means that the normal replay 2 becomes the subject of the lottery on the condition that the high probability replay state is reached.

[0377] When Bell Replay 1 is won, RP1, RP2, RP3, RP4, RP14, and RP15 are simultaneously internally won (flags are raised), and any one of the six REPLAY roles can be won (the winning symbols for RP1, RP2, RP3, RP14, and RP15 are as described above). The winning symbols for RP4 are a blue or white lip symbol on the left, a bell symbol in the middle, and a seven symbol, a red watermelon symbol, or a green watermelon symbol on the right. When they are displayed on the winning line, the replay role is won, and a bell symbol (small role identification information) is displayed in a straight line on the downward diagonal line of the symbol display window to the right. When Bell Replay 1 is won, the main control unit 100 will win RP4, provided that the left stop button 10a is operated in the first stop operation to stop the left drum 2a (specific reel drum) (the second and third stop operations are in any order). On the other hand, when the left stop button 10a is operated in the first stop operation, the main control unit 100 executes stop control so that RP4 is not won. For example, when the right stop button 10c is operated in the first stop operation, any one of RP1 to RP3 is won, and a blue lip symbol or a white lip symbol (replay role explicit identification information) is displayed in a straight line in the symbol display window. When the center stop button 10b is operated in the first stop operation at a timing when the seven symbol can be drawn in, the seven symbol is stopped in the middle. Similarly, when the left stop button 10a is operated in the second stop operation at a timing when the seven symbol can be drawn in, the seven symbol is stopped to the left. And when the right stop button 10c is operated in the third stop operation at a timing when the seven symbol can be drawn in, the seven symbol is stopped to the right, and the seven symbol, seven symbol, seven symbol are displayed in a straight line on the central horizontal line of the symbol display window (RP14 win). However, if the button is pressed at a timing where the BAR symbol can be drawn in but the SEVEN symbol cannot be drawn in (the position of the red watermelon symbol No. 7), the BELL symbol will stop to the right and RP15 will be awarded. In other words, even if the pressing sequence is correct, the SEVEN symbol, SEVEN symbol, and BAR symbol of RP14 will not stop. Also, even if the right stop button 10c is pressed in the second stop operation at a timing where the SEVEN symbol can be drawn in, the BELL symbol will stop without stopping the SEVEN symbol to the right. Therefore, if the pressing sequence is incorrect, RP14 will not be awarded and RP15 will be awarded.The main control unit 100 does not draw a bell replay 1 in the initial state, but draws a role based on the extracted random number in the RT state in which the bonus role is internally won.

[0378] When Bell Replay 2 wins, RP1, RP2, RP3, RP5, RP14, and RP15 simultaneously win internally (flags are raised), and any one of the six REPLAY roles can win (the winning symbols for RP1, RP2, RP3, RP14, and RP15 are as described above). The winning symbols for RP5 are a blue lip symbol or a white lip symbol on the left, a red watermelon symbol or a green watermelon symbol in the middle, and an upper chili symbol or a BRK symbol on the right. When these symbols are displayed on the winning line, the replay role wins, and a bell symbol (small role identification information) is displayed in a straight line on the upper horizontal line of the symbol display window. When Bell Replay 2 wins, the main control unit 100 wins RP5 on the condition that the left stop button 10a is operated in the first stop operation to stop the left drum 2a (specific reel drum) (the second and third stop operations are in any order). On the other hand, when the left stop button 10a is operated in the first stop operation, the main control unit 100 executes stop control so that RP4 is not won. For example, when the right stop button 10c is operated in the first stop operation, any one of RP1 to RP3 is won, and a blue lip symbol or a white lip symbol (replay role explicit identification information) is displayed in a straight line in the symbol display window. When the center stop button 10b is operated in the first stop operation at a timing when the seven symbol can be drawn in, the seven symbol is stopped in the middle. Similarly, when the left stop button 10a is operated in the second stop operation at a timing when the seven symbol can be drawn in, the seven symbol is stopped to the left. And when the right stop button 10c is operated in the third stop operation at a timing when the BAR symbol can be drawn in, the BAR symbol is stopped to the right, and the seven symbol, the seven symbol, and the BAR symbol are displayed in a straight line on the central horizontal line of the symbol display window (RP14 win). However, if the button is operated at a timing when the seven symbol can be drawn in but the bar symbol cannot (blank symbol position of No. 4), the bell symbol will stop to the right and RP15 will win. In other words, even if the pressing order is correct, the seven, seven, and seven symbols of RP14 will not stop. Also, even if the right stop button 10c is operated in the second stop operation at a timing when the bar symbol can be drawn in, the bell symbol will stop without stopping the bar symbol to the right. Therefore, if the pressing order is incorrect, RP14 will not win and RP15 will win.The main control unit 100 does not draw Bell Replay 2 in the initial state, but draws a role based on the extracted random number in the RT state where the bonus role is internally won.

[0379] FIG. 65 is a schematic diagram showing the pattern display state of the window portion in chronological order.

[0380] In the game in the RBB shown in FIG. 53(A), the RBB flag is set, and in the RBB in the high probability replay state (see the shaded area in FIG. 53(A)), the mainstream of recent slot machines is to repeat the normal game in which the game media decreases and the special game in which the game media increases. The reason why the game media decreases in the normal game is because the push order minor role that is internally won is missed. On the other hand, the reason why the game media increases in the special game is because the player receives more payout than the number of coins inserted (3 coins) by instructing (informing) the operation sequence (or operation procedure) that makes the target minor role (for example, the payout range of 8 to 15 coins) of the internally won push order minor role. As a result, the expected value of the increase in the number of coins per game can be about 3 to 4 coins. In addition, the CBB (second-class special feature continuous operation device) may be in an internal winning state, but in this case, for example, when two coins are inserted, two coins are always paid out, and the CBB ends when the predetermined number is exceeded, so there is no increase or decrease in game media during the CBB game. Similarly, in the game inside the RB shown in FIG. 26(C), the RB flag is set, and in the RB in the high probability replay state, a normal game in which game media decreases and a special game in which game media increases may be repeated. The symbol combination of the bonus role (RBB, RB, CBB) will be explained as a BAR symbol on the left, a green watermelon symbol in the middle, and a red watermelon symbol on the right.

[0381] When the push order bell 1a shown in FIG. 62 is selected by random number drawing during a game in which the bonus role is internally selected, the main control unit 100 sets the FR1 flag to the FR4 flag. Therefore, as a result of the internally selected state, the bonus flag and the five FR1 flag to FR4 flag are set. The main control unit 100 controls the small role symbol to be pulled and stopped on the winning line with priority over the bonus symbol. In other words, when the bonus role and the small role symbol are both internally selected at the same time, and both the bonus symbol and the small role symbol can be stopped on the winning line, the main control unit 100 prioritizes stopping the small role symbol on the winning line.

[0382] The main control unit 100 creates a sliding frame number table based on the stored stop control data and the correct operation procedure (the sequence data of the center, left, right, and right (213)) until all the drums of the drum unit 2 rotate at a constant speed. For example, assuming that the center stop button 10b is operated at the first stop when the No. 7 blue lip symbol is located on the winning line, the reel is slid 4 frames and the No. 3 bell symbol is stopped on the winning line. Naturally, if the No. 6 blank symbol is operated at the winning line, the reel is slid 3 frames, the No. 5 blue lip symbol is slid 2 frames, the No. 4 green watermelon symbol is slid 1 frame, and the No. 3 bell symbol is slid 0 frames. In this way, the number of sliding frames to move the reel is calculated in advance for all operation positions (total of 60 frame positions), and the reel is moved and stopped immediately after the stop operation.

[0383] When all drums of the drum unit 2 are rotating (see FIG. 65(A)), and the player operates the middle stop button 10b at the first stop (see FIG. 65(B)), the main control unit 100 controls the middle drum 2b to stop based on the sliding frame number data, and stops the common bell symbol of FR1 and FR2 on the winning line (see FIG. 65(C)). In this case, since it is the correct operation procedure, it indicates that when the blue lip symbol of No. 7 is operated on the winning line, it slides four frames and stops the bell symbol of No. 3 on the winning line. In this state, both FR1 and FR2 have the possibility of winning, but neither FR3 nor FR4 can win.

[0384] When the player operates the left stop button 10a at the second stop (see FIG. 65(D)), the main control unit 100 controls the left drum 2a to stop based on the sliding frame number data, and stops the bell symbol in FR1 on the winning line (see FIG. 65(E)). In this case, since the operation procedure is correct, when the No. 12 upper chip symbol is operated on the winning line, it slides two frames and stops the No. 10 bell symbol on the winning line, indicating that FR1, a minor role with a large payout amount, is in a ready state. When the player operates the right stop button 10c at the third stop, the main control unit 100 controls the right drum 2c to stop based on the sliding frame number data, and stops the bell symbol in FR1 on the winning line (see FIG. 65(F)). In this case, only FR1 can win (FR2 cannot win), but bell symbols are arranged at 4-frame intervals (or within 0-4 frame intervals) on the right drum 2c, and any bell symbol can be stopped on the winning line (for example, bell symbol No. 8), so FR1 will always win. Therefore, when the target small role (FR1) of the push order bell 1a wins, the bell symbol (small role indicating identification information) is displayed in a straight line in the symbol display window. However, instead of one type of bell symbol, multiple bell 1 symbols to bell n symbols with slightly changed shapes and colors may be provided as small role indicating identification information. In addition, the small role indicating identification information does not necessarily have to be stopped on the winning line, and the bell symbol may be displayed in a straight line in the symbol display window even on a non-winning line.

[0385] FIG. 66 is a schematic diagram showing the pattern display state of the window portion in chronological order.

[0386] Figures 66(A) to 66(C) are exactly the same as Figures 65(A) to 65(C), so the explanation will be used. When the player operates the right stop button 10c at the second stop (see Figure 66(D)), the main control unit 100 controls the right drum 2c to stop based on the sliding frame number data, and stops the blue lip symbol or white lip symbol of FR2 on the winning line (see Figure 66(E)). In this case, since the operation procedure is incorrect, when the No. 9 upper chip symbol is operated on the winning line, it slides three frames and stops the No. 6 white lip symbol on the winning line, and FR2, a small role with a small number of payouts but a large number of pattern combinations, is in a ready state. When the player operates the left stop button 10a at the third stop, the main control unit 100 controls the stop of the left drum 2a based on the slip frame number data, and stops the blue lip symbol or white lip symbol of FR2 on the winning line (see FIG. 66(F)). In this case, only FR2 can win (FR1 cannot win), but since the blue lip symbols or white lip symbols are arranged at 4 frame intervals (or within 0 to 4 frame intervals) on the left drum 2a, and any of the blue lip symbols or white lip symbols can be stopped on the winning line (for example, the No. 1 blue lip symbol), FR2 will always win. Therefore, FR2 can be said to be a minor role (second obstructing minor role) intended to obstruct the winning of FR1 when the first stop operation is correct and the second stop operation is incorrect. It is possible to make FR2 miss with a probability of 1 / 2 to 1 / 4, but the small winning symbols that are simultaneously won become mischievously complicated, and even if it wins, it will only be one coin, so it does not have much effect on the payout rate. Therefore, the system is designed so that FR2 will always win, even if the second stop is an incorrect operation.

[0387] FIG. 67 is a schematic diagram showing the pattern display state of the window portion in chronological order.

[0388] FIG. 67(A) is in exactly the same state as FIG. 65(A), so the same explanation will be used.

[0389] When all the drums of the drum unit 2 are rotating (see FIG. 67(A)), and the player operates the left stop button 10a at the first stop (see FIG. 67(B)), the main control unit 100 controls the stop of the left drum 2a based on the sliding frame number data, and stops either the blue lip symbol of FR3 or the white lip symbol of FR4 on the winning line. In this case, since it is an incorrect operation procedure, when the red watermelon symbol of No. 4 is operated on the winning line, it slides three frames and stops the blue lip symbol of No. 1 of FR3 on the winning line (see FIG. 67(C)). This is because the combination symbol of FR3, which has a small number of payouts but a large number of symbol combinations, is drawn in preferentially, and at this point, only FR3 has the possibility of winning (FR1, FR2, and FR4 are in a state where they cannot win). In addition, it is possible to slide 4 frames to stop the bell symbol No. 20 of FR1 on the winning line, but FR3 prevents FR1 from winning. If the operation timing is different, the white lip symbol of FR4 will stop on the winning line, so only FR4 will have the possibility of winning. Therefore, FR3 and FR4 can be said to be small roles (first inhibition small roles) that are intended to prevent FR1 from winning when the first stopping operation is incorrect. FR3 wins if the red watermelon symbol or upper chili symbol stops on the middle drum 2b, and the seven symbol or green watermelon symbol stops on the right drum 2c, but the probability of stopping is 1 / 2 for the middle drum 2b and 1 / 2 for the right drum 2c, so FR3 only wins with a 1 / 4 probability. Similarly, for FR4 to win, a seven or green watermelon symbol must stop on the middle drum 2b, and a red watermelon or bottom chili symbol must stop on the right drum 2c. However, the probability of these symbols stopping is 1 / 2 for the middle drum 2b and 1 / 2 for the right drum 2c, so FR3 only has a 1 / 4 chance of winning.

[0390] When the player operates the center stop button 10b at the second stop, the main control unit 100 controls the center drum 2b to stop based on the sliding frame number data, and stops the red watermelon symbol or the bottom chili symbol of FR3 on the winning line with a probability of 1 / 2 (see FIG. 67(D). In this example, the red watermelon symbol). On the other hand, since the red watermelon symbol and the bottom chili symbol of FR3 cannot be stopped on the winning line with a probability of 1 / 2, they are stopped with a small mark (see FIG. 67(F)). When the player operates the right stop button 10c at the third stop in the state of FIG. 67(D), the main control unit 100 controls the right drum 2c to stop based on the sliding frame number data, and stops the seven symbol or the green watermelon symbol of FR3 on the winning line with a probability of 1 / 2, and FR3 wins (see FIG. 67(E). In this example, the seven symbol). In other words, if the push order minor prize is an internal prize, if the left stop button 10a is operated in the first stop operation, the probability of winning one minor prize is only 1 / 4, so it is possible to consume game media. If the player stops any drum other than the left drum 2a (specific reel drum) in the first stop operation, a large penalty is imposed, such as not holding a lottery to play a specific game (for example, an assist game) and not adding the consumed games to the ceiling game number. Even if the player operates the stop button section 10 in the order of right, center, left, knowing that he or she will be penalized, the game media will end up being reduced.

[0391] FIG. 68 is a schematic diagram showing the pattern display state of the window portion in chronological order.

[0392] FIG. 68(A) shows exactly the same state as FIG. 65(A), so the explanation will be used here.

[0393] When all the drums of the drum unit 2 are rotating (see FIG. 68(A)), and the player operates the right stop button 10c at the first stop (see FIG. 68(B)), the main control unit 100 controls the stop of the right drum 2c based on the sliding frame number data, and stops either the seven symbol or the green watermelon symbol of FR3, or the red watermelon symbol or the bottom chili symbol of FR4 on the winning line. In this case, since it is an incorrect operation procedure, when the white lip symbol of No. 11 is operated on the winning line, it slides one frame and stops the bottom chili symbol of No. 10 of FR3 on the winning line (see FIG. 68(C)). This is because the combination symbol of FR4, which has a small number of payouts but a large number of symbol combinations, is drawn in preferentially, and at this point, only FR4 has the possibility of winning (FR1, FR2, and FR3 are in a state where they cannot win). In addition, it is possible to stop the No. 8 bell symbol of FR1 on the winning line by sliding three frames, but FR4 prevents FR1 from winning. If the operation timing is different, the red watermelon symbol of FR4 or the seven symbol or green watermelon symbol of FR3 will stop on the winning line, so in any case, only FR3 or FR4 can win. Therefore, FR3 and FR4 can be said to be small roles (first inhibition small roles) that are intended to prevent FR1 from winning when the first stopping operation is incorrect. FR4 wins only when the white lip symbol stops on the left drum 2a and the seven symbol or green watermelon symbol stops on the middle drum 2b, so it only wins with a certain probability (in other words, FR3 may miss out).

[0394] When the player operates the center stop button 10b at the second stop, the main control unit 100 controls the center drum 2b to stop based on the sliding frame number data, and stops the seven symbol or green watermelon symbol of FR4 on the winning line with a probability of 1 / 2 (see Figure 68(D) (green watermelon symbol in this example). On the other hand, since the seven symbol and green watermelon symbol of FR4 cannot be stopped on the winning line with a probability of 1 / 2, they are stopped with a spurt (see Figure 68(F)). When the player operates the left stop button 10a at the third stop in the state of Figure 68(D), the main control unit 100 controls the left drum 2a to stop based on the sliding frame number data, and stops the white lip symbol of FR4 on the winning line with a probability of 3 / 4, and FR4 wins (see Figure 68(E)). In other words, when the push order minor prize is internally won, if the right stop button 10c is operated in the first stop operation, one small prize will only be won with a certain probability (low probability), so it is possible to consume the game media. Note that the main control unit 100 performs the same stop control for the other seven push order bells (push order bell 1b to push order bell 4b), so the explanation will be omitted.

[0395] FIG. 69 is a schematic diagram showing the pattern display state of the window portion in chronological order.

[0396] Normal Replay 1 is the subject of a lottery in both the normal game and the game inside the RBB shown in Figure 53 (A). On the other hand, Normal Replay 2, Bell Replay 1, and Bell Replay 2 are the subject of a lottery in the game inside the RBB, but are not drawn in the normal game. In other words, all replay roles are drawn by random numbers for the first time in the game inside the RBB (see the shaded area in Figure 53 (A)) when the RBB flag is set and the high probability replay state is entered. Basically, the player repeats normal play and special play in which the assist function is activated in the game state inside the RBB, but the internally won RBB wins when it is the only win or when it is in the only win state, and if you aim for the BAR symbol on the left, the green watermelon symbol in the middle, and the red watermelon symbol on the right, you will win, but this state is very rare, and not only is a penalty given if you win with the RBB, but in the bonus game the medals decrease or remain the same (they neither increase nor decrease), so you do not dare to let the RBB win. Also, even if you retype the stage setting value, the state inside the RBB is maintained, so the player plays the game in this game state.

[0397] When the normal replay 1 shown in FIG. 64 is won by random number drawing during a game in which the bonus role is internally won, the main control unit 100 sets flags RP1 to RP3, RP14, and RP15. Therefore, as the internal winning state, six flags, RP1 to RP3, RP14, and RP15, are set. Note that the main control unit 100 controls the replay symbol to be pulled onto the winning line and stopped in priority to the bonus symbol, and one of the replay symbols always wins, so the bonus role will not win when the replay role is won.

[0398] The main control unit 100 creates a sliding frame number table based on the stored stop control data, operation procedure, and operation position (operation timing) until all the drums of the drum unit 2 rotate at a constant speed. For example, assuming that the center stop button 10b is operated at the first stop when the No. 15 bell symbol is located on the winning line, the reel is slid 4 frames and the No. 11 white lip symbol is stopped on the winning line. Naturally, when the No. 14 red watermelon symbol is operated at the winning line, the reel is slid 3 frames, when the No. 13 lower chili symbol is slid 2 frames, when the No. 12 upper chili symbol is slid 1 frame, and when the No. 11 white lip symbol is slid 0 frames. In this way, the number of sliding frames to move the reel is calculated in advance for all operation positions (total of 60 frame positions), and the reel is moved and stopped immediately after the stop operation.

[0399] When all the drums of the drum unit 2 are rotating (see FIG. 69(A)), and the player operates the left stop button 10a at the first stop (operating according to a predetermined operation procedure or left 1st operation) (see FIG. 69(B)), the main control unit 100 controls the stop of the left drum 2a based on the sliding frame number data, and stops either the blue lip symbol or the white lip symbol of RP1 on the winning line. In this case, when the first stop operation is the left stop button 10a (left 1st) and the No. 15 bell symbol is operated on the winning line, it slides 4 frames and stops the No. 11 white lip symbol of RP1 on the winning line (see FIG. 69(C)). This is because the main control unit 100 is programmed to perform the stop control so that RP1 wins when the first stop operation is the left stop button 10a and the left drum 2a stops first. At this point, only RP1 can win.

[0400] When the player operates the center stop button 10b at the second stop, the main control unit 100 controls the center drum 2b to stop based on the sliding frame number data, and stops either the blue lip symbol or the white lip symbol of RP1 on the winning line. In this case, the state in which the No. 10 blue lip symbol is stopped is shown (see FIG. 69(D)). When the right stop button 10c is operated at the third stop after that, the main control unit 100 controls the right drum 2c to stop based on the sliding frame number data, and stops either the blue lip symbol or the white lip symbol of RP1 on the winning line. In this case, the state in which the No. 1 blue lip symbol is stopped is shown, and when RP1 wins, the replay role indicating identification information (replay role indicating identification information) is displayed in a straight line on the central horizontal line of the symbol display window (see FIG. 69(E)). Figure 69(F) shows the case where the player operates the right stop button 10c (scissor press) at the second stop and the reels stop in the same manner. When RP1 is won, the replay role identification information is displayed in a straight line along the central horizontal line of the pattern display window (see Figure 69(E)).

[0401] FIG. 70 is a schematic diagram showing the pattern display state of the window portion in time series.

[0402] FIG. 70(A) shows exactly the same state as FIG. 69(A), so the explanation will be used here.

[0403] When the player operates the center stop button 10b (operated with a specific operation procedure) at the timing when the No. 2 Seven symbol can be pulled in at the first stop (see FIG. 70(B)), the main control unit 100 controls the center drum 2b to stop based on the sliding frame number data, and stops the Seven symbol common to RP14 and RP15 on the winning line (see FIG. 70(C)). When the player operates the left stop button 10a (operated with a specific operation procedure, left 2nd) at the timing when the No. 2 Seven symbol can be pulled in at the second stop, the main control unit 100 controls the center drum 2b to stop based on the sliding frame number data, and stops the Seven symbol common to RP14 and RP15 on the winning line (see FIG. 70(D)). When the player operates the right stop button 10c at the third stop (operated according to a predetermined operation procedure, right 3rd) at a timing when the No. 2 seven symbol can be drawn in, the main control unit 100 controls the stop of the center drum 2b based on the slip frame number data, stops the seven symbol of RP14 on the winning line, and wins RP14 (see FIG. 70(E)). However, when the third stop operation is performed at a timing when the seven symbol cannot be drawn in, the bell symbol is stopped on the winning line, and RP15 is won (not shown). On the other hand, when the left 2nd operation is performed at a timing when the seven symbol cannot be drawn in in the state of FIG. 70(C), the bell symbol of RP15 is stopped on the winning line (see FIG. 70(F)). In the state of FIG. 70(D), even if the right 3rd button is operated at the timing when the BAR symbol No. 5 or No. 20 can be drawn, the main control unit 100 does not stop the BAR symbol of RP14 on the winning line, but stops the bell symbol of No. 3, etc. on the winning line. In other words, in the case of normal replay 1, if a specific operation sequence (in the order of center left and right) is performed and the SEVEN symbol can be drawn, three SEVEN symbols are displayed in a straight line and RP14 wins, while even if the BAR symbol can be drawn in at the third stop, RP14 does not win, and RP15 wins. In addition, if the player operates the center stop button 10b at the first stop at the timing when the SEVEN symbol of No. 2 cannot be drawn, the main control unit 100 controls the stop of the center drum 2b based on the sliding frame number data, and stops either the blue lip symbol or the white lip symbol on the winning line (not shown).In the subsequent operation, either RP1 or RP2 wins, and a blue lip symbol or a white lip symbol (replay role identification information) is displayed in a straight line in the middle of the symbol display window or in a straight line diagonally upward to the upper right (not shown). Also, when the right 2nd operation is performed in the state of Fig. 70(C), the bell symbol stops, and the bell symbol stops with the third stop operation, and RP15 wins (the stop display mode is "bell symbol, seven symbol, bell symbol").

[0404] FIG. 71 is a schematic diagram showing the pattern display state of the window portion in chronological order.

[0405] FIG. 71(A) shows exactly the same state as FIG. 69(A), so the explanation will be used here.

[0406] When the player operates the right stop button 10c at the first stop when the No. 10 bottom-spinning symbol is ready to be pulled in (see FIG. 71(B)), the main control unit 100 controls the right drum 2c to stop based on the sliding frame count data, causing the bottom-spinning symbol of RP3 to stop on the winning line (see FIG. 71(C)). In this state, it is no longer possible to win anything other than RP3. When the player operates the middle stop button 10b at the second stop when the No. 12 bottom-spinning symbol is in the upper row, the main control unit 100 controls the middle drum 2b to stop based on the sliding frame count data, causing the No. 9 red watermelon symbol to slide four frames and stop on the winning line (see FIG. 71(D)). Furthermore, if the player operates the left stop button 10a at the third stop when the No. 13 lower chip symbol is located at the top, the left drum 2a is stopped and controlled based on the sliding frame number data, and the No. 10 bell symbol is slid four frames and stopped on the winning line. When RP3 wins, a blue replay symbol or a white replay symbol (replay role identification information) is displayed in a horizontal line at the bottom of the symbol display window (see Figure 71 (E)). Figure 71 (F) shows the case where the player operates the left stop button 10a at the same timing at the second stop, and in either case, RP3 always wins.

[0407] Description of normal replay 2 (not shown): When the normal replay 2 shown in FIG. 64 is won by random number drawing during a game in which the bonus role is internally won, the main control unit 100 sets the RP1, RP2, RP14, and RP15 flags. Therefore, as the internal winning state, five flags, namely the bonus flag, RP1, RP2, RP14, and RP15 flags, are set. Note that the main control unit 100 controls the replay symbol to be pulled onto the winning line and stopped in priority to the bonus symbol, and one of the replay symbols always wins, so the bonus role will not win when the replay role is won.

[0408] When the player operates the left stop button 10a at the first stop (by pressing in order or scissoring), the main control unit 100 controls the stop of the left drum 2a based on the sliding frame number data, stops either the blue lip symbol or the white lip symbol of RP1 on the winning line, and makes RP1 win with the subsequent stop operation. If the player operates aiming for the seven symbol on the middle 1st, the seven symbol on the left 2nd, and the BAR symbol on the right 3rd, RP14 wins, and (seven symbol, seven symbol, BAR symbol) are displayed on the central horizontal line of the symbol display window. If they are missed, the other symbols RP15 or RP1 win. If the player operates the right 1st stop operation, RP2 wins, and the replay role identification information (replay role identification information) is displayed in a straight line on the right diagonal upward line of the symbol display window.

[0409] FIG. 72 is a schematic diagram showing the pattern display state of the window portion in time series.

[0410] When the bell replay 1 shown in FIG. 64 is won by random number drawing during a game in which the bonus role is internally won, the main control unit 100 sets flags RP1 to RP4, RP14, and RP15. Therefore, as the internal winning state, seven flags, RP1 to RP4, RP14, and RP15, are set. Note that the main control unit 100 controls the replay symbol to be pulled onto the winning line and stopped in preference to the bonus symbol, and one of the replay symbols always wins, so the bonus role will not win when the replay role is won.

[0411] When the player operates the left stop button 10a at the first stop (operating according to a predetermined operation procedure or left 1st operation) (see FIG. 72(B)), the main control unit 100 controls the stop of the left drum 2a based on the sliding frame number data, and stops either the blue lip pattern or the white lip pattern, which are common to RP1 and RP4, on the winning line. In this case, when the first stop operation is the left stop button 10a (left 1st) and the No. 15 bell pattern is operated on the winning line, it slides 4 frames and stops the No. 11 white lip pattern of RP1 and RP4 on the winning line (see FIG. 72(C)). This is because the main control unit 100 is programmed to stop either the blue lip pattern or the white lip pattern on the winning line when the first stop operation is the left stop button 10a and the left drum 2a stops first.

[0412] When the player operates the center stop button 10b at the second stop, the main control unit 100 controls the center drum 2b to stop based on the sliding frame number data, and stops the bell symbol of RP4 on the winning line. In this case, the state where the No. 8 bell symbol has stopped is shown (see FIG. 72(D)). This is because the main control unit 100 is programmed to give priority to other replay symbols and make RP4 win when the first stop operation is the left stop button 10a (sequential push or scissor push). At this point, only RP4 can win. When the right stop button 10c is operated at the third stop after that, the right drum 2c is controlled to stop based on the sliding frame number data, and either the seven symbol, red watermelon symbol, or green watermelon symbol of RP4 is stopped on the winning line. In this case, the state where the No. 2 seven symbol has stopped is shown, and when RP4 wins, the small winning symbol identification information is displayed in a straight line on the right downward diagonal line of the symbol display window (see FIG. 72(E)). Figure 72(F) shows the case where the player operates the right stop button 10c (scissor press operation) at the second stop, and the RP4 symbol is stopped preferentially, as in the case of sequential pressing. When RP4 is won, a bell symbol (small winnings identification information) is displayed in a straight line in the symbol display window (see Figure 72(E)).

[0413] FIG. 73 is a schematic diagram showing the pattern display state of the window portion in time series.

[0414] FIG. 73(A) is in exactly the same state as FIG. 72(A), so the explanation will be used here.

[0415] When the player operates the center stop button 10b (operated with a specific operation procedure) at the timing when the No. 2 Seven symbol can be drawn in at the first stop (see FIG. 73(B)), the main control unit 100 controls the center drum 2b to stop based on the sliding frame number data, and stops the Seven symbol common to RP14 and RP15 on the winning line (see FIG. 73(C)). When the player operates the left stop button 10a (operated with a specific operation procedure, left 2nd) at the timing when the No. 2 Seven symbol can be drawn in at the second stop, the main control unit 100 controls the center drum 2b to stop based on the sliding frame number data, and stops the Seven symbol common to RP14 and RP15 on the winning line (see FIG. 73(D)). When the player operates the right stop button 10c at the third stop (operated according to a predetermined operation procedure, right 3rd) at a timing when the No. 2 seven symbol can be drawn in, the main control unit 100 controls the stop of the center drum 2b based on the slip frame number data, stops the seven symbol of RP14 on the winning line, and wins RP14 (see FIG. 73(E)). However, when the third stop operation is performed at a timing when the seven symbol cannot be drawn in, the bell symbol is stopped on the winning line, and RP15 is won (not shown). On the other hand, when the left 2nd operation is performed at a timing when the seven symbol cannot be drawn in in the state of FIG. 73(C), the bell symbol of RP15 is stopped on the winning line (see FIG. 73(F)). In the state of FIG. 73(D), even if the right 3rd button is operated at the timing when the BAR symbol No. 5 or No. 20 can be drawn, the main control unit 100 does not stop the BAR symbol of RP14 on the winning line, but stops the bell symbol of No. 3, etc. on the winning line. In other words, in the case of bell replay 1, if a specific operation sequence (in the order of center left and right) is performed and the seven symbol can be drawn, three seven symbols are displayed in a straight line and RP14 wins, while even if the BAR symbol can be drawn in at the third stop, RP14 does not win, and RP15 wins. In addition, if the player operates the center stop button 10b at the first stop at a timing when the seven symbol of No. 2 cannot be drawn, the main control unit 100 controls the stop of the center drum 2b based on the sliding frame number data, and stops either the blue lip symbol or the white lip symbol on the winning line (not shown).In the subsequent operation, either RP1 or RP2 wins, and a blue lip symbol or a white lip symbol (replay role identification information) is displayed in a straight line in the middle row of the symbol display window or in a straight line diagonally upward to the upper right (not shown). Also, when the right 2nd operation is performed in the state of Fig. 73(C), the bell symbol stops, and the bell symbol stops with the third stop operation, and RP15 wins (the stop display mode is "bell symbol, seven symbol, bell symbol").

[0416] FIG. 74 is a schematic diagram showing the pattern display state of the window portion in chronological order.

[0417] FIG. 74(A) is in exactly the same state as FIG. 72(A), so the explanation will be used here.

[0418] When the player operates the right stop button 10c at the timing when the blank symbol No. 14 is located on the winning line at the first stop (see FIG. 74(B)), the main control unit 100 controls the right drum 2c to stop based on the sliding frame number data, and stops the red watermelon symbol of RP2 on the winning line (see FIG. 74(C)). In this state, the white lip symbol stops at the top, and it is already impossible to win except for RP2 or RP4. When the player operates the middle stop button 10b at the second stop when the upper chili symbol of No. 11 is located on the winning line, the main control unit 100 controls the middle drum 2b to stop based on the sliding frame number data, and slides four frames to stop the blue lip symbol of No. 7 on the winning line (see FIG. 74(D)). In this case, it is possible to stop the blue lip symbol of No. 10, but the stop control is performed so that the amount of sliding is intentionally increased. In this state, the replay symbol is ready, but it is already impossible to win anything other than RP2. Furthermore, if the player operates the left stop button 10a at the third stop when the red watermelon symbol No. 14 is located on the winning line, the left drum 2a is stopped and controlled based on the sliding frame number data, and the bell symbol No. 10 is stopped on the winning line after sliding four frames. When RP2 wins, a blue replay symbol or a white replay symbol (replay role identification information) is displayed in a straight line diagonally upward to the right in the symbol display window (see Figure 74(E)). Figure 74(F) shows the case where the player operates the left stop button 10a at the second stop with the same timing, and RP2 always wins in either case. However, depending on the timing of operation of the right stop button 10c, RP1 (see Figure 69 (E)) or RP3 (see Figure 71 (E)) will be won, and a blue replay pattern or a white replay pattern (replay role identification information) will be displayed in a straight line in the pattern display window.

[0419] FIG. 75 is a schematic diagram showing the pattern display state of the window portion in time series.

[0420] When the bell replay 2 shown in FIG. 64 is won by random number drawing during a game in which the bonus role is internally won, the main control unit 100 sets the RP1 to RP3, RP5, RP14 and RP15 flags. Therefore, as the internal winning state, seven flags, namely the bonus flag, RP1 to RP3, RP5, RP14 and RP15 flags, are set. Note that the main control unit 100 controls the replay symbol to be pulled onto the winning line and stopped in preference to the bonus symbol, and one of the replay symbols always wins, so the bonus role will not win when the replay role is won.

[0421] The main control unit 100 creates a sliding frame number table based on the stored stop control data, operation procedure, and operation position (operation timing) until all the drums of the drum unit 2 rotate at a constant speed, similar to the bell replay 1. When the player operates the left stop button 10a at the first stop (operation by a predetermined operation procedure or left 1st operation) (see FIG. 75(B)) while all the drums of the drum unit 2 are rotating (see FIG. 75(A)), the main control unit 100 controls the stop of the left drum 2a based on the sliding frame number data, and stops either the blue lip pattern or the white lip pattern on the winning line (the bell pattern is displayed in the upper row). In this case, when the first stop operation is the left stop button 10a (left 1st) and the No. 15 bell pattern is operated on the winning line, it slides 4 frames and stops the No. 11 white lip pattern of RP1 on the winning line (see FIG. 75(C)). This is because the main control unit 100 is programmed to perform stop control so that RP5 will be won when the first stop operation is the left stop button 10a and the left drum 2a is stopped first. At this point, only RP1 or RP5 can be won, but as described later, the left 1st operation is stopped so that RP1 will not be won.

[0422] When the player operates the center stop button 10b at the second stop, the main control unit 100 controls the center drum 2b to stop based on the sliding frame number data, and stops either the red watermelon symbol or the green watermelon symbol of RP5 on the winning line. In this case, the red watermelon symbol No. 9 is stopped (see FIG. 75(D)). When the right stop button 10c is operated at the third stop, the main control unit 100 controls the right drum 2c to stop based on the sliding frame number data, and stops either the upper chip symbol or the blank symbol of RP5 on the winning line. In this case, the blank symbol No. 4 is stopped, and when RP5 wins, the bell symbol (small prize identification information) is displayed in a straight line on the upper row of the symbol display window (see FIG. 75(E)). Figure 75(F) shows the case where the player operates the right stop button 10c (scissor press operation) at the second stop and the reel stops in the same manner. When RP5 is won, a bell pattern (small winnings identification information) is displayed in a straight line along the top horizontal line of the pattern display window (see Figure 75(E)).

[0423] When Bell Replay 2 is an internal winner and the player operates to aim for a Seven symbol on the middle 1st, a Seven symbol on the left 2nd, and a BAR symbol on the right 3rd, the main control unit 100 wins RP14 and displays (Seven symbol, Seven symbol, BAR symbol) on the central horizontal line of the symbol display window, while even if the right 3rd is operated at the timing when the No. 2 Seven R symbol is drawn in, the seven symbol of RP14 is not stopped on the winning line, but the bell symbol of No. 3 etc. is stopped on the winning line. If it is missed, the other symbols RP15 (Seven symbol, Seven symbol, Bell symbol), RP1, or RP2 win. If the right 1st stop operation is performed, RP3 wins and the replay role identification information (replay role identification information) is displayed in a straight line on the symbol display window. When Bell Replay 2 or Bell Replay 1 is internally won during AT (special game in which the assist function is activated), the right 1st stop operation sequence (right-left-center or right-center-left) is notified so that the bell pattern (small role identification information) is not displayed in a straight line. This solves the problem that the bell pattern (small role identification information) is displayed in a straight line even though no medals are paid out, and does not give the player a sense of incongruity. In other words, the feature of the present invention is that when Bell Replay is internally won, the bell pattern (small role identification information) is displayed in a straight line in the left 1st in the pattern display window, while the bell pattern is not displayed in a straight line in the pattern display window except for the left 1st. In addition, the replay role identification information (replay role identification information) can be displayed in a straight line in both the middle 1st and the right 1st in the pattern display window.

[0424] Figure 76 is a flowchart showing the processing procedure up to the start of ART.

[0425] The player plays (regular game and special game. If the push order role is internally won during the special game, the player is notified of the winning operation procedure that is advantageous to the player.) in a high probability replay state in which the bonus role (RBB or CBB) described in Fig. 53(A) is internally won. On the other hand, it is not assumed that the player will actually win the bonus role at the game hall and play the bonus game (RBB game or CBB game), and since it is a penalty state in terms of the game, the explanation will be omitted.

[0426] When the power is turned on and the stage is set and the normal game starts (in the figure, "Game Start"), the sub-control unit 160 determines by lottery whether the mode is the normal mode (step S500) or the high probability mode (step S510). When the specific trigger role is internally won in the role lottery by the random number performed by the main control unit 100 in step S520, the sub-control unit 160 executes a lottery for an AT (assist time, third bonus or pseudo bonus). If the AT lottery is not won in step S522, the sub-control unit 160 performs a mode transition lottery in step S524 and transitions to step S500 or step S510. For example, when a rare small role (cherry, watermelon, chance eye, etc.) is won as a specific trigger role, a lottery for transition to the high probability mode is held, while when a replay is won, a lottery for transition to the normal mode is held. In this high probability mode, the sub-control unit 160 selects one of a number of lottery tables with different AT winning probabilities, and makes the AT win at a high probability of about 10 to 100 times higher than in the normal mode. As a relief measure, the AT is forcibly won even if the number of games played reaches the ceiling number of games.

[0427] In this normal game, when an operation other than the left 1st operation is performed, the sub-controller 160 generates a warning sound, buzzing, to inform the player that it is a penalty operation. When the push order minor role is internally won, this penalty operation is executed, and when a "target minor role" that constitutes a push order minor role that should not win is won, a large penalty such as not holding an AT lottery for a predetermined number of games is given. In that case, even if a rare minor role is drawn during the penalty period, the AT lottery cannot be received, and no benefit in the game can be obtained, so the player performs the left 1st operation (operation in a specific procedure) with a low payout rate. Therefore, when the normal replay 1 or normal replay 2 is internally won, the replay role is won by the left 1st operation, and the replay role explicit identification information is displayed in a straight line in the pattern display window. Then, the main control unit 100 immediately lights up all (three) of the number of inserted coins LEDs 4a, and when the player operates the start lever, a role lottery is performed and the game is started (however, the reels are rotated with the requirement that 4.1 seconds have elapsed between games). On the other hand, when Bell Replay 1 or Bell Replay 2 is an internal win, the main control unit 100 calls the Bell Replay processing subroutine when a replay is won by operating the left 1st and the bell pattern (small winnings identification information) is displayed in a straight line in the pattern display window.

[0428] FIG. 77 is a flowchart showing the bell replay processing subroutine.

[0429] When the main control unit 100 calls this subroutine, it starts timing in step S600 (for example, starts a 20-second timer). The main control unit 100 judges whether the start lever 9 has been operated in step S610, and if it has been operated, it ends the timing in step S640 and proceeds to step S650, while if it has not been operated, it proceeds to step S620. The main control unit 100 judges whether a coin has been inserted in step S620, and if it has been inserted, it ends the timing in step S640 and proceeds to step S650, while if it has not been inserted, it proceeds to step S630. This "insertion" refers to directly inserting a gaming medal itself into the medal insertion slot, or to operating the max bet button 8 (operating the 1 BET button is also acceptable).

[0430] The main control unit 100 judges whether a predetermined time has elapsed in step S630, and if not, proceeds to step S610, whereas if the predetermined time has elapsed, proceeds to step S650. When the main control unit 100 proceeds to step S650, it lights all (three) of the insertion number LEDs 4a and ends this subroutine. That is, when Bell Replay 1 or Bell Replay 2 wins and the bell pattern (small winnings identification information) is displayed in a straight line in the pattern display window, the insertion number LEDs 4a are lit after a predetermined time has elapsed, but the timing is canceled by an insertion operation or insertion action before the predetermined time has elapsed. Even if the max bet button 8 is operated, the number of medals stored displayed by the medal storage number display LEDs 4b does not decrease. Also, when medals are directly inserted by an insertion action, the number of medals inserted is added to the number of medals stored displayed by the medal storage number display LEDs 4b. When the bell symbol (small prize identification information) is displayed in a straight line in the symbol display window due to the winning of a bell replay, the player is under the mistaken impression that a small prize has been won, and operates the max bet button 8 in a familiar manner, so this processing does not create any sense of incongruity. Similarly, if the start lever 9 is operated before the specified time has elapsed, the timer is cancelled and the number of coins inserted LED 4a is lit. The reason for providing a bell replay is that, since the normal game is in a high probability replay state and replays are frequently won, it is intended to give the player the impression that a small prize that pays out three coins has been won.

[0431] Returning to FIG. 76, if the sub-control unit 160 wins the AT lottery in step S522, it will perform an AT type lottery (step S526) to determine whether the AT is a pseudo big bonus or a pseudo regular bonus, and in the case of a pseudo big bonus, it will perform an AT stock number lottery (step S528) and a premonition game number lottery (step S530). The premonition game number is the number of games required to notify the player of the AT win, and it will move to a premonition mode in step S532 and the super hot performance will continue for about 8 to 32 games. The sub-control unit 160 will perform an AT win confirmation performance (for example, a display performance of "bonus confirmed") in step S534, and will perform a preparation game until the replay role is won and a bonus pattern is displayed (step S536). For example, if a pseudo big bonus is determined in the AT type lottery, it will continue the bonus confirmation display (WIN display), and if normal replay 1 or bell replay 1 is won, it will display the operation sequence of center left and right and "777" to aim for. When the player aims for a seven symbol on the first center button, a seven symbol on the second left button, and a seven symbol on the third right button, and 777 is displayed, the process moves to step S538 and the AT game starts. Similarly, in the case of a pseudo regular bonus, when a normal replay 2 or a bell replay 2 is won, the operation sequence of the left and right center buttons and the "77BAR" are displayed. When the player aims for a seven symbol on the first center button, a seven symbol on the second left button, and a BAR symbol on the third right button, and 77BAR is displayed, the process moves to step S538 and the AT game starts. However, if the operation timing is wrong even if the push order is correct, a replay role of another symbol will be won, and "777" or "77BAR" will not be displayed, but if the push order is correct, the AT game starts.

[0432] The sub-control unit 160 performs an add-on lottery every time a specific trigger role that triggers an add-on lottery is internally won in step S540, and displays the won AT add-on number (number of games, number of coins, number of times that the push order minor role is won, etc.) or stock number (number of sets, number of loops, etc.) on the display performance device 11. Naturally, the sub-control unit 160 adds the add-on number to the remaining number and displays it on the display performance device 11 or stores it in the RAM.

[0433] Examples of specific trigger roles include single cherry, strong cherry, weak cherry, strong watermelon, weak watermelon, strong chance eye, and weak chance eye. The expected number of games to be added (expected value) is 100 games on average for single cherry, 50 games on average for strong cherry, 20 games on average for weak cherry, 75 games on average for strong watermelon, 10 games on average for weak watermelon, 200 games on average for strong chance eye, and 30 games on average for weak chance eye. The sub-control unit 160 randomly selects the number of games to be added using the add-on lottery table corresponding to each specific trigger role. The add-on lottery table for single cherry is allocated according to the random number value so that 500 games are 5%, 200 games are 5%, 100 games are 50%, 50 games are 30%, and 0 games (miss) are 10%, and t...

Claims

[Claim 1] A gaming machine that can be connected to a gaming device that awards predetermined gaming points when a winning result is achieved by playing a game and converts accumulated gaming points into points, A plurality of reels having a plurality of types of patterns arranged on the outer peripheral surface; In a game, a role lottery means for drawing a role by using lottery data; A control means for rotating a plurality of reels in a game, accepting the operation of a stop switch provided corresponding to each reel, stopping the corresponding reel individually, and displaying a pattern according to the lottery result of the winning combination; a judgment game display means for displaying a judgment game for determining a win or a loss; an assist game execution means for executing an assist game in which an advantageous operation mode of the stop switch is notified upon winning the judgment game; An advantageous processing means for performing advantageous processing for the assist game; a gaming point control unit that controls communication with the gaming device regarding the gaming point information; Equipped with The control means is capable of bidirectional communication with the gaming point control unit, and has a plurality of gaming state commands that are transmitted to the gaming point control unit according to the gaming state of the gaming machine, and a constant command that is transmitted to the gaming point control unit at predetermined interruption intervals; When the gaming point control unit receives either the gaming status command or the constant command from the control means, the gaming point control unit transmits to the control means information on currently stored gaming points and information on whether communication with the gaming device is normal or not, in one command; A gaming machine characterized by the following.