Game machine

JP2024062876A5Pending Publication Date: 2026-06-05SAMMY CORPORATION

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SAMMY CORPORATION
Filing Date
2022-10-25
Publication Date
2026-06-05

AI Technical Summary

Technical Problem

Existing gaming machines lack enhancements in performance and visual effects to enhance player engagement and excitement.

Method used

The gaming machine incorporates a roulette effect that displays a moving effect on multiple squares, with the effect becoming more prominent when stopped, and includes a block diagram showing control of a slot machine with improved symbol arrangements and winning combination diagrams to increase player interaction.

Benefits of technology

The enhanced gaming machine improves performance by providing more noticeable and engaging visual effects, thereby increasing player engagement and excitement.

✦ Generated by Eureka AI based on patent content.

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Abstract

To emphasize that an effect display is stopped, and a stopped square.SOLUTION: A roulette performance can be executed in which any one of three squares is determined. The roulette performance is a performance which carries out an effect display (a thick frame in a figure) indicating that any one of multiple squares is selected, and carries out a moving effect display in which the selected square moves from one square to a next square, and then carries out a stopping effect display in a predetermined square. The stopping effect display has a thicker line and more brightness than those in the moving effect display ((8) in the figure). This makes the stopping effect display have a more standing-out mode than the moving effect display.SELECTED DRAWING: Figure 197
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Slot machines have been known as one type of gaming machine (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2015-016110 A Summary of the Invention [Problem to be solved by the invention]

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

[0005] The present invention solves the above-mentioned problems by the following solving means (the configuration of the corresponding embodiment is shown in parentheses.) Note that the present invention corresponds to original invention 2 among original invention 1 to original invention 15 described later. The present invention (14th embodiment) is It is possible to execute a roulette effect that determines one of multiple (for example, "3") squares, The roulette effect is an effect in which an effect is displayed to indicate that one of multiple squares is selected, an effect is displayed as the selected square moves from square 1 to the next square, and an effect is displayed when the selected square stops on a predetermined square. The effect display when the object is stopped is configured to stand out more than the effect display when the object is moving (the effect display line width becomes thicker and the brightness becomes brighter, making it stand out) (Figure 197 (8)). It is characterized by: Effect of the Invention

[0006] According to the present invention, the performance of the gaming machine can be improved. [Brief description of the drawings]

[0007] [Figure 1] 1 is a block diagram showing an outline of control of a slot machine which is an example of a gaming machine in a first embodiment. [Diagram 2] FIG. 2 is a diagram showing the arrangement of symbols on a reel in the first embodiment. [Diagram 3] In the first embodiment, (A) is a diagram showing the positional relationship between the display window and each reel, and the pay lines, and (B) is a diagram showing the names of the symbol positions. [Figure 4] FIG. 1 is a diagram showing the symbol combinations and payout amounts of winning coins (1) in the first embodiment. [Diagram 5] FIG. 13 is a diagram showing the winning symbol combinations and payout numbers, etc. (2) in the first embodiment. [Figure 6] A diagram showing the winning symbol combinations and payout numbers, etc. (3) in the first embodiment. [Figure 7] FIG. 13 is a diagram showing the symbol combinations and payout amounts of winning coins (4) in the first embodiment. [Figure 8] FIG. 13 is a diagram showing the symbol combinations and payout numbers of winning coins (5) in the first embodiment. [Figure 9] FIG. 13 is a diagram showing the symbol combinations and payout amounts of winning coins (6) in the first embodiment. [Figure 10] FIG. 13 is a diagram showing the symbol combinations and payout amounts of winning coins (7) in the first embodiment. [Figure 11] FIG. 13 is a diagram showing the symbol combinations and payout amounts of winning coins (8) in the first embodiment. [Figure 12] FIG. 11 is a diagram illustrating RT transition in the first embodiment. [Figure 13] FIG. 13 is a diagram showing a non-RT number table (1) in the first embodiment. [Figure 14] FIG. 13 is a diagram showing a non-RT number table (2) in the first embodiment. [Figure 15] FIG. 13 is a diagram showing a numerical value table (1) of RT1 in the first embodiment. [Figure 16] FIG. 13 is a diagram showing a number setting table (2) of RT1 in the first embodiment. [Figure 17] FIG. 11 is a diagram showing a numerical setting table (1) during RB operation in the first embodiment. [Figure 18] FIG. 11 is a diagram showing a numerical setting table (2) during RB operation in the first embodiment. [Figure 19] FIG. 1 is a diagram showing a role condition device and a small role and replay condition device (1) in the first embodiment. [Figure 20] FIG. 1 is a diagram showing a small winning combination and replay condition device (2) in the first embodiment. [Figure 21] FIG. 1 is a diagram showing a small winning combination and replay condition device (3) in the first embodiment. [Figure 22] FIG. 1 is a diagram showing a small winning combination and replay condition device (4) in the first embodiment. [Figure 23] FIG. 1 is a diagram showing a small winning combination and replay condition device (5) in the first embodiment. [Figure 24] FIG. 1 is a diagram showing a small winning combination and replay condition device (6) in the first embodiment. [Diagram 25] FIG. 1 is a diagram showing a small winning combination and replay condition device (7) in the first embodiment. [Figure 26] FIG. 1 is a diagram showing a small winning combination and replay condition device (8) in the first embodiment. [Figure 27] A diagram showing the performance group number in the first embodiment. [Figure 28] This is a figure explaining the expected value for irregular button press orders and sequential button press orders when the performance group number is "8" in the first embodiment. [Figure 29] FIG. 13A is a flowchart showing normal section lever processing, and FIG. 13B is a diagram showing an initial normal mode lottery in the first embodiment. [Diagram 30]In the first embodiment, (a) is a diagram showing the types of normal modes, and (b) is a diagram showing the number of places for the normal mode lottery in the first game of the advantageous zone. [Diagram 31] FIG. 1A is a diagram showing types of normal modes, and FIG. 1B is a diagram showing transition probabilities of each normal mode in the first embodiment. [Diagram 32] 13 is a flowchart showing a pseudo-game presentation of a "red 7" in the first embodiment. [Diagram 33] A flowchart showing the continuous presentation of advantageous zones in the first embodiment. [Diagram 34] FIG. 11 is a diagram showing the transition of a difference counter and a hit-stop counter in the first embodiment. [Diagram 35] 5 is a diagram showing a relationship between a difference counter and a stop counter and power interruption in the first embodiment. FIG. [Diagram 36] 5 is a flowchart showing the flow from power-on to main processing in the first embodiment. [Figure 37] 37 is a flowchart showing the error processing in step S513 of FIG. 36. [Figure 38] 37 is a flowchart showing a complete function calculation process in step S525 of FIG. 36. [Figure 39] FIG. 11 is a diagram showing an image giving a notice of the activation of a complete function in the first embodiment. [Diagram 40] FIG. 11 is a diagram showing an interval in which the activation of the complete function is announced in the first embodiment. [Diagram 41] FIG. 11 is a diagram showing an example in which a complete function operation is displayed on the entire screen in the first embodiment. [Diagram 42] FIG. 11 is a diagram showing a complete function activation image in the first embodiment. [Diagram 43] FIG. 13 is a diagram showing a case in which the play stop counter reaches "19000" during a special game state in the first embodiment. [Diagram 44] FIG. 4 is a diagram illustrating the relationship between a complete function and power cut in the first embodiment. [Diagram 45]FIG. 4 is a diagram illustrating the relationship between a complete function and power cut in the first embodiment. [Diagram 46] FIG. 4 is a diagram illustrating the relationship between a complete function and power cut in the first embodiment. [Figure 47] FIG. 4 is a diagram illustrating the relationship between a complete function and power cut in the first embodiment. [Figure 48] FIG. 4 is a diagram illustrating the relationship between a complete function and power cut in the first embodiment. [Figure 49] FIG. 4 is a diagram illustrating the relationship between a complete function and power cut in the first embodiment. [Figure 50] FIG. 13 is a diagram showing an example in which a hopper empty error occurs during automatic settlement in a game in which the complete function is activated after a payout in the first embodiment. [Figure 51] FIG. 13 is a diagram showing an example in which a hopper empty error occurs during automatic settlement in a game in which the complete function is activated after a payout in the first embodiment. [Figure 52] 5 is a flowchart showing a sub-side power supply recovery process in the first embodiment. [Figure 53] FIG. 11 is a diagram for explaining the configuration of a main CPU, a ROM, and a RWM in a second embodiment. [Figure 54] 13 is a diagram showing the address, label name, number of bytes, and name of data stored in the used area of ​​the RWM in the second embodiment. FIG. [Figure 55] FIG. 11 is a diagram showing the address, label name, number of bytes, and name of data stored outside the used area of ​​the RWM in the second embodiment. [Figure 56] FIG. 35 is a diagram showing the address, label name, number of bytes, and name of data stored outside the used area of ​​the RWM in the second embodiment, and is a diagram continuing from FIG. 34. [Figure 57] FIG. 13(A) is a diagram showing various LEDs on a display substrate in the second embodiment, and FIG. 13(B) is a diagram showing a management information display LED in the second embodiment. [Figure 58]13 is a diagram showing the relationship between digits 1 to 9 and segments A to G and P in the second embodiment. FIG. [Figure 59] FIG. 11 is a diagram showing signals output from output ports 2 to 7 in the second embodiment. [Figure 60] FIG. 11 is a diagram showing the relationship between digits and segments in the second embodiment. [Figure 61] (A) is a diagram showing the relationship between LED display counter 1 (_CT_LED_DSP1) in the second embodiment and the signal output from output port 3, (B) is a diagram showing the relationship between LED display counter 2 (_SC_LED_DSP2) in the second embodiment and the signal output from output port 6, and (C) is a diagram showing the LED display request flag (_FL_LED_DSP) in the second embodiment. [Figure 62] 13 is a flowchart showing a program start process (M_PRG_START) in the second embodiment. [Figure 63] 13 is a flowchart showing a power return process (M_POWER_ON) in the second embodiment. [Figure 64] 13 is a flowchart showing an unrecoverable error process (C_ERROR_STOP) in the second embodiment. [Figure 65] 13 is a flowchart showing an initialization process (M_INI_SET) in the second embodiment. [Figure 66] 13 is a flowchart showing a setting change confirmation process (M_RANK_CTL) in the second embodiment. [Figure 67] 13 is a flowchart showing a main process (M_MAIN) in the second embodiment. [Figure 68] 13 is a flowchart showing an interrupt process (I_INTR) in the second embodiment. [Figure 69] 13 is a flowchart showing a power-off process (I_POWER_DOWN) in the second embodiment. [Figure 70] 13 is a flowchart showing an RWM checksum set process (S_SUM_SET) in the second embodiment. [Figure 71] 13 is a flowchart showing LED display control (I_LED_OUT) in the second embodiment. [Figure 72] 13 is a flowchart showing an unrecoverable error process 2 (S_ERROR_STOP) in the second embodiment. [Figure 73] 13 is a flowchart showing a ratio display preparation process (S_DSP_READY) in the second embodiment. [Figure 74] 13 is a flowchart showing a blinking request flag generating process (S_LED_FLASH) in the second embodiment. [Figure 75] FIG. 13 is a diagram showing a blinking / non-corresponding item determination value table (TBL_SEG_FLASH) in the second embodiment. [Figure 76] 13 is a flowchart showing a rate display timer update process (S_RATE_TIME) in the second embodiment. [Figure 77] 13 is a flowchart showing a ratio display process (S_LED_OUT) in the second embodiment. [Figure 78] 13 is a flowchart showing a blinking bit check count table (TBL_FLASH_CHK) in the second embodiment. [Figure 79] 13 is a flowchart showing an unrecoverable error process 2 (S_ERROR_STOP) in a modified example of the second embodiment. [Figure 80] FIG. 11 is a diagram showing signals output from output ports 2 to 5 in a modified example of the second embodiment. [Figure 81] 13 is a diagram showing the relationship between the LED display counter 1 (_CT_LED_DSP1) and the signals output from the output ports 3 and 6 in a modified example of the second embodiment. FIG. [Figure 82] FIG. 13 is a diagram showing a one-chip microprocessor according to a third embodiment. [Figure 83] FIG. 83 is a diagram showing in more detail the memory map in the built-in ROM in FIG. 82 in the third embodiment. [Figure 84]FIG. 83 is a diagram showing in more detail the memory map in the built-in RWM in FIG. 82 in the third embodiment. [Figure 85] 13A and 13B are diagrams for explaining an interrupt initial setting address in the third embodiment, where FIG. 13A shows data details of the interrupt initial setting address, and FIG. 13B shows the relationship between interrupt priority levels and interrupt priority setting values. [Figure 86] FIG. 13 is a diagram for explaining vector address values ​​and data values ​​stored in vector addresses in the third embodiment, where (A) shows vector address values, (B) shows the relationship between interrupt causes and automatically assigned values, and (C) shows an example of data values ​​of vector addresses. [Figure 87] FIG. 13 is a diagram showing a process from when the power is turned on until when the mode shifts to a user mode in the third embodiment. [Figure 88] FIG. 13 is a diagram showing an example of a program starting from "0000H" in a program area in a used area of ​​an internal ROM in the third embodiment. [Figure 89] FIG. 13 is a diagram showing an example in which the vector address is "00F4H" in the third embodiment. [Figure 90] 13 is a flowchart showing an example of a process called by a RST command in the third embodiment, where (A), (B), and (C) show example 1, example 2, and example 3, respectively. [Figure 91] FIG. 13 is a diagram showing program code area setting addresses and their data values ​​in the third embodiment. [Figure 92] In the fourth embodiment, (a) is a diagram showing the type of role, the probability of winning, the number of payouts for each order in which the stop switches are pressed, etc., and (b) is a diagram showing the ball-out performance of biased roles. [Figure 93] This figure shows the flow of presentation (example 1) when the stop switch is operated in the recommended pressing order during a favorable zone and non-AT in the fourth embodiment. [Figure 94] This figure shows the flow of presentation (example 1) when the stop switch is operated in a non-recommended pressing sequence during a favorable zone and non-AT in the fourth embodiment. [Figure 95]This figure shows the flow of presentation (example 2) when the stop switch is operated in the recommended pressing order during a favorable zone and non-AT in the fourth embodiment. [Figure 96] This figure shows the flow of the presentation (example 2) when the stop switch is operated in a non-recommended pressing sequence during a favorable zone and non-AT in the fourth embodiment. [Figure 97] FIG. 13 is a diagram illustrating a transition of (image) layers when a recommended image is displayed in the fourth embodiment. [Figure 98] This is a continuation of Figure 97. [Figure 99] In the fourth embodiment, this is a time chart showing the image display, the state of the push button lamp, and the menu display when a bet operation and start switch operation are performed after a demo display (when no replay is won), where (a) shows the recommended button press order, and (b) shows the non-recommended button press order. [Figure 100] This is a time chart showing the image display, the state of the push button lamp, and the menu display when the start switch is operated 60 seconds after a replay is won in the fourth embodiment, where (a) shows the recommended button press order and (b) shows the non-recommended button press order. [Figure 101] This is a time chart showing the image display, the state of the push button lamp, and the menu display when, in the fourth embodiment, a bet operation is performed within 3 seconds after a full stop and a start operation is performed 60 seconds after a full stop, where (a) shows the recommended pressing order and (b) shows a non-recommended pressing order. [Figure 102] 13 is a flowchart showing a main process in the fourth embodiment. [Figure 103] A flowchart showing the push order instruction number setting process in step S181 of Figure 102. [Figure 104] 102. A flowchart showing the performance group number setting process in step S182 of FIG. [Figure 105] FIG. 13 is a diagram showing the relationship between a winning combination (biased combination) and an indication monitor and an image display in the fourth embodiment. [Fig. 106]13 is a flowchart showing a temporary storage process 1 in the fourth embodiment. [Figure 107] This is a flowchart continuing from Figure 106. [Figure 108] 108 is a flowchart showing another example of FIG. 107. [Fig. 109] 13 is a flowchart showing a temporary storage process 2 in the fourth embodiment. [Figure 110] This is a flowchart continuing from Figure 109. [Figure 111] FIG. 13 is a side cross-sectional view of the slot machine according to the fifth embodiment. [Figure 112] FIG. 13 is a block diagram showing an outline of the control of the slot machine in the fifth embodiment. [Figure 113] FIG. 13 is an explanatory diagram (1) of the gap between the medal selector and the chute member in the fifth embodiment. [Fig. 114] FIG. 13 is an explanatory diagram (2) of the gap between the medal selector and the chute member in the fifth embodiment. [Fig. 115] FIG. 13 is an explanatory diagram (3) of the gap between the medal selector and the chute member in the fifth embodiment. [Fig. 116] FIG. 13 is an explanatory diagram (4) of the gap between the medal selector and the chute member in the fifth embodiment. [Fig. 117] FIG. 13 is an explanatory diagram (5) of the gap between the medal selector and the chute member in the fifth embodiment. [Fig. 118] FIG. 13 is an explanatory diagram (6) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 119] FIG. 13 is an explanatory diagram (7) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 120] FIG. 13 is an explanatory diagram (8) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 121] FIG. 13 is an explanatory diagram (9) of the gap between the medal selector and the chute member in the fifth embodiment. [Fig. 122]13 is a time chart (1) showing an operation mode when an error is detected and released in the fifth embodiment. [Figure 123] 13 is a time chart (2) showing an operation mode when an error is detected and released in the fifth embodiment. [Figure 124] 13 is a time chart (3) showing an operation mode when an error is detected and released in the fifth embodiment. [Fig. 125] 13 is a time chart (4) showing an operation mode when an error is detected and released in the fifth embodiment. [Fig. 126] 13 is a time chart (5) showing an operation mode when an error is detected and released in the fifth embodiment. [Figure 127] 13 is a time chart (6) showing an operation mode when an error is detected and released in the fifth embodiment. [Figure 128] 13 is a time chart (7) showing an operation mode when an error is detected and released in the fifth embodiment. [Figure 129] 13 is a time chart (8) showing an operation mode when an error is detected and released in the fifth embodiment. [Fig. 130] 13 is a time chart (1) showing an operation mode when the power is turned off during door opening notification in the fifth embodiment. [Fig. 131] 13 is a time chart (2) showing an operation mode when the power is turned off during a door opening notification in the fifth embodiment. [Fig. 132] 13 is a time chart (3) showing an operation mode when the power is turned off during a door opening notification in the fifth embodiment. [Fig. 133] 23 is a time chart showing Example 1 of an error notification in the sixth embodiment. [Fig. 134] 23 is a time chart showing Example 2 of an error notification in the sixth embodiment. [Fig. 135] 23 is a time chart showing Example 3 of an error notification in the sixth embodiment. [Fig. 136]23 is a time chart showing an example (example 4) in which a power interruption occurs during the occurrence of a first error in the sixth embodiment. [Fig. 137] This is a time cheat showing an example (Le5) in which a power outage occurs during the occurrence of the first error in the sixth embodiment, and is a modified example of FIG. 136. [Figure 138] 23 is a time chart showing Example 6 of an error notification in the sixth embodiment. [Fig. 139] 23 is a time chart showing Example 7 of an error notification in the sixth embodiment. [Fig. 140] 23 is a time chart showing Example 8 of an error notification in the sixth embodiment. [Fig. 141] 23 is a time chart showing Example 9 of an error notification in the sixth embodiment. [Fig. 142] FIG. 13 is an external perspective view showing a slot machine in a seventh embodiment. [Fig. 143] 13A and 13B are diagrams showing a door key and a door key cylinder in a seventh embodiment, in which (a) is a front view showing the door cylinder, and (b) is a side view showing a state in which the door key is inserted into the door key insertion opening. [Fig. 144] FIG. 13 is a front view showing the positional relationship between a door key insertion slot and a door key in the seventh embodiment. [Fig. 145] In the seventh embodiment, (a) is a front view for explaining various dimensions of a door key cylinder, and (b) is a plan view and a side view showing the dimensions of a power plug. [Fig. 146] FIG. 13 is a schematic diagram for explaining a locking device in a seventh embodiment, being a front view seen from the inside of the front door toward the outside (player's side). [Fig. 147] FIG. 147 is a diagram showing a state in which the cam has been rotated 45 degrees counterclockwise from the state shown in FIG. 146 in the seventh embodiment. [Fig. 148] FIG. 147 is a diagram showing a state in which the cam has been rotated 45 degrees clockwise from the state shown in FIG. 146 in the seventh embodiment. [Figure 149]FIG. 13 is a front view showing a structure for locking the door key in position after the front door is opened in the seventh embodiment. [Fig. 150] 13A and 13B are diagrams showing a setting key and a setting key cylinder in a seventh embodiment, in which (a) is a side view showing the state in which the setting key is inserted, and (b) is a side view showing the state when the setting key is rotated 90 degrees clockwise. [Fig. 151] FIG. 23 is a diagram showing the relationship between the rotation angles of the door key and the setting key and the rotation torque corresponding to the rotation angles in the seventh embodiment. [Fig. 152] A diagram showing a production stage in the eighth embodiment. [Fig. 153] A diagram showing the types of effects in the eighth embodiment. [Fig. 154] FIG. 13 is a diagram showing the event names, number of cuts, and number of branches for production 01, production 03, and production 14 in the eighth embodiment. [Fig. 155] FIG. 13 is a diagram showing the event names, the number of cuts, and the number of branches of the eighth embodiment, of the performances 15, 16, and 17. [Fig. 156] FIG. 13 is a diagram showing the event names, the number of cuts, and the number of branches of the eighth embodiment, of the performance 18, the performance 20, the performance 21, and the performance 22. [Fig. 157] FIG. 13 is a diagram showing the event names, the number of cuts, and the number of branches of the eighth embodiment, of the performances 23, 24, and 25. [Fig. 158] FIG. 13 is a block diagram showing a gaming machine (a medal-less gaming machine) in a ninth embodiment. [Fig. 159] 13 is a flowchart showing counting-related processing in the ninth embodiment. [Fig. 160] FIG. 23 is a diagram showing a transition of the number of icons in a pull-back zone in the tenth embodiment. [Fig. 161] 23 is a flowchart showing a pull-back lottery process of the pull-back zone in the tenth embodiment. [Fig. 162] A flowchart showing the determination of whether the favorable zone continues in step S705 of Figure 161 in the tenth embodiment. [Fig. 163] 23 is a flowchart showing a pull-back lottery process in a normal section in the tenth embodiment. [Fig. 164] 23 is a flowchart showing a pull-back lottery process in the transition preparation state in the tenth embodiment. [Fig. 165] A flowchart showing the favorable zone clear counter management processing in the tenth embodiment. [Fig. 166] 23 is a flowchart showing the flow of display processing of a demonstration image in the tenth embodiment. [Fig. 167] This is a flowchart continuing from Figure 166. [Fig. 168] 23 is a flowchart showing a control process of an SP flag in the tenth embodiment. [Fig. 169] 23 is a flowchart showing the flow of a sub-bonus transfer process in the tenth embodiment. [Fig. 170] 23 is a time chart showing the relationship between the interrupt process, the "1" / "0" of the 1-3 bet lighting data, and the lighting / extinguishing of the 1-3 bet display LEDs in the eleventh embodiment. [Fig. 171] 13 is a time chart showing the relationship between the interrupt process cycle "T1" and the time "T2" from the clearing of the bet number data to the setting of the 1-3 bet lighting data "1" when a replay is won in the eleventh embodiment. [Fig. 172] 23 is a time chart showing the relationship between the interrupt process cycle "T1" and the time "T3" from when the 3-bed switch is turned on to when the 1-bed lighting data is set to "1" in the 11th embodiment. [Fig. 173] 23 is a time chart showing the relationship between the interrupt process cycle "T1" and the time "T3" from when the 3-bed switch is turned on to when the 1-bed lighting data is set to "1" in the 11th embodiment. [Fig. 174] 68 is a flow chart showing the process for paying out medals due to winning (MS_WIN_PAY) in step S294 during the main process of FIG. 67. [Fig. 175]23 is a time chart showing the relationship between the cycle "T1" of the interrupt process and the time "T6" from the payout number data set until the credit number data is incremented by "1" in the eleventh embodiment. [Fig. 176] This is a flowchart showing the process in step S285 for preparing to start spinning the reels during the main process of FIG. 67. [Fig. 177] This is a time chart showing the relationship in the 12th embodiment between the length of the wait sound output when the start switch is operated before the minimum game time has elapsed and the length of the reel start-up sound output when the reels start to rotate. [Fig. 178] FIG. 23 is a diagram showing the relationship between the volume of the wait sound and the volume of the reel start-up sound at each volume setting in the administrator mode and each volume setting in the player mode in the twelfth embodiment. [Fig. 179] A time chart showing the relationship between the output end timing of the bet sound output when the bet switch is operated and the output start timing of the wait sound output when the start switch is operated before the minimum game time has elapsed in the twelfth embodiment. [Fig. 180] This is a time chart showing that in the 12th embodiment, when transitioning from pseudo-game to main game, a random delay process is executed to randomize the timing at which each reel starts spinning, and a reel start-up sound is output when each reel starts spinning. [Fig. 181] This is a time chart showing that in the 12th embodiment, when the start switch is operated before the shortest time has elapsed until the reels start spinning, the start of reel rotation is delayed until the shortest time has elapsed and a wait sound is output during that time. [Fig. 182] FIG. 23 is an external oblique view of the slot machine in a thirteenth embodiment, as viewed from the front side. [Fig. 183] FIG. 23 is a side cross-sectional view of the slot machine according to the thirteenth embodiment. [Fig. 184] A diagram showing the medal selector and return member in the 13th embodiment, and a front view of the back surface of the front door. [Fig. 185]FIG. 23 is an explanatory diagram showing the on / off state of the passage sensor when a medal passes the position of the passage sensor in the medal passage in the thirteenth embodiment. [Fig. 186] An explanatory diagram of the state of the movable members and passage sensors of the medal selector when the left side panel of the cabinet is facing downward in the thirteenth embodiment. [Fig. 187] FIG. 23 is a rear view of the return member in the thirteenth embodiment. [Fig. 188] FIG. 23 is a left side view of the return member in the thirteenth embodiment. [Fig. 189] FIG. 23 is a rear view of the return member in the thirteenth embodiment with the left side panel of the cabinet facing downward. [Fig. 190] FIG. 23 is a left side view of the return member in the thirteenth embodiment with the back panel of the cabinet facing downward. [Fig. 191] FIG. 23 is a front view and an enlarged view of part A of a slot machine in a thirteenth embodiment. [Fig. 192] FIG. 23 is a side cross-sectional view of a slot machine in a thirteenth embodiment, with arrows indicating the flow of liquid inserted through the medal insertion port. [Fig. 193] A block diagram showing an outline of the control of the slot machine in the fourteenth embodiment. [Fig. 194] FIG. 23 is an external oblique view of the slot machine according to the fourteenth embodiment. [Fig. 195] FIG. 23 is an explanatory diagram of a roulette presentation with three squares in the fourteenth embodiment. [Fig. 196] FIG. 23 is an explanatory diagram of a roulette presentation with four squares in the fourteenth embodiment. [Figure 197] FIG. 23 is a diagram showing an example of an image display of a roulette effect with three squares in the fourteenth embodiment. [Figure 198] FIG. 23 is a diagram showing an example of an image display of a roulette effect with four squares in the fourteenth embodiment. [Figure 199]FIG. 23 is a diagram showing the relationship between the time it takes for the effect display to go around one square in a roulette presentation with three squares and the blinking interval of the effect display when stopped in the fourteenth embodiment. [Figure 200] FIG. 23 is a diagram showing the relationship between the time it takes for the effect display to go around one square in a roulette presentation with four squares and the blinking time interval of the effect display when stopped in the fourteenth embodiment. [Figure 201] A figure showing the relationship between the time required for the effect display to move one square in a roulette effect with three squares and the blinking time intervals of the effect lamp in the fourteenth embodiment. [Fig. 202] FIG. 23 is a diagram showing the relationship between the time required for the effect display to move one square in a roulette effect with four squares and the blinking time intervals of the effect lamp in the fourteenth embodiment. [Fig. 203] 23 is a time chart showing the relationship between the on / off of the effect display and the on / off of each switch in a roulette presentation with three squares in the fourteenth embodiment. [Fig. 204] 23 is a time chart showing the relationship between the on / off of the effect display and the on / off of each switch in a roulette presentation with four squares in the fourteenth embodiment. [Fig. 205] A diagram showing the types of setting values ​​and ball payout rates in the fourteenth embodiment. [Fig. 206] FIG. 23 is a diagram showing a table of numbers to be set for effect related to setting values ​​in the fourteenth embodiment. [Fig. 207] 23 is a flowchart showing the setting increase confirmation effect processing in the fourteenth embodiment. [Fig. 208] A diagram showing the types of setting values ​​and ball payout rates when setting 3 is eliminated and setting L is provided in the fourteenth embodiment. [Fig. 209] FIG. 23 is a diagram showing a number setting table for effect regarding setting values ​​when setting 3 is eliminated and setting L is provided in the fourteenth embodiment. [Fig. 210] FIG. 23 is a diagram showing the rear surface of the front door in the fourteenth embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] In this specification, the meanings of the terms are as follows: "Bet" means to bet medals (game media) to play a game. To bet medals, actual medals are inserted into the medal insertion slot 47, or the bet switch 40 is operated to bet credited (stored) medals. On the other hand, "credits (also called "savings")" is different from the above-mentioned "bet" and refers to saving medals inside the slot machine 10. In this specification, the term "credits" is used in a sense that does not include "bet". Furthermore, "inserting" refers to betting or crediting medals. In addition, the "prescribed number" refers to the number of bets that can be placed to start (execute) the game in question. For example, in a game with a prescribed number of "2" or "3", the game can be started with either the bet number of "2" or "3", and the game cannot be played with the bet number of "1". For ease of explanation, the "specified number" may also be referred to as the "number of bets." On the other hand, when we say "number of bets," it can also mean something other than the "prescribed number." For example, in a game with a prescribed number of "2" or "3," when one medal is inserted (before the game starts), the number of bets is "1" (the number bet at that time).

[0009] "Maintenance" refers to the player inserting a medal into the medal insertion slot 47 (described later). A “care bet” refers to a player betting medals by care of the medals through the medal insertion slot 47. The term "care credit" refers to a player crediting medals (adding credits) by care of medals through the medal insertion slot 47.

[0010] "Bet Medals" refers to medals that have been bet on. "Stored medals" refers to medals that have been credited (stored). A "reserved bet" refers to a player operating a bet switch 40 (described below) to bet some or all of his / her credited medals to play a game, within the range that can be bet for that game. The "automatic bet" refers to a process in which, when a replay wins, the slot machine 10 automatically bets the same number of medals as was bet in the previous game through the control process. Here, when a symbol combination corresponding to a small win is displayed stopped (meaning that it stops on an active line; the same applies below), this is called a "winning small win." On the other hand, the "Rules Concerning the Certification and Model Inspection of Gaming Machines (hereinafter simply referred to as the "Rules")" interprets that when a symbol combination corresponding to a replay is displayed, this is the activation of a condition device related to replay, and not a "winning move." However, in this application (this specification, etc.), a replay is also treated as one of the roles (replay role), and the stopped display of a symbol combination corresponding to a replay may be referred to as a "winning replay." "Settlement" refers to paying out bet medals and / or accumulated medals to a player. In this embodiment, settlement processing is executed when a settlement switch 43 (described later) is operated.

[0011] "Payout" refers to the payment of medals to a player based on the winning combination, or the payment of medals through the above settlement. When medals are paid out to a player based on the winning combination, this includes both storing the medals as credits (adding stored medals, in other words, updating electronic data stored in the RWM 53 (described below)) and paying out actual medals from a payout port (not shown). For example, "50" medals are credited as the limit number, and any medals that exceed "50" are controlled to be actually paid out to the player. In addition, "payout" may be referred to as "grantment." Therefore, the "number of payouts" may be referred to as the "number of grants."

[0012] In this embodiment, the "game medium" is a medal, but in the case of an enclosed (ECO) game machine, for example, electronic information (electronic medals, electronic data) is used as the game medium. Note that, for example, when money (banknotes) is inserted into a lending machine, the "electronic information" is converted into electronic information corresponding to the amount of money, and part or all of the electronic information can be credited to the game machine as a game medium for playing games on the game machine. In addition, "gaming media" may also be referred to as "gaming value."

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

[0014] When a game progresses from the "N-1" game, to the "N" game, to the "N+1" game, ... (where "N" is an integer of 2 or more), and the current game is the "N" game, the "N" game is referred to as the "current game." The "N-1" game is referred to as the "previous game." Furthermore, the "N+1" game is referred to as the "next game."

[0015] In this specification, a number with "(B)" added to the end (especially 8-bit) means a binary number. Similarly, a number with "(H)", "H", or "h" added to the end means a hexadecimal number. Specifically, for example, a number showing "16" in decimal is written as "00010000(B)" in binary, and as "10(H)", "10H", or "10h" in hexadecimal. Furthermore, a number showing a decimal number is written as "16(D)" as necessary. However, when it is clear whether the number is binary, decimal, or hexadecimal, the final symbol "(B)", "(D)", "(H)", "H" or "h" may be omitted.

[0016] In addition, the probability that a desired symbol can be stopped on a pay line during the period from the moment the stop switch 42 is operated until the reel 31 stops (maximum number of moving frames) is called the "pull-in rate (PB)." Furthermore, unless the stop switch 42 is operated at the appropriate position on the reel 31 (at a timing when the target symbol can be stopped on a winning line within the range of the maximum number of moving frames), the target symbol cannot be stopped on a winning line (pulled into the winning line), which is called "PB≠1." In contrast, the ability to always stop (pull in) the target symbol on a winning line regardless of the position of the reel 31 at the moment the stop switch 42 is operated (regardless of the timing of operation of the stop switch 42) is called "PB=1."

[0017] Further, the "operation mode" of the stop switch 42 means the order in which the stop switch 42 is pressed and / or the operation timing (the timing at which the stop switch is pressed to stop the target symbol on the activated line). Furthermore, the "advantageous operation mode" of the stop switch 42 refers to an operation mode in which a symbol combination with a payout or a large number of payouts stops, an operation mode in which a symbol combination that moves (promotes) to an advantageous RT stops, or an operation mode in which a symbol combination that does not move (fall) to an unfavorable RT stops, in a game in which the operation mode of the stop switch 42 produces an advantageous / disadvantageous game result (symbol combination that stops on a winning line). The "advantageous operation mode" is also called the correct operation mode or the correct push order.

[0018] "A game in which the operation mode of the stop switch 42 gives an advantage / disadvantage to the game result" corresponds to, for example, a game in which multiple types of small roles (bells) with different payout amounts are won (a game in which the so-called "push order bell" is won), in which the type of small role (bell) that is won differs (the number of payouts differs) depending on the operation mode of the stop switch 42. Also, for example, a game in which multiple types of replays are won (when multiple replays are won, a game in which the so-called "push order replay" is won), in which the RT shifts depending on the type of replay that is won, corresponds to.

[0019] The "instruction function" means a function of instructing the player on the operation mode of the stop switch 42. In principle, the instruction function is a function of instructing the player on the advantageous operation mode of the stop switch 42. In other words, the "indicating feature" refers to a device that facilitates winning. In addition, "display" refers to visibly showing the contents of an "instruction," and "notification" refers to informing the player of the contents of the instruction. Therefore, the "instruction function" is both a "display function" and an "notification function."

[0020] Furthermore, the notification of the operation mode of the stop switch 42 may not be limited to the most advantageous operation mode. The notification of the most advantageous operation mode of the stop switch 42 may be the "activation of the instruction function", but the notification of any operation mode including the most advantageous operation mode of the stop switch 42 may be the "activation of the instruction function". For example, if the push order bell has six options, the payout when the push order bell is won will be one, three, four, ten, or no prize (no win), depending on the push order. Here, notifying the user of the push order to win a 10-coin winning combination is, of course, a notification of an advantageous operation mode of the stop switch 42, and corresponds to the "operation of an instruction function." On the other hand, notifying the push order to win a 1-coin, 3-coin, or 4-coin prize may be considered as "notification of an advantageous operation mode (activation of the instruction function)" or not as "notification of an advantageous operation mode."

[0021] The push order for winning a 4-coin combination is not the most advantageous operation because it does not allow a 10-coin combination to be won. However, since the payout amount is "4" for the bet amount of "3" and the difference in the number of coins for the game is "+1", it is an operation that increases the difference in the number of coins, and is not necessarily an unfavorable operation. Similarly, the push order for winning a 3-coin combination is not the most advantageous operation mode because it is the push order for winning a 10-coin combination. However, since the payout amount is "3" for the bet amount "3" and the operation mode maintains the current difference in the number of coins (does not decrease the difference in the number of coins), it is not necessarily an unfavorable operation mode.

[0022] Similarly, the push order for winning a 1-coin combination is not the most advantageous operation mode because it does not allow a 10-coin combination to be won. Furthermore, the payout amount is "1" for a bet amount of "3," which reduces the difference in the number of coins. However, it can also be said to be an operation mode that does not miss out on a combination, so it may not be an unfavorable operation mode.

[0023] In this embodiment, when the push order bell is won, the instruction function is activated to notify the player of the operation mode (correct push order) that will result in the winning combination with the largest payout amount. However, for example, when the end condition of the advantageous zone is approaching, when the push order bell is hit, it is possible to announce the push order that will result in a winning combination of, for example, 3 or 4 coins, as described above, and control the difference in number of coins so that it remains roughly the same.

[0024] In addition, in this embodiment, the operation of the instruction function is limited to one specified number. For example, the specified number for activating the instruction function is set to "3". In this case, in a game with a specified number of "2" or "3" during AT, if the game is started with a bet number of "3" and the push order bell is won, the instruction function can be activated. In contrast, if the game is started with a bet number of "2", the instruction function cannot be activated even if the push order bell is won.

[0025] The "game zone" comprises a "normal zone (non-advantageous zone)" and a "favorable zone". In addition, the 5.9 machine had a "waiting zone" (a game zone where the player has won the favorable zone lottery but has not yet moved to the favorable zone), but the current rules for the 6 machine do not provide a "waiting zone". However, this is not limited to this, and game zones other than the normal zone and the favorable zone may be provided. The "normal section" refers to a play section in which signals related to the instruction function, specifically the push order instruction number and winning and replay condition device number (information that can determine the correct push order) described below, are prohibited from being sent to a peripheral board (e.g., sub-control board 80), and which does not affect the performance related to the instruction function at all (no processing related to the instruction function is executed). In other words, the normal section is a play section in which the operation mode cannot be notified. However, in addition to drawing lots for roles, a decision can be made (by drawing lots, etc.) as to whether or not to move to an advantageous section.

[0026] In the normal section, the instruction function must not be activated, so push order instruction information cannot be displayed on a specified display device (LED, etc.) electrically connected to the main control board 60, and since signals related to the instruction function are not transmitted to the peripheral board, it is not possible to display (notify) advantageous operation modes using the image display device 23 electrically connected to the sub-control board 80.

[0027] On the other hand, the "advantageous zone" is a play zone that has the capability related to the instruction function (the instruction function may be activated), and specifically, when the instruction function is activated, it refers to a play zone in which a signal related to the instruction function can be transmitted to the sub-control board 80 only when push order instruction information is displayed so that the instruction content (the operation mode of the stop switch 42) can be identified on the main control board 60. In other words, the advantageous zone is a play zone in which the instruction function can be activated (the instruction function may be activated), that is, a play zone in which the operation mode of the stop switch 42 can be displayed (may be displayed). However, the sub-control board 80 cannot output effects that are contrary to the instructions given by the main control board 60 or the signals related to the instruction functions that it has received.

[0028] In addition, even in a game in which the operation mode of the stop switch 42 results in an advantage / disadvantage in the advantageous zone, the indication function does not have to be activated. On the other hand, during a favorable zone, in a game in which the operation mode of the stop switch 42 determines whether the game result is advantageous or disadvantageous, the indication function may be always activated to display the operation mode of the stop switch 42. The AT (notification game state) is a game state that notifies the operation mode of the stop switch 42 in a game in which the game result is advantageous / disadvantageous depending on the operation mode of the stop switch 42. Therefore, the AT is always executed during an advantageous period, and is never executed during a non-advantageous period.

[0029] In addition, the AT may always (100%) report the operation mode of the stop switch 42 in a game in which the operation mode of the stop switch 42 has an advantageous / disadvantageous effect on the game outcome; however, it is also possible that the AT may not report the operation mode of the stop switch 42 even in a game in which the operation mode of the stop switch 42 has an advantageous / disadvantageous effect on the game outcome, for example, in order to keep the payout rate in a specified period within a range set by the rules. For example, when the AT end condition is approached during AT, from the viewpoint of extending the life of the AT, it is conceivable that the operation mode of the stop switch 42 is not notified temporarily (the indication function is not activated).

[0030] The relationship between the advantageous zone and the AT can be set in various ways. For example, the first setting is "advantageous zone = AT". In this case, winning the advantageous zone and winning the AT are equivalent. The AT starts from the first game in the advantageous zone. The AT ends when the advantageous zone ends.

[0031] Secondly, it is important to set "AT ≠ advantageous zone". In this case, the conditions for starting (executing) the AT are not met simply by moving to the advantageous zone, and whether or not to execute the AT is decided by lottery or the like, provided that the player is in the advantageous zone, and when it is decided to execute the AT, the AT is executed until the specified end conditions of the AT are met. In addition, when the player is not in the AT upon moving to the advantageous zone, the main game state may be set to, for example, the normal zone, premonition, CZ (chance zone (period when it is easy to win the AT)), etc.

[0032] When transitioning to a premonition after winning the AT, the game may always transition to a real premonition, and transition to the AT after a set number of plays of the real premonition have ended. Alternatively, whether the premonition is real or a false premonition may be determined by lottery or the like, and when the premonition is determined to be real, transition to the AT may occur after the real premonition has ended. Also, when the premonition is determined to be false, the game may maintain the advantageous zone after the false premonition has ended, or transition to the normal zone. Furthermore, when the AT end conditions are met, both the AT and the advantageous zone may be ended. Alternatively, the AT may end, but when the advantageous zone end conditions are not met, the advantageous zone may continue (non-AT and advantageous zone). The same applies when the AT is started at the same time as the advantageous zone.

[0033] In addition, the number of plays in the advantageous zone is determined when the advantageous zone starts, and during the advantageous zone, lotteries or the like are not conducted regarding the advantageous zone. Furthermore, when the advantageous zone starts, the initial number of plays in the advantageous zone is determined, and during the advantageous zone, a decision is made (by lottery, etc.) as to whether or not to add (add) to the (remaining) number of plays in the advantageous zone. Furthermore, a specified end condition can be set for the advantageous zone, and when the specified end condition for the advantageous zone is met, the advantageous zone can end at that point, even if there are remaining number of plays in the advantageous zone (or remaining number of plays in the AT).

[0034] Here, the "predetermined end condition" of the advantageous zone may be, for example, when the difference counter value described later exceeds "2400 (D)" or when the advantageous zone clear counter described later (the number of remaining games in the advantageous zone) reaches "0". When either of these conditions is met, it is determined that the end condition of the advantageous zone is met, and the next game will transition to the normal zone (non-advantageous zone). In this case, even if the final game is an AT, the AT will also end at the same time as the advantageous zone ends.

[0035] In an advantageous zone, a later-described advantageous zone display LED (also referred to as a "zone indicator") 77 (see, for example, FIG. 58 described below; segment P of digit 4 (the lower digit of the winning number display LED 78)) may be lit up to inform the player that he or she is in an advantageous zone. However, this is not limited to the above, and it is also possible not to provide an advantageous zone display LED 77 or the like and not to inform the player that he or she is in an advantageous zone. The advantageous zone display LED 77 may be constantly lit during the advantageous zone, but may also be lit when a predetermined lighting condition is met after the transition to the advantageous zone. Here, the "predetermined lighting condition" is, for example, when the instruction function is activated in a game state in which the advantageous zone and the zone Sim ball payout rate exceeds "1". After the advantageous zone display LED 77 is once lit, it remains lit during the advantageous zone.

[0036] In addition, the "interval Sim (simulation) payout rate" is the payout rate when it is assumed that the symbol combination corresponding to the winning role is always stopped (even when the role of "PB ≠ 1" is won, the symbol combination corresponding to the role is stopped), and when there are multiple symbol combinations corresponding to the winning role, the symbol combination that is most advantageous to the player (when the push order bell is won, the high bell with the maximum payout) is stopped. The calculation of the interval Sim payout rate does not include the payout (number of payouts) due to the operation of the role (1BB operation, etc.). In addition, in a game in which a replay is won, when the number of bets is "3", the number of payouts is counted as "0", and in a replay based on the winning of a replay (the next game after the game in which a replay is won), the number of bets is calculated as "0" and the number of payouts is "x" ("x" is the number of payouts in that game). Alternatively, the number of payouts in a game in which a replay is won and the number of bets in the next game may not be counted. Furthermore, the "game state in which the section Sim ball payout rate exceeds "1"" includes an RT or main game state in which the section Sim ball payout rate is set to exceed "1." Here, an example of an RT with a section Sim payout rate exceeding "1" is an RT with a high probability of winning a replay. In addition, if normal, CZ (chance zone), AT, pull-back zone, etc. are provided as main gaming states, the AT is an example of a main gaming state in which the zone Sim ball payout rate exceeds "1".

[0037] When the advantageous zone display LED 77 is turned on, the advantageous zone display LED 77 is turned off when the advantageous zone ends, more specifically, in the final game of the advantageous zone, for example, in the game end check process described below, or in the game start set process for the next game of the final game of the advantageous zone. When the advantageous zone end condition is met, the advantageous zone display LED 77 is turned off in the subsequent interrupt process by executing the initialization process of the advantageous zone display LED flag described below.

[0038] Examples of "processing related to favorable zones" include the following processing. 1) Lottery for (transition to) advantageous zone 2) Update the advantageous zone clear counter (subtract, clear) 3) Update the difference counter (calculate, clear) 4) Update the advantageous zone type flag 5) Control of the advantageous zone display LED77 (updating the advantageous zone display LED flag)

[0039] In addition, the "processing related to the instruction function" includes, for example, the following processing. 1) Display of push order instructions (operation of instruction function) 2) AT lottery 3) In the case of a game number management type AT (a specification that ends the AT when the remaining number of plays becomes "0"), the AT play count counter is updated (subtracted, added, cleared) 4) In the case of a difference number management type AT (a specification that ends the AT when the remaining difference number becomes "0"), the AT difference number counter is updated (subtracted, added, cleared)

[0040] And, the current rules stipulate that both the processing related to the advantageous zone and the processing related to the instruction function can be executed in one specified number in one game state (RT), except for the following: Therefore, in this embodiment, the specified number of "3" makes it possible to execute the processing related to the advantageous zone and the processing related to the instruction function, and the specified number of "2" makes it impossible to execute the processing related to the advantageous zone and the processing related to the instruction function. However, during the favorable zone, updating of the favorable zone clear counter and updating of the difference counter must be performed regardless of which specified number.

[0041] In addition, when the result of the lottery is not a winning combination, in other words, when the condition device is not in operation, the process related to the advantageous zone (lottery for transition to the advantageous zone) may not be executed. However, the present invention is not limited to this, and the process related to the advantageous zone may be executed even if the result of the lottery is not a winning combination. On the other hand, even if the result of the role lottery is a non-winning result, if the probability of non-winning is above a predetermined value (when the probability is not extremely low, for example, above 1 / 17500), processing related to the instruction function (AT lottery processing) may be made executable.

[0042] Furthermore, if the result of executing the advantageous zone transition lottery (processing related to the advantageous zone) is that the advantageous zone transition lottery is won, the advantageous zone will be entered from the next game. Therefore, in a game in which the advantageous zone transition lottery (processing related to the advantageous zone) is executed and the advantageous zone is won, the notification of the correct button press order (processing related to the instruction function) cannot be executed. However, it is acceptable to perform the advantageous zone transition lottery (processing related to the advantageous zone) and the AT lottery (processing related to the instruction function) in one game. Furthermore, for example, when a specific role lottery result is obtained, it may be determined to be an advantageous zone and an AT (without performing a lottery).

[0043] The management information display LED (also called a "role ratio monitor" or "ratio display") 74 consists of, for example, four LEDs and is composed of a two-digit identification segment (an LED that displays which of the five items listed below it is by using a specified symbol, etc.) and a two-digit ratio segment (an LED for displaying the calculated ratio).

[0044] The management information display LED 74 repeatedly displays the ratios of the following five items 1) to 5) at predetermined time intervals. 1) Either the favorable zone ratio (cumulative) (7U.) or the instructed role ratio (cumulative) (7P.) 2) Ratio of consecutive wins (6000 games) (6 years) 3) Ratio of gimmicks (6000 games) (7 years) 4) Continuous feature ratio (cumulative) (6A.) 5) Percentage of bonuses (cumulative) (7A.)

[0045] For example, when displaying the reel ratio (cumulative), if the ratio is "50"%, the symbol "7A." indicating the reel ratio (cumulative) is displayed in the identification segment, and "50" is displayed in the ratio segment. Here, "cumulative" refers to the sum of the values ​​that have been counted up to that point, and in this embodiment, counting continues until it reaches at least "175,000" games played. When the cumulative total is less than "175,000" games played, the ratio is displayed, for example, by blinking, and when it is "175,000" games played or more, the ratio is displayed, for example, by lighting. Even after it reaches "175,000" games played or more, the cumulative total continues to be added until it reaches a value that can be stored in a specified address of the RWM 53 (upper limit value). In addition, "6000 games" refers to the total number of games played over 15 sets, with one set being "400" games played.

[0046] "Advantageous zone ratio" refers to the ratio (proportion) of time spent in the advantageous zone to the total play zone (non-advantageous zone + advantageous zone). Specifically, for example, if the number of plays in the total play zone is "1000" and the number of plays in the advantageous zone during that time is "700", the advantageous zone ratio is "70%". The "ratio of special features with instructions" is the sum of the payout number when the special feature is activated and the payout number in the game with the instruction function activated, divided by the total payout number. In slot machines without special features, the "ratio of special features with instructions" is the sum of the payout number in the game with the instruction function activated, divided by the total payout number. The sum of the number of payouts when the device is activated and the number of payouts in a game in which the instruction function is activated is counted by an instruction-included device counter.

[0047] Furthermore, the "number of payouts in a game in which the instruction function is activated" is determined based on the operation of the stop switch 42 in the push order displayed by the activation of the instruction function. For example, when 10 bells are won, "10" is added to the instruction-included feature counter. In contrast, in a game in which the instruction function is activated, if the stop switch 42 is operated in a different pressing order from that displayed, resulting in, for example, one bell being won, "1" is added to the instruction-included device counter. Similarly, in a game in which the instruction function is activated, if the stop switch 42 is operated in a different order from the displayed order and a winning combination is missed (when the combination is not won), the instruction-included combination counter is not incremented. In other words, the count value from the previous game remains the same.

[0048] When the common bell is won during the AT, the instruction function is activated in the same way as when the push order bell is won, and push order instruction information (dummy) is displayed on the winning number display LED 78, or the instruction function is not activated. If the instruction function is activated when the common bell is won, the payout number for that game is added to the instruction-included role counter.

[0049] On the other hand, if the common bell is won and the instruction function is not activated, the payout number for that game is not added to the instruction function counter. However, the total payout number is added to the counter. In this case, the sub-control board 80 may notify the correct button pressing order by image or sound.

[0050] "Continuous feature ratio" refers to the ratio of the number of payouts when the first type special feature (RB) is activated to the total number of payouts. Therefore, in this embodiment, it refers to "the number of payouts during 1BB activation to the total number of payouts." For example, if the total payout number for 6000 plays is 2000, and of that, the payout number when the "first type special feature (RB)" is activated is 500, then the "consecutive feature ratio (6000 plays)" is 25(%).

[0051] In addition, the "role ratio" refers to the ratio of the payout number when the role is activated to the total payout number. Here, "role" includes the above-mentioned first-class special role, as well as the second-class special role (CB), MB (also called 2BB. Second-class role continuous operation device. CB operates continuously.), and SB (single bonus). In addition, for gaming machines that do not have the functions corresponding to the above five items, the ratio segment will be displayed as "--". For example, if the machine is not equipped with an "RB (Type 1 special feature)," there is no continuous feature ratio, so when the ratio display numbers "2" and "4" are displayed, the ratio segment is displayed as "--." As described above, the management information display LED 74 displays five types of ratios, and displays a test pattern at a predetermined timing when a predetermined condition is satisfied.

[0052] In addition, the rules stipulate that the ratio of advantageous zones and the ratio of specified roles should be 70% or less. It also states that the ratio of roles should be 70% or less, and the ratio of consecutive roles should be 60% or less. Therefore, by looking at the information displayed on the management information display LED 74, it is possible to confirm whether or not the value falls within the range stipulated by the regulations.

[0053] In addition, gaming machines with specifications that set the advantageous zone ratio at 70% or less are called "7U" type, and gaming machines with specifications that set the instruction-included feature ratio at 70% or less are called "7P" type. Gaming machines with advantageous zones are either "7U" type or "7P" type. In the case of the "7U" type, the advantageous zone ratio (cumulative) is displayed on the management information display LED 74, and in the case of the "7P" type, the instruction-included feature ratio (cumulative) is displayed. In the "7U" type, the ratio of the advantageous zone to the total play period must be "70"% or less, but in the "7P" type, the number of payouts paid out by the operation of the instruction function and the operation of the device must be 70% or less of the total number of payouts, and for example, the entire period of the play period or most of it may be the advantageous zone.

[0054] For example, when moving to a non-favorable zone, it is possible to set it so that there is a 100% probability of winning the favorable zone lottery, or to set it so that there is an almost 100% (for example, about 98%) probability of winning the favorable zone lottery, or to set it so that there is a high probability (for example, 70%) of winning the favorable zone lottery. The "7U" type cannot refer to the set value itself to perform processing related to the instruction function (such as AT lottery), but the "7P" type can refer to the set value itself to perform processing related to the instruction function.

[0055] In addition, the management information display LED 74 can also be applied to a pachinko game machine as a performance display monitor. In this case, the management information display LED 74 (performance display monitor) is composed of a two-digit identification segment and a two-digit ratio segment, similar to the case of a slot machine (a reel-type gaming machine). It then displays the real-time (during measurement) base value (the "base value" indicates the number of safe balls per 100 out balls) for every "60,000" out balls, and the base values ​​one time before, two times before, and three times before for every "60,000" balls, in sequence. For example, the identification segment of the real-time base value is displayed as "bL.", the identification segment of the base value one time before is displayed as "b1.", the identification segment of the base value two times before is displayed as "b2.", and the identification segment of the base value three times before is displayed as "b3.". In this way, the control information display LED 74 is not limited to slot machines, but is also applicable to pachinko machines.

[0056] "RT" means that the type (number) of roles to be drawn and their winning probability are in a specific drawing state, and "RT transition" means that the winning probability of at least one replay to be drawn changes by transitioning from one RT to another RT. Therefore, the type of replay and its winning probability in one RT are values ​​specific to that RT, and the types of replays and their winning probability will not all be the same in one RT and another RT. However, it is acceptable for the total value of the winning probability of replays to be the same in one RT and another RT. Note that "non-RT" does not mean that it is not included in the concept of RT, but is equivalent to "RT0." Therefore, when "RT" is mentioned in this specification, non-RT is included.

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

[0058] 1, a main control board 50 and peripheral devices for game progress, including operation switches such as the bet switch 40, are electrically connected via an input port 51 or an output port 52. The input port 51 is a connection part to which signals from the operation switches and the like are input, and the output port 52 is a connection part to which signals are transmitted to peripheral devices such as the motor 32. In FIG. 1, input peripheral devices are represented by arrows pointing from the signals from the peripheral devices to the main control board 50, and output peripheral devices are represented by arrows pointing from the main control board 50 to the peripheral devices (the same applies to the sub-control board 80).

[0059] The RWM 53 is a storage medium capable of storing (updating) various data (variables) based on the progress of a game, etc. The ROM 54 is a storage medium for storing programs and various data (for example, data tables) necessary for the progress of the game. The main CPU 55 refers to a CPU (IC with calculation functions) provided on the main control board 50, which executes programs and performs calculations necessary for the progress of the game, and specifically performs functions such as drawing winning combinations, controlling the drive of the reels 31, and paying out winning combinations.

[0060] Furthermore, an MPU including a RWM 53, a ROM 54, a main CPU 55, and a register is mounted on the main control board 50. The RWM 53 and the ROM 54 may be mounted inside the MPU, or may be provided externally. Incidentally, an MPU including a RWM 83, a ROM 84, and a sub-CPU 85 is also mounted on a sub-control board 80, which will be described later. Incidentally, the RWM 83 and the ROM 84 may be provided externally instead of being mounted inside the MPU.

[0061] In FIG. 1, a medal inserted through a medal insertion port 47 is sent to the inside of a medal selector. As shown in Figure 1, the medal selector includes a passage sensor 46, a blocker 45, and a deposit sensor 44 (a pair of deposit sensors 44a and 44b) (but is not limited to these), which are electrically connected to the main control board 50. A medal inserted through the medal insertion port 47 is configured to be detected first by the passage sensor 46 .

[0062] Furthermore, a blocker 45 is provided downstream of the passage sensor 46. The blocker 45 is for permitting / prohibiting the insertion of medals, and when the insertion of medals is not permitted, the blocker 45 forms a medal passage for returning medals inserted from the medal insertion port 47 from the payout port. In contrast, when the insertion of medals is permitted, the blocker 45 forms a medal passage for guiding medals inserted from the medal insertion port 47 to the hopper 35. The blocker 45 is composed of, for example, a switching member that blocks an opening (an opening leading to a medal return port) formed in a part of the medal passage in the medal selector to form a medal passage for guiding medals to the hopper 35 side, and an actuator for driving the switching member, etc.

[0063] Here, the blocker 45 does not permit the insertion of medals during a game (from the start of the rotation of the reels 31 until all the reels 31 stop, and until the end of the payout corresponding to the winning combination in the case of a winning combination). In other words, the blocker 45 permits the insertion of medals at least when a game is not being played.

[0064] In the medal selector, a throw-in sensor (optical sensor) 44 is provided further downstream of the blocker 45. In this embodiment, the throw-in sensor 44 is made up of a pair of throw-in sensors 44a and 44b arranged at a predetermined distance from each other, and is configured so that a medal is detected by one throw-in sensor 44a and then detected by the other throw-in sensor 44b a predetermined time later. Then, based on the timing at which the pair of throw-in sensors 44 turn on / off, it is determined whether the correct medal has been thrown in.

[0065] As shown in FIG. 1, the main control board 50 is electrically connected to a bet switch 40 (40a or 40b), a start switch 41, a stop switch 42 (left, center, right), and a settlement switch 43, which are operation switches operated by the player. Here, "operation switch (or simply "switch")" refers to a device (including an electrical circuit and / or electrical components) that switches an electrical signal on / off based on (receives external force) the operation of an operating object by a player (operator), and does not limit the shape of the operating object operated by the player.

[0066] When the operation switch is in the OFF state, for example, light from the light-emitting element continues to be incident on the light-receiving element (when the light-receiving element continues to detect light, the operation switch is in the OFF state). Then, when the operation switch (the operating object) is operated by a player or the like, the state changes to one in which light from the light-emitting element does not enter the light-receiving element. When this state is detected, an electrical signal indicating that the operation switch has entered the ON state is sent to the main control board 50. Note that, conversely to the above, the operation switch may be configured so that when the operation switch is in the OFF state, light from the light-emitting element does not enter the light-receiving element, and the ON state occurs when light from the light-emitting element enters the light-receiving element.

[0067] In this embodiment, the operating body of the start switch 41 is lever (rod) shaped (for this reason, it is also referred to as the "start lever (switch) 41"), and the operating bodies of the bet switch 40, the stop switch 42, and the settlement switch 43 are push button shaped (for this reason, they are also referred to as the "bet button (switch) 40", the "stop button (switch) 42", and the "settlement button (switch) 43").

[0068] Although not shown in Fig. 1, an LED (light emitting means) is provided on the operating body of the operation switch and / or around or near the operating body. When the operation acceptance of the operation switch is in an allowed state, the LED or the like corresponding to the operation switch emits blue light, for example, and when the operation acceptance of the operation switch is in a prohibited state, the LED or the like of the operation switch emits red light, for example, to show the permitted / prohibited state of the operation switch to the player.

[0069] Specifically, for example, when all the reels 31 are rotating and the operation of the stop switches 42 is acceptable, the LEDs of all the stop switches 42 are illuminated in blue to indicate to the player that they are operable. When one stop switch 42 is operated, the reel 31 corresponding to the operated stop switch 42 is controlled to stop. The remaining stop switches 42 are then operable after the excitation state of the motor 32 corresponding to the stopped reel 31 ends and the detection sensor 42e of the operated stop switch 42 turns off. Therefore, during that time, the LEDs of all the stop switches 42 are illuminated in red. When the excitation state of the motor 32 corresponding to the operated stop switch 42 ends and the detection sensor 42e corresponding to that stop switch 42 turns off, the LEDs of the stop switches 42 that have already been operated continue to emit red light, but the LEDs of the stop switches 42 that have not yet been operated are illuminated in blue light.

[0070] The bet switch 40 is an operation switch operated by a player when placing a bet on the accumulated medals for the current game. In this embodiment, the bet switch 40 includes a 1 bet switch 40a for inserting one medal, and a 3 bet switch 40b for inserting three medals (maximum number, specified number). However, this is not limiting, and a bet switch for betting two coins may be provided.

[0071] In addition, the prescribed number may be, for example, firstly, determined in advance according to when the reel is not in operation / when it is in operation. In this case, for example, it is set to 3 medals when the reel is not in operation, when the SB is in operation, and when the 1BB is in operation, and 2 medals when the 2BB is in operation. Two medals can be inserted by operating the 1-bet switch 40a twice, and three medals can be inserted by operating it three times. Also, when the prescribed number is three medals, three medals can be inserted at a time by operating the 3-bet switch 40b, and when the prescribed number is two medals, two medals can be inserted at a time by operating the 3-bet switch 40b. If the 3-bet switch 40b is operated when less than the prescribed number has already been bet, bet processing is performed so that the number of bets becomes three medals. In addition, the prescribed number may be, for example, secondarily, uniformly (regardless of the game state, etc.), for example, "3 pieces". In the example of the first embodiment below, the prescribed number is always set to "3 pieces".

[0072] The start switch 41 is an operating switch that is operated by the player when starting all of the reels 31 (left, center, and right). Furthermore, three stop switches 42 are provided corresponding to the three (left, center, and right) reels 31, and are operation switches that are operated by the player when stopping the corresponding reel 31. Furthermore, the settlement switch 43 is an operation switch that is operated by the player when paying out medals bet and / or accumulated (credited) inside the slot machine 10.

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

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

[0075] The winning number display LED 78 is an LED that displays the payout number (the number of winnings of the player) when a winning combination is achieved, and is composed of two digits, an upper digit and a lower digit, like the credit number display LED 76. The acquired number display LED 78 may be controlled to be turned off when there are no medals to be paid out. Alternatively, the upper digits may be turned off and only the lower digits may display "0".

[0076] Furthermore, the acquisition number display LED 78 normally displays the acquisition number, but when an error occurs, it functions as an LED that displays the content (type) of the error. Furthermore, the acquisition number display LED 78 functions as an LED that displays push order instruction information (indicates advantageous push order) in a game in which the push order is notified during AT. Therefore, the acquisition number display LED 78 in this embodiment is an LED that also displays the acquisition number, error content, and push order instruction information. However, it is not limited to this, and it is of course possible to provide a dedicated LED for displaying push order instruction information. During the AT, notification of advantageous button pressing sequences is also performed by the image display device 23 connected to the sub-control board 80.

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

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

[0079] The reel 31 is ring-shaped, and has a reel tape attached to its outer periphery on which a number of types of symbols (symbols constituting symbol combinations corresponding to winning combinations) are printed. Each reel 31 is provided with one index (it may be two or more). The index is provided in a convex shape on, for example, the peripheral side surface of the reel 31, and is used to detect whether the reel 31 has passed a predetermined position, whether it has made one rotation, etc. Each index is detected by a reel sensor 33. A signal from the reel sensor 33 is electrically connected to the main control board 50. When an index detects (turns off) the reel sensor 33, the input signal is input to the main control board 50, and it is detected that the reel 31 has passed a predetermined position.

[0080] Also, the symbol on the reference position at the moment when the reel sensor 33 detects the index of the reel 31 is stored in advance in the ROM 54. This makes it possible to detect the symbol on the reference position at the moment when the index is detected. Furthermore, it becomes possible to identify how many pulses the (stepping) motor 32 should be driven from the moment when the reel sensor 33 detects the index of the reel 31 to stop the symbol on the pay line, counting from the symbol on the reference position.

[0081] In addition, a medal payout device is electrically connected to the main control board 50. The medal payout device includes a hopper 35 for storing medals, a hopper motor 36 that is driven when the medals in the hopper 35 are paid out from a payout port, and a payout sensor 37 for detecting the medals paid out from the hopper motor 36.

[0082] The medals that are received through the medal insertion port 47 and accepted (determined to be normal) are configured to be stored in the hopper 35. In this embodiment, the payout sensor (optical sensor) 37 is composed of a pair of payout sensors 37a and 37b arranged at a predetermined distance apart. When a medal is paid out, a predetermined moving member is moved by the medal. The payout sensors 37a and 37b are turned on / off by the movement of the predetermined moving member. Whether or not the medals have been paid out correctly is determined based on whether or not the payout sensors 37a and 37b have been turned on / off within a predetermined time range.

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

[0084] When starting a game, a player inserts medals that have been credited in advance by operating the bet switch 40 (accumulated bet) or inserts medals manually through the medal insertion slot 47 (maintenance bet). When the start switch 41 is operated with the specified number of medals for the game bet, a signal generated at that time is input to the main control board 50. When the main control board 50 (specifically, the reel control means 65 described later) receives this signal, it performs a lottery using the role selection means 61 and controls the drive of all the motors 32 to rotate all the reels 31. By rotating the reels 31 by the motors 32 in this way, the symbols on the reels 31 are displayed moving up and down in the display window at a predetermined speed.

[0085] Then, the player presses a stop switch 42 to stop the rotation of the reel 31 corresponding to that stop switch 42 (for example, the left reel 31 corresponding to the left stop switch 42). When the stop switch 42 is operated, a signal generated at that time is input to the main control board 50. Upon receiving this signal, the main control board 50 (specifically, the reel control means 65 described later) drives and controls the motor 32 corresponding to that stop switch 42, and performs stop control of the reel 31 related to that motor 32 so as to correspond to the lottery result of the role selection means 61 (the result determined by the internal selection means).

[0086] The game result of the current game is displayed based on the symbol combination when all reels 31 stop. Furthermore, when a symbol combination corresponding to any winning combination stops on an active line (when that winning combination is won), the medals corresponding to the winning combination are paid out.

[0087] Next, a specific configuration of the main control board 50 will be described. 1, the main CPU 55 of the main control board 50 includes the following role selection means 61, etc. The following means in this embodiment are merely examples, and are not limited to the means shown in this embodiment.

[0088] The role selection means 61 selects (determines, selects) the winning number. For this reason, the role selection means 61 is also referred to as "winning number selection (determines, selects) means." Here, "selection of the winning number by the role selection means 61" is the same as "internal lottery" in the Entertainment and Amusement Act Regulations (regulations regarding the certification of gaming machines and the inspection of models, etc.; hereinafter simply referred to as "Regulations"), and the result of the selection by the role selection means 61 is the same as "result determined by internal lottery" in the Regulations. Therefore, the role selection means 61 is also referred to as "internal lottery means 61," an expression that conforms to the Regulations. The role selection means 61 includes, for example, a random number generation means for the lottery (such as a hardware random number), a random number extraction means for extracting the random numbers generated by the random number generation means, and a winning number determination means for determining the winning number based on the random number value extracted by the random number extraction means.

[0089] The random number generating means generates random numbers in a predetermined range (for example, "0" to "65535" in decimal). The random numbers are generated by a counter that performs one count every 200 n (nano) sec, and continues to count the range of "0" to "65535" as one cycle, and continues to count random numbers while the slot machine 10 is powered on.

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

[0091] When the winning number is determined by the role selection means 61, the condition device number (winning and replay condition device number, and role condition device number) is determined based on the winning number, and the winning and replay condition devices and role condition devices that can be operated in the game are determined. For this reason, the role selection means 61 is also called the condition device number determination (lottery or selection) means, the winning role determination (lottery or selection) means, etc. The "Gem Condition Device Number" is the condition device number corresponding to a special role (Gem). Furthermore, the "winning and replay condition device number" is a condition device number corresponding to a small win or a replay.

[0092] The winning flag control means 62 controls the on / off of the winning flag corresponding to each role based on the lottery result by the role selection means 61. In this embodiment, a winning flag is provided for each role for all roles. When any role is selected as a winning role in the lottery by the role selection means 61, the winning flag for that role is turned on (the winning flag is set). Note that winning roles include a case where there is one winning role (single win) and a case where there are multiple winning roles (multiple wins).

[0093] The push order instruction number selection means 63 selects (determines) a push order instruction number (a number corresponding to the correct push order) based on the result of the winning number selection by the role selection means 61 (when the push order bell or push order replay is won). The "push order" of the push order instruction number selected here means the push order that is advantageous to the player (the correct push order). For example, when the push order bell is won, it refers to the push order that will make the player win the high bell (the correct push order). Also, when a replay is won multiple times, it refers to the push order that will promote the player to an advantageous RT or will not cause the player to fall to an unfavorable RT.

[0094] In this embodiment, each winning number is provided with its own unique push order instruction number. Then, when the push order bell or push order replay is won during the AT, the main control board 50 displays push order instruction information corresponding to the push order instruction number, specifically information such as "=*" ("*" = 1, 2, ...), on the above-mentioned winning number display LED 78. In this way, the function of displaying push order instruction information when a condition device having an advantageous push order is activated is also called an instruction function. In addition, when the push order bell or push order replay is won during the AT, the main control board 50 sends a command corresponding to the push order instruction number to the sub control board 80 at the start of the game (after the start switch 41 is operated and the winning number is determined). When the sub-control board 80 receives this command, it displays an image of the correct button press sequence on the image display device 23.

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

[0096] The performance group number selection means 64 selects a performance group number corresponding to the winning number and is to be transmitted to the sub-control board 80 . Here, the effect group number corresponding to the winning number is determined in advance. Then, when the start switch 41 is operated to determine the winning number, the effect group number selection means 64 selects the effect group number corresponding to the winning number of the game, and the main control board 50 transmits the selected effect group number to the sub-control board 80. The sub-control board 80 outputs an effect related to the winning role based on the received effect group number. Unlike the push order instruction number, the effect group number is selected for each game and transmitted from the main control board 50 to the sub-control board 80.

[0097] In addition, the main control board 50 does not transmit the winning number of the game to the sub-control board 80. Therefore, the sub-control board 80 cannot know the winning number of the game. However, since the sub-control board 80 receives the performance group number for each game, it is possible to output the performance based on the received performance group number. However, even when the push order bell or push order replay is won, the correct push order cannot be determined from the performance group number, so the sub-control board 80 does not notify the correct push order based on the performance group number. In contrast, during AT, when the push order bell or push order replay is won, the main control board 50 transmits a push order instruction number to the sub-control board 80. This allows the sub-control board 80 to notify the correct push order based on the received push order instruction number.

[0098] The reel control means 65 controls all (three) reels 31 to start rotating when it receives a command to start rotating the reels 31, particularly when it detects operation of the start switch 41 in this embodiment. Furthermore, after the winning number is determined by the role selection means 61, the reel control means 65 refers to the on / off state of the winning flag in the current game and selects a stop position determination table corresponding to the on / off state of the winning flag, and when the stop switch 42 is operated, determines the stop position of the reel 31 corresponding to the stop switch 42 based on the timing when the operation of the stop switch 42 is detected, and drives and controls the motor 32 to stop the reel 31 at the determined position.

[0099] For example, in a game in which at least one winning flag is on, the reel control means 65 controls the reel 31 to stop within the range of the reel 31 stop control so that a pattern combination corresponding to a winning role (a role for which the winning flag is on) can be stopped on an active line, and also controls the reel 31 to stop so that a pattern combination corresponding to a role other than the winning role (a role for which the winning flag is off) is not stopped on an active line.

[0100] Here, "within the range of the stopping control of the reel 31" means within the range of the time from the moment the stop switch 42 is operated to the moment the reel 31 actually stops or the amount of rotation of the reel 31 (number of moving symbols (frames)). In this embodiment, the reel 31 rotates at a constant speed of about 80 rotations per minute. When the stop switch 42 is operated, the time from the moment the stop switch 42 is operated to the moment the reel 31 is stopped is set to within 190 ms, except for a specific reel 31 during MB operation (for example, the center reel 31). As a result, in this embodiment, the maximum number of moving symbols from the symbol at the moment the stop switch 42 is operated to the moment the reel 31 is stopped is set to four symbols, except for a specific reel 31 during MB operation.

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

[0102] Then, at the moment when the operation of the stop switch 42 is detected, if any of the symbols within the range of the stop control of the reel 31 is a symbol that should be stopped on a predetermined effective line, the symbol is controlled to stop on the predetermined effective line when the stop switch 42 is operated. In other words, if the reel 31 is stopped immediately at the moment the stop switch 42 is operated and the symbol of the winning combination corresponding to the winning number does not stop on the specified pay line, the reel 31 is controlled to rotate and move within the range of the reel 31's stop control until the reel 31 is stopped, so that the symbol of the winning combination corresponding to the winning number stops on the specified pay line as much as possible (pull-in stop control).

[0103] Conversely, if the reel 31 is stopped immediately at the moment the stop switch 42 is operated, and a symbol combination of a winning combination that does not correspond to the winning number stops on an active line, the reel 31 is controlled to rotate and move within the range of the reel 31 stop control when the reel 31 stops, so that the symbol combination of a winning combination that does not correspond to the winning number does not stop on an active line (kick-off stop control). Furthermore, in a game in which multiple winning combinations are achieved (for example, when the push order bell is achieved), the priority of the winning combinations is predetermined according to the order of pushing the stop switch 42 and the timing of operating the stop switch 42, and the pulling-in stop control of the symbol associated with the most prioritized combination is performed according to the predetermined priority order.

[0104] The winning determination means 66 determines whether or not the symbol combination of the reel 31 that has stopped on the pay line corresponds to any winning combination when the reel 31 stops. Here, the winning determination means 66 does not actually detect whether the symbol combination corresponding to the winning combination has stopped on an active line. Specifically, based on the condition device operated in the game and the pressing order of the stop switch 42 and / or the operation timing of the stop switch 42, the winning determination means 66 determines in advance the symbol combination that will stop on an active line before the reel 31 actually stops, or determines in advance the symbol combination that will stop on an active line after the reel 31 stops.

[0105] The control command transmission means 71 transmits to the sub-control board 80 information (control commands) required for the performance to be output by the sub-control board 80. Control commands include, for example, information when the bet switch 40 is operated, information when the start switch 41 is operated, push order instruction number (only during AT and when a winning number with the correct push order is won), performance group number, RT (game status) information, information when the stop switch 42 is operated, information on the winning role, etc.

[0106] The main control board 50 is provided with a setting value display LED 73 . The "setting value" relates to the degree of advantage of the player, and in this embodiment, although not shown, there are six levels, setting 1 to setting 6. The higher the setting value, the higher the advantage of the player. Furthermore, when the power is off and a setting key switch (corresponding to setting key switch 152 in FIG. 112 (fifth embodiment) described later) is turned on and the power is turned on in this state, the device transitions to a setting change state (setting change mode) in which the setting value can be changed. At this time, an initialization process (RWM clear process) is executed to initialize a predetermined storage area of ​​the RWM 53. Furthermore, when the power is on and the setting key switch is turned on, the setting value cannot be changed but the device transitions to a setting confirmation state (setting confirmation mode) in which the setting value can be confirmed.

[0107] In FIG. 1, a sub-control board 80 controls the selection and output of effects (information) during a game and during game standby. Here, the main control board 50 and the sub-control board 80 are electrically connected, and the main control board 50 (control command transmitting means 71) transmits information (control commands) necessary for outputting the performance unidirectionally to the sub-control board 80 via parallel communication. The main control board 50 and the sub-control board 80 are not limited to being electrically connected, but may be connected using optical communication means. Furthermore, both the electrical connection and the optical communication connection are not limited to parallel communication, but may be serial communication, or serial communication and parallel communication may be used in combination.

[0108] Similar to the main control board 50, the sub-control board 80 includes an input port 81, an output port 82, an RWM 83, a ROM 84, and a sub-CPU 85. The sub-control board 80 is electrically connected to the following performance peripheral devices such as the performance lamps 21 as shown in Fig. 1 via the input port 81 or the output port 82. However, the performance peripheral devices are not limited to these. The RWM 83 is a storage medium capable of temporarily storing data etc. that is captured when the sub-CPU 85 controls the performance. The ROM 84 is a storage medium for storing programs and various data for performing lotteries related to effects, as data for effects.

[0109] The effect lamps 21 are, for example, LEDs, and light up in a predetermined pattern when a predetermined condition is met. The effect lamps 21 include a back lamp arranged on the inner circumference of each reel 31 to illuminate the symbols displayed on the reel 31 (three consecutive symbols vertically visible through the display window) from behind, a fluorescent lamp that illuminates the symbols on the reel 31 from above the reel 31, and a frame lamp arranged in front of the front door of the slot machine 10 to flash when a winning combination is achieved.

[0110] The speaker 22 also outputs a predetermined sound when a predetermined condition is satisfied in order to provide various effects during a game. Furthermore, the image display device 23 consists of an LCD display, an organic EL display, a dot display, etc., and displays various presentation images during play (such as correct button presses, presentations corresponding to the conditional devices activated in the game), game information (such as the number of plays and number of coins won when the reels are activated or during the advantageous zone (AT)), etc.

[0111] Fig. 2 is a diagram showing the arrangement of symbols on the reel 31 in the first embodiment. As shown in Fig. 2, in the first embodiment, each reel 31 is made up of 20 frames. In the first embodiment, the maximum number of moving symbols from the moment the stop switch 42 is operated until the reel 31 stops is set to "4". Therefore, if four predetermined symbols are arranged at intervals of five symbols on one reel 31, the predetermined symbols can always be stopped and displayed on an active line, no matter where the stop switch 42 is operated. Specifically, for example, on the left reel 31, "replays" are arranged at the 17th, 12th, 7th, and 2nd positions. Therefore, four "replays" are arranged at intervals of five symbols on the left reel 31. Therefore, for the left reel 31, no matter when the left stop switch 42 is operated, "replays" can always be stopped on an active line. Such a symbol arrangement is sometimes called a "PB=1" arrangement. On the other hand, a case where the symbol arrangement is not such a case is sometimes called a "PB≠1" arrangement.

[0112] On the left reel 31, “Replay”, “Watermelon”, and “Bell A” are each in the “PB=1” configuration. Additionally, on the center reel 31, “Replay”, “Bell A”, and “Bell B” are each arranged as “PB=1”. Furthermore, on the right reel 31, "Replay", "Watermelon", and "Bell A" are each in the "PB=1" configuration. Furthermore, for example, on the left reel 31, the combination of the two symbols "blank B" and "cherry" results in a "PB=1" arrangement. Therefore, no matter when the left stop switch 42 is operated, either the "blank B" or the "cherry" can be stopped and displayed on the pay line. In this way, there are places where the combination of the two symbols results in a "PB=1" arrangement. Furthermore, for example, on the left reel 31, the four symbols "white bar", "red 7", "black bar" and "blank A" are arranged in a "PB=1" configuration in total. Therefore, no matter when the left stop switch 42 is operated, any one of the "white bar", "red 7", "black bar" and "blank A" can be stopped on an active line. In this way, there are places where the four symbols are arranged in a "PB=1" configuration in total.

[0113] FIG. 3(A) is a diagram showing the display window 18, the positional relationship of each reel 31, and the pay lines (display lines that display symbol combinations). This can be done.

[0114] In the first embodiment, the pay line is one horizontal line in the middle. Each reel 31 is arranged so that three consecutive symbols can be seen from the display window 18. Thus, a total of nine symbols (frames) can be seen from the display window 17 of the slot machine 10. In the first embodiment, the positions of the symbols when stopped as seen through the display window 18 are referred to as the “top row,” “middle row,” and “bottom row” from top to bottom, and in the case of the left reel 31, they are referred to as the “top left row,” “middle left row,” and “bottom left row,” respectively.

[0115] 4 to 11 are diagrams showing types of winning combinations (winning combinations corresponding to winning numbers drawn by the winning combination drawing means 61), symbol combinations, payout numbers, and the like in the first embodiment. As shown in FIG. 4, the game states in the first embodiment include when the reel is not activated (non-special game state) and when the RB is activated (when the reel is activated, special game state), and the specified number (number of bets) for these game states is set to "3". As shown in FIG. 4, the only special role (role) is 1BB (first type role continuous operation device; first type big bonus) with role number "001". When 1 BB is won, the winning is carried over to the next game until 1 BB is won. A state in which the winning of 1 BB is not carried over is called "non-internal", and a state in which the winning of 1 BB is carried over is called "internal". A game in which 1 BB is won is called "non-internal". In other words, when it is called "internal", it refers to a state in which 1 BB was won by the previous game. The timing of the transition to the internal can be set appropriately. For example, in a game in which 1 BB is won, the transition to the internal 1 BB may be made after all reels 31 have stopped, or the transition to the internal 1 BB may not be made in the game in which 1 BB is won, and the transition to the internal 1 BB may be made in the next game. When 1BB is won in a non-special game state (when the device is not activated), no medals are paid out for the current game, but the game transitions to 1BB game (special game state) from the next game, and during the 1BB game, the RB is in a continuous operation state (device activated) until the conditions for ending the 1BB game are met. Here, in the first embodiment, it is not assumed that 1BB will win, and the game is played while the 1BB is inside. Unlike the 1BB win, which is carried over to the next game, the replay and small winnings are only valid for the current game and are not carried over to the next game.

[0116] In addition to the above-mentioned 1BB, other special roles include MB (second-type role continuous operation device; second-type big bonus). When you win MB and the symbol combination corresponding to MB stops on an active line (MB wins), no medals are paid out in this game, but MB game starts from the next game. During MB game, CB (second type special role) game is executed continuously. In the CB game, regardless of the lottery result by the prize lottery means 61, all minor prizes are won in duplicate, and the time from the moment the stop switch 42 is operated to the time the reel 31 stops for a specific reel 31 (for example, the left reel 31) is within 75 ms (the maximum number of moving frames is one frame). The CB game ends after one game. When the number of medals paid out during the MB game exceeds a predetermined number, the MB game ends, and the game state before the transition to the MB game from the next game is restored.

[0117] 4 to 7, the types of replays in the first embodiment include replay 01 to replay 22. If a symbol combination corresponding to any of the replays is stopped and displayed, a replay will be performed. The symbol combination of Replay 04 with the winning role number "008" is a line of "red 7s." Details will be described later, but when a predetermined condition device including Replay 04 is activated in the winning role, operating the stop switch 42 in the predetermined pressing order will cause the line of "red 7s" to be displayed, and a transition to a sub-bonus (also called "sub-bonus game," which is the same as "AT," details will be described later) will be possible.

[0118] As shown in FIG. 7 to FIG. 11, the types of small wins in the first embodiment include small wins 01 to 87. Small prizes 01 to 08 are small prizes that will pay out 14 coins, and can be won when the stop switch 42 is operated in a pressing order that will result in a 14-coin win (also called an "advantageous pressing order" or "correct pressing order") when a predetermined condition device (the winning A condition device or the winning B condition device described below) is activated, and the game result differs depending on the pressing order. In addition, small prizes 09 to 13 are small prizes that will pay out three coins, and can be won when the stop switch 42 is operated in a press order that will result in a three-coin prize (as above, this is also called an "advantageous press order" or "correct press order") when a specific condition device (the prize C condition device, the prize D condition device, or the prize E condition device described below) in which the game result differs depending on the press order is activated. In addition, the small prize 14 to the small prize 69 (1 coin prize) are prizes that can be won when the stop switch 42 is operated in an unfavorable push order during operation of a condition device in which the game result differs depending on the push order.

[0119] FIG. 12 is a diagram showing RT transition in the first embodiment. First, when the RWM 53 is initialized, it transitions to non-RT. The "RWM initialization" here is executed, for example, when the power is turned on with a setting change, and indicates the initialization of the entire range of the RWM 53, including the information on winning 1BB and the initialization of the RT state. When the RT state data is initialized, it becomes "0", and when the RT state data is "0", it corresponds to non-RT. Non-RT is a non-1BB internal event and will continue until 1BB is won. As will be described later, the probability of winning 1BB in a non-RT event is 7564 / 65536 (approximately 11%).

[0120] When the symbol combination corresponding to 1BB is not stopped in a game in which 1BB is won, RT1 (within 1BB) will be entered from the next game. In this embodiment, when RT1 (within 1BB) is entered, there are no non-winning games of small prizes and replays. Therefore, there is no case where 1BB wins in RT1. Therefore, the winning of 1BB is limited to a game in which 1BB is won in a non-RT. Furthermore, in this embodiment, a game in which 1BB is won includes a case where 1BB is won alone and a case where 1BB and a small prize (winning E) are both won. In a game in which 1BB and a small prize (winning E) are both won, the symbol corresponding to the small prize (winning E) is stopped preferentially, so there is no case where 1BB wins in that game. Therefore, the only time 1BB will be won is when 1BB is won alone in a non-RT game (as described below, the probability of this is 4 / 65536). Therefore, such a case rarely occurs. On the other hand, when the symbol combination corresponding to 1BB is displayed in a stopped state in a game in which 1BB is won, the game enters a 1BB operation (RB operation) (special game state), and continues until the end condition of 1BB operation is met (for example, until 100 coins are paid out). When the end condition of 1BB operation is met, the game transitions to non-RT again.

[0121] Figures 13 to 18 are diagrams showing the number of pieces to be set (probability of winning) for each winning number in the first embodiment. Figures 13 and 14 show the number of pieces to be set for non-RT, Figures 15 and 16 show the number of pieces to be set for RT1, and Figures 17 and 18 show the number of pieces to be set during RB operation. The winning probability is calculated by dividing the value in each number table by 65536. For example, in FIG. 13, the winning number "1" (Replay A) is 8943 for all settings, so the winning probability is 8943 / 65536 (approximately 1 / 7.3). Also, the "setting value" relates to the degree of advantage of the player, as in the first embodiment, and has six stages from "setting 1" to "setting 6". In this way, the number of settings is determined for each RT (game state) and each setting value.

[0122] Furthermore, in each number placement table, the "favorable zone" indicates whether or not a lottery for transition to the favorable zone will be held. "○" means that a lottery for the favorable zone will be held when the winning number is selected, and "?" means that a lottery for the favorable zone will not be held when the winning number is selected. "-" means that the lottery is not held for the favorable zone because it is not subject to the lottery (the number of placements is "0"). Furthermore, in this embodiment, when a lottery for transition to the favorable zone is held, it is set to have a probability of "1 / 1" to win the favorable zone. For example, when the game is in the normal zone and the winning number "1" (replay A) in FIG. 13 is won, the game will definitely win a transition to the advantageous zone, and the advantageous zone will start from the next game. In addition, when you are in a favorable zone, the lottery for moving to the favorable zone will not be held. Also, as shown in Figures 13 and 15, in both non-RT and RT1, when the winning number "2" (Replay B) is won, the lottery for shifting to the advantageous zone is not executed, so there is no shift to the advantageous zone. Therefore, when the winning number "2" is won in the normal zone, the next game will also be in the normal zone. Furthermore, as shown in Fig. 16, when the winning numbers "60" to "71" (winning numbers E1 to 12) are won in RT1, the lottery for moving to the advantageous zone is not executed, so there is no transition to the advantageous zone. Therefore, like the winning number "2", when the winning numbers "60" to "71" are won in the normal zone, the next game will also be in the normal zone. In addition, a winning number for moving to the advantageous zone may be determined without executing a lottery for moving to the advantageous zone, and when the winning number is won, the player may move to the advantageous zone from the next game. For example, when the winning number with "○" in the advantageous zone column in each number setting table shown in Figures 13 to 16 is won, the player may move to the advantageous zone from the next game without executing a lottery for moving to the advantageous zone.

[0123] As shown in Figures 13 and 14, the winning of 1BB in non-RT (non-internal) includes the winning number "0" which is a single winning, and the winning numbers "60" to "71" which are double winning with the prize E. In contrast, there is no chance of winning 1BB in RT1 (inside). Therefore, there is no chance of winning the winning number "0" in RT1. Also, winning numbers "60" to "71" in RT1 will be the sole winning of the prize E. In this embodiment, the non-RT state occurs after RWM initialization, that is, after power-on with a setting change, as shown in Fig. 12. Assuming that 1 BB is not won in a game in which 1 BB is won, the state remains RT1 (internal). On the other hand, the advantageous zone ends when the difference in number (the number of payouts minus the number of inserts) from the start of the advantageous zone exceeds 2400, and the next game after the difference exceeds 2400 becomes the normal zone. However, even if the zone moves to the normal zone, the 1BB win is carried over, so it remains in RT1. Therefore, in the case of this embodiment, after RWM is initialized (after the settings are changed), it is non-RT and in the normal zone, but if 1 BB is won, it becomes RT1, and if a winning number that transitions to the advantageous zone is won, the player will transition to the advantageous zone from the next play. After entering RT1 and the advantageous zone, if the difference exceeds 2400, the next game will be RT1 and the normal zone. If you win a winning number that transitions to the advantageous zone during RT1 and the normal zone, the next game will be RT1 and the advantageous zone.

[0124] 19 to 26 are diagrams showing condition device numbers, condition devices, winning combinations, and the like. First, the winning number is drawn by the winning combination selection means 61 with a winning probability corresponding to the number table described above according to each game state. For example, when the winning number "0" (1BB) is won in non-RT, the game becomes a game in which the 1BB condition device with the role condition device number "1" can be operated. In a game in which the 1BB condition device can be operated, the winning role included in the 1BB condition device, that is, the symbol combination corresponding to 1BB, can be stopped on an active line. Also, for example, if the winning number "1" (Replay A) is won in non-RT, the game will be one in which the Replay A condition device can be activated among the minor roles and the replay condition device. In a game in which the Replay A condition device is activated, the winning role included in the Replay A condition device, specifically any one of the symbol combinations Replay 01, 03 to 05, can be stopped on an active line.

[0125] In addition, in this embodiment, when playing with the Replay B condition device activated, operating the stop switch 42 in the reverse push (push sequence 321 (right, center, left)) makes it possible to stop the symbol combination corresponding to Replay 04 (a line-up of "red 7s"), and operating the stop switch 42 in any other push sequence makes it possible to stop the symbol combination corresponding to Replay 01. In addition, in a game in which the Replay A, Replay C to Replay G condition devices are activated, the symbol combination corresponding to Replay 01 can be stopped regardless of the order in which the stop switches 42 are pressed. For example, the symbol combination of Replay 01 is "Blank B"-"Blank B"-"Replay" with the combination number "001" in Fig. 4, but the "Blank B" on the left and center reels 31 are in the "PB=1" arrangement, and the "Replay" on the right reel 31 is in the "PB=1" arrangement. Therefore, in a game in which the Replay A to Replay G condition devices are activated, Replay 01 can be stopped and displayed no matter in what order the stop switch 42 is operated.

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

[0127] On the other hand, after the "Red 7" is stopped at the first stop on the right, if it is possible to stop the "Red 7" in the middle row at the second stop in the middle, the "Red 7" will be stopped in the middle row. If the "Red 7" cannot be stopped in the middle row, the "Replay" will be stopped in the middle row on the right. Note that if the "Red 7" is stopped at the first stop on the right and the "Replay" is stopped at the second stop in the middle, the "White BAR", "Red 7", "Black BAR" or "Blank A" (the four symbols combined for "PB=1") will be stopped at the third stop on the left. This causes Replay 03 to stop and be displayed. Next, if "Red 7" is stopped at the first right stop and "Red 7" is stopped in the middle middle row at the second center stop, and if "Red 7" can be stopped in the middle left row at the third left stop, "Red 7" is stopped in the middle left row. This causes the symbol combination of Replay 04 to be displayed. On the other hand, if the "red 7" cannot be stopped in the left middle row at the time of the third left stop, the "white BAR", "black BAR" or "blank A" is stopped in the left middle row. This causes the replay 05 to be displayed.

[0128] Furthermore, when the first stop is the left reel 31, "Bell A" is stopped in the left middle row (PB=1). After that, when the center reel 31 stops, "Replay" is stopped in the middle middle row (PB=1), and when the right reel 31 stops, "Bell A" is stopped in the right middle row (PB=1). This causes Replay 02 to be stopped and displayed. The above is the same when the first stop is the center reel 31. When the center reel 31 stops, "REPLAY" is stopped in the center middle row, and then when the left reel 31 stops, "BELL A" is stopped in the left middle row, and when the right reel 31 stops, "BELL A" is stopped in the right middle row.

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

[0130] Next, we will explain the so-called push order bell condition device. The push order bell condition device consists of the following types. Winning A Condition Device: Winning A1 Condition Device ~ Winning A16 Condition Device Winning B Condition Device: Winning B1 Condition Device ~ Winning B16 Condition Device Winning C Condition Device: Winning C1 Condition Device ~ Winning C8 Condition Device Winning D Condition Device: Winning D1 Condition Device ~ Winning D12 Condition Device Winning E Condition Device: Winning E1 Condition Device ~ Winning E12 Condition Device The winning A condition device and the winning B condition device are condition devices that make the push order correct by pressing the irregular buttons (the first stop on the middle button or the first stop on the right button). When these condition devices are activated, if the push order is correct, a small prize with a payout of 14 coins will be won, and if the push order is incorrect, a small prize with a payout of 1 coin will be won or the prize will be missed. On the other hand, the winning C condition device is a condition device in which the push order (first left stop) is the correct push order. When the winning C condition device is activated, a small prize with a payout of three coins is won if the push order is correct, and a small prize with a payout of one coin is won or missed if the push order is incorrect. In addition, in the games when the winning D condition device is activated, the first left stop 1 is the correct push order in the games when the winning D1-D4 condition devices are activated, the first middle stop is the correct push order in the games when the winning D5-D8 condition devices are activated, and the first right stop is the correct push order in the games when the winning D9-D12 condition devices are activated. In the games when these condition devices are activated, if the push order is correct, a small role with a payout of three coins is won, and if the push order is incorrect, a small role with a payout of one coin is won or it is missed. Furthermore, in the games when the winning E condition device is activated, the first left stop is the correct push order in the games when the winning E1-E4 condition devices are activated, the first middle stop is the correct push order in the games when the winning E5-E8 condition devices are activated, and the first right stop is the correct push order in the games when the winning E9-E12 condition devices are activated. In the games when these condition devices are activated, if the push order is correct, a small role with a payout of three coins will be won, and if the push order is incorrect, a small role with a payout of one coin will be won or will be missed.

[0131] Below, we will explain the reel stop control when the condition device is activated by extracting some condition devices related to the push order bell. Also, in the following explanation, even if the winning of 1 BB is carried over in RT1, the stop control related to 1 BB will be omitted. (Example 1) Small role A1 condition device (push order 213 correct answer) For example, in a game in which the winning number is "8" in RT1 and the small win A1 condition device is activated, any of the small wins 01, 14, 32, 52, 54, and 70 to 72 can win a prize, as shown in FIG. 19. However, the small wins that can actually win a prize are any of the small wins 01, 14, 32, 52, and 54. The small wins 70 to 72 are control wins (control wins are wins that change the stop control of the reel 31, and are not wins). As explained in the first embodiment, when multiple types of minor winning combinations are won simultaneously, if the button presses are correct, the reel 31 is controlled to stop with priority given to the number of coins, and if the button presses are incorrect, the reel is controlled to stop with priority given to the number of coins. As shown in FIG. 19, when the winning A1 condition device is activated, Push order 123 (incorrect): Small prize 52, 54 (1 coin) (Winning rate "1 / 2") Push order 132 (incorrect): Small prize 52, 54 (1 coin) (Winning rate "1 / 2") Push order 213 (correct answer): Small prize 01 (14 coins) (PB=1) Push order 231 (incorrect): Small role 14 (winning rate "1 / 2") Push order 312 (incorrect): Small role 32 (winning rate "1 / 8") Push order 321 (incorrect): Small role 32 (winning rate "1 / 8") Each of them can win a prize. In addition, the order of pressing each button shown above is the same as in the first embodiment. Push order 123: Push order left center right Push order 132: Push order left, right, middle Push order 213: Push order middle left right Push order 231: Push order middle right left Push order 312: Push order right left middle Push order 321: Push order right center left These terms mean the following:

[0132] Furthermore, the symbol combinations corresponding to each small win included in the winning A1 condition device are as follows. Small character 01: "Watermelon" - "Bell A" - "Watermelon" Small role 14: "White BAR" - "Bell A" - "Bell A" Small win 14: "Red 7" - "Bell A" - "Bell A" Small role 32: "Black BAR" - "White BAR" - "Replay" Small role 32: "Blank A" - "White BAR" - "Replay" Small role 52: "Replay" - "Watermelon" - "White BAR" Small win 52: "Replay" - "Watermelon" - "Black BAR" Small role 54: "Replay" - "Blank B" - "White BAR" Small role 54: "Replay" - "Blank B" - "Black BAR" Small prize 70: "Bell A" - "Replay" - "Watermelon" Small win 71: "Cherry" - "Replay" - "Red 7" Small role 72: "Cherry" - "Replay" - "Blank B" Small role 72: "Blank B" - "Replay" - "Blank B" First, when the first middle button stops, the button press sequence is correct, so in order to win minor prize 01, "Bell A" is stopped in the middle middle row according to the number of coins (PB=1). Next, when the second reel stops on the left, the button press sequence is correct at this point, so the "watermelon" stops in the middle left row based on the number of reels (PB=1). Then, at the third stop on the right, the "watermelon" stops in the middle right row (PB=1). This results in small prize 01 winning. Also, after the first bell in the middle stops, when the second bell on the right stops, the button press sequence is incorrect at this point, so "Bell A" will stop in the middle right row due to number priority (PB=1). Then, at the third stop on the left, if it is possible to stop the "white bar" or the "red 7" in the middle left row, either of these symbols will be stopped (PB ≠ 1). If the "white bar" or the "red 7" can be stopped in the middle left row, the small prize 14 will be won. Here, the "white bar" on the left reel 31 is located at number "16" and the "red 7" is located at number "11". Therefore, the probability of drawing the "white bar" or the "red 7" to the left middle row (draw rate (PB)) is "1 / 2". Therefore, when the push order is 231, the small prize 14 can be won, and the winning rate is "1 / 2".

[0133] Next, when the first right reel stops, the push order is incorrect at this point, so if number priority is adopted, the symbols with the most occurrences on the right reel 31 are "Bell A", "Replay", "White BAR", "Black BAR", and "Blank B" (2 of each). In this way, when there are multiple symbols with the most occurrences, any can be determined, so of these symbols, it is determined that "Replay" is to be prioritized, and "Replay" is stopped in the middle right row (PB=1). At this point, only minor prize 32 can be won. Next, at the time of the second left stop, if the "black BAR" or "blank A" can be stopped in the left middle row, either of these symbols will be stopped in the left middle row. The pull-in rate of the "black BAR" or "blank A" to the left middle row is "1 / 2". Furthermore, when the third stop occurs, if the "white bar" can be stopped in the middle row, the symbol is stopped in the middle row. The rate at which the "white bar" is pulled into the middle row is "1 / 4". Therefore, when the push order is 312, minor prize 32 is possible, and the winning rate is 1 / 8. Also, after the right 1st stop, when the center 2nd stop is made, the "white BAR" stops with a retraction rate of "1 / 4" as above. Furthermore, when the left 3rd stop is made, the "black BAR" or "blank A" stops with a retraction rate of "1 / 2" as above. Therefore, when the push order is 321, minor prize 32 is possible, and the winning rate is 1 / 8.

[0134] Next, when the first left reel stops, the push order is incorrect at this point, so if the number of symbols is prioritized, the most common symbol on the left reel 31 is "Replay" (4 symbols). Therefore, it is decided to stop "Replay" (PB=1). At this point, minor prize 52 or 54 becomes possible to win. Next, at the time of the second middle stop, if it is possible for "watermelon" or "blank B" to stop in the middle row, either of these symbols will be stopped in the middle row (totaling "PB=1"). Furthermore, at the third stop on the right, if a "white bar" or a "black bar" can be stopped in the right middle row, either of these symbols will be stopped in the right middle row. The pull-in rate of the "white bar" or the "black bar" to the right middle row is "1 / 2". Therefore, when the push order is 123, minor prizes 52 or 54 can be won, and the winning rate is 1 / 2. Also, after the first left stop, at the second right stop, the "white bar" or "black bar" can be stopped with a retraction rate of "1 / 2" as above. Furthermore, at the third middle stop, the "watermelon" or "blank B" can be stopped in the middle middle row with "PB=1" as above. Therefore, when the push order is 132, minor prizes 52 or 54 can be won, and the winning rate is 1 / 2.

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

[0136] Here, we will explain using push sequence 123 and push sequence 132 (which result in a winning probability of 1 / 4) as examples. If the first stop on the left is reached, the push order is incorrect, so the numbers of symbols are prioritized. In this case, the number of symbols for "Watermelon", "Bell A", and "Replay" are "2", but here we define "Replay" (PB=1). Also, when the middle (second or third) stop occurs, if it is possible to stop "Bell A" or "Watermelon" in the middle row, one of these symbols will be stopped. Note that the middle reel 31 has only "Bell A" and "PB=1". Furthermore, when the right reel (second or third) stops, if a "red 7" can be stopped in the right middle row, that symbol is stopped (PB ≠ 1). Note that there is only one "red 7" on the right reel 31, so the draw rate is "1 / 4". Therefore, when the small win A13 condition device is activated, the winning rate of small win 60 or 62 in push sequence 123 and push sequence 132 is 1 / 4.

[0137] (Example 3) Small role B15 condition device (push order 321 correct answer) In a game in which the small winning combination B15 condition device is activated, as shown in FIG. 23, any of the small winning combinations 08, 21, 50, 64, 65, and 77 to 79 can be won. In addition, when the winning B15 condition device is activated, Push order 123 (incorrect): Small prize 64, 65 (1 coin) (winning rate "3 / 4") Push order 132 (incorrect): Small prize 64, 65 (1 coin) (winning rate "3 / 4") Push order 213 (incorrect): Small prize 50 (1 coin) (Winning rate "1 / 8") Push order 231 (incorrect): Small prize 50 (1 coin) (Winning rate "1 / 8") Push order 312 (incorrect): Small prize 21 (1 coin) (Winning rate "1 / 2") Push order 321 (correct answer): Small role 08 (14 pieces) (PB=1) Each of them can win a prize. The symbol combinations for each small win are as follows: Small role 08: "Watermelon" - "Replay" - "Replay" Small role 21: "Bell A" - "Black BAR" - "Replay" Small role 21: "Bell A" - "Cherry" - "Replay" Small win 50: "Black BAR" - "Bell A" - "Cherry" Small win 50: "Blank A" - "Bell A" - "Cherry" Small role 64: "Replay" - "Watermelon" - "Blank B" Small role 65: "Replay" - "Blank B" - "Blank B" Small role 77: "Cherry" - "Bell B" - "Watermelon" Small role 78: "Blank B" - "Bell B" - "Watermelon" Small win 79: "White BAR" - "White BAR" - "Watermelon" Small win 79: "Red 7" - "White BAR" - "Watermelon"

[0138] Here, we will explain using push sequence 123 and push sequence 132 (which result in a winning probability of 3 / 4) as examples. If the first stop on the left is reached, the push order is incorrect, so the numbers of symbols are prioritized. In this case, the number of symbols for "Watermelon", "Bell A", and "Replay" are "2", but here we define "Replay" (PB=1). Also, when the middle (second or third) stop occurs, if it is possible to stop "watermelon" or "blank B" in the middle row, one of these symbols will be stopped. Note that the center reel 31 has "PB=1" for the combination of the two symbols "watermelon" and "blank B". Furthermore, when the reel stops on the right (second or third), if a "blank B" can be stopped in the right middle row, that symbol is stopped (PB ≠ 1). Note that, since "blank B" is arranged in three places on the right reel 31 with an interval of five symbols, the draw rate is "3 / 4". Therefore, when the small win B15 condition device is activated, the winning rate of small win 64 or 65 in push sequence 123 and push sequence 132 is 3 / 4.

[0139] As described above, when the winning A condition device and the winning B condition device are activated, irregular button presses are considered the correct button press sequence, and when the button press sequence is correct, a 14-coin role is won with "PB=1". Also, if the first stop is correct but the second stop is incorrect, the winning rate is 1 / 2 and you will win a 1-piece role. Furthermore, when the first stop on the left (push in order) occurs, a 1-coin role will win with a winning probability of "1 / 1", "1 / 2", "1 / 4" or "3 / 4". Furthermore, if the first stop is incorrect when pressing the buttons in an irregular sequence, a 1-piece role will be won with a 1 / 8 winning rate.

[0140] (Example 4) Winning C1 Condition Device (first correct answer on the left) In a game in which the small win C1 condition device is activated, any of the small wins 09, 28, 29, 44, and 45 can be won, as shown in FIG. In addition, when the winning C1 condition device is activated, Push order 1--(correct answer): Small role 09 (3 pieces) (PB=1) Push order-1-(incorrect): Small role 44, 45 (1 piece) (Winning rate "1 / 4") Push order--1 (incorrect): Small role 28, 29 (1 piece) (Winning rate "1 / 4") Each of them can win a prize. The symbol combinations for each small win are as follows: Small role 09: "Replay" - "Replay" - "Watermelon" Small role 28: "White BAR" - "White BAR" - "Replay" Small role 28: "Red 7" - "White BAR" - "Replay" Small role 29: "White BAR" - "Red 7" - "Replay" Small role 29: "Red 7" - "Red 7" - "Replay" Small role 44: "White BAR" - "Bell A" - "White BAR" Small win 44: "Red 7" - "Bell A" - "White BAR" Small role 45: "White BAR" - "Bell A" - "Black BAR" Small win 45: "Red 7" - "Bell A" - "Black BAR" First, when it stops first on the left (the correct push order), "Replay" stops in the middle left row (PB=1). Also, when it stops in the middle after that, "Replay" stops in the middle middle row (PB=1), and when it stops on the right, "Watermelon" stops in the middle right row (PB=1). This results in small prize 09 being awarded. Also, if the reel stops on the first symbol in the middle row, the button press sequence is incorrect at this point, and because of the number of symbols being given priority, the "Bell A" symbol with the most symbols will stop in the middle row (PB=1). In addition, when the reel stops on the left side after that, the "White BAR" or "Red 7" will stop in the middle left row (the reel-in rate is "1 / 2" for the two symbols combined). Furthermore, when the reel stops on the right side after that, the "Cherry" or "Blank A" will stop in the middle right row (the reel-in rate is "1 / 2" for the two symbols combined). Therefore, when the first middle stop occurs, small symbols 44 or 45 will be displayed with a winning probability of "1 / 4". Next, if the reel stops on the first row on the right, the button press sequence is incorrect, and the number of symbols is prioritized, so the "Replay" symbol with the most symbols stops in the middle right row (PB=1). In addition, when the reel stops on the left after that, the "white bar" or "red 7" will stop in the left middle row (the reel-in rate is "1 / 2" for the two symbols combined). Furthermore, when the reel stops in the middle after that, the "black bar" or "cherry" will stop in the middle middle row (the reel-in rate is "1 / 2" for the two symbols combined). Therefore, when the first reel stops on the right, small symbols 28 or 29 will be displayed with a winning probability of "1 / 4".

[0141] (Example 5) Winning D5 Condition Device (First Correct Answer) In a game in which the small win D5 condition device is activated, as shown in FIG. 24, any of the small wins 11, 52, and 66 can be won. In addition, when the winning D5 condition device is activated, Push order 1--(incorrect): Small role 52 (1 piece) (Winning rate "1 / 4") Push order-1-(correct answer): Small role 11 (3 pieces) (PB=1) Push order--1 (incorrect): Small role 66 (1 piece) (Winning rate "1 / 4") Each of them can win a prize. The symbol combinations for each small win are as follows: Small role 11: "Watermelon" - "Bell A" - "Replay" Small role 52: "Replay" - "Watermelon" - "White BAR" Small win 52: "Replay" - "Watermelon" - "Black BAR" Small role 66: "White BAR" - "White BAR" - "Bell A" Small win 66: "White BAR" - "Red 7" - "Bell A" Small win 66: "Red 7" - "White BAR" - "Bell A" Small win 66: "Red 7" - "Red 7" - "Bell A" First, when it is the first stop in the middle (correct push order), "Bell A" is stopped in the middle row (PB=1). Also, when it stops on the left after that, "Watermelon" is stopped in the middle row (PB=1), and when it stops on the right, "Replay" is stopped in the middle row on the right (PB=1). This results in minor prize number 11 being awarded. Also, if it is the first button to the left, the button press sequence is incorrect and, based on the priority of the number of buttons, either "REPLAY", "WHITE BAR" or "RED 7" will stop in the middle left row, but here it is decided that "REPLAY" will stop (PB=1). In addition, when the reel stops in the middle after that, the "watermelon" is stopped in the middle row (pulling rate "1 / 2"). Furthermore, when the reel stops on the right after that, the "white BAR" or "black BAR" is stopped in the middle row on the right (pulling rate of the two symbols combined is "1 / 2"). Therefore, when the first left stop occurs, the small symbol 52 is displayed with a winning probability of "1 / 4". Next, if the reel stops on the first row on the right, the button press sequence is incorrect and, due to the priority given to the number of symbols, the "Bell A" symbol with the most symbols will stop on the middle row on the right (PB=1). In addition, when the reel stops on the left after that, the "white bar" or "red 7" will stop in the left middle row (the reel-in rate is "1 / 2" for the two symbols combined). Furthermore, when the reel stops in the middle after that, the "white bar" or "red 7" will stop in the middle middle row (the reel-in rate is "1 / 2" for the two symbols combined). Therefore, when the first reel stops on the right, the small symbol 66 will stop and be displayed with a winning probability of "1 / 4".

[0142] (Example 6) Winning E9 Condition Device (First correct answer on the right) In a game in which the small win E9 condition device is activated, any one of the small wins 12, 42, 43, and 52 can be won, as shown in FIG. In addition, when the winning E9 condition device is activated, Push order 1--(incorrect): Small role 52 (1 piece) (Winning rate "1 / 4") Push order-1-(incorrect): Small role 42, 43 (1 piece) (Winning rate "1 / 4") Push order--1 (correct answer): Small role 12 (3 pieces) (PB=1) Each of them can win a prize. The symbol combinations for each small win are as follows: Small role 12: "Watermelon" - "Bell B" - "Replay" Small win 42: "Black BAR" - "Replay" - "Cherry" Small role 42: "Blank A" - "Replay" - "Cherry" Small role 43: "Black BAR" - "Replay" - "Blank A" Small role 43: "Blank A" - "Replay" - "Blank A" Small role 52: "Replay" - "Watermelon" - "White BAR" Small win 52: "Replay" - "Watermelon" - "Black BAR" First, when it stops first on the right (the correct push order), the "Replay" is stopped in the middle right row (PB=1) due to the number of coins being given priority. Also, when it stops on the left after that, the "Watermelon" is stopped in the middle left row (PB=1), and when it stops in the middle row, the "Bell B" is stopped in the middle right row (PB=1). This results in minor prize number 12 being awarded. Also, if it is the first left stop, the button press order is incorrect at this point, and based on the priority of the number of buttons, either "REPLAY", "BLACK BAR" or "BLANK A" will stop in the middle left row, but here it is decided that "REPLAY" will stop (PB=1). Furthermore, when the reel stops in the middle after that, the "watermelon" is stopped in the middle row (the reel-in rate is "1 / 2"). Furthermore, when the reel stops on the right after that, the "white bar" or the "black bar" is stopped in the middle row on the right (the reel-in rate is "1 / 2" for the two symbols combined). Therefore, when the first reel stops on the left, small prize 52 will win with a winning probability of 1 / 4. Next, if the reel stops on the first symbol in the middle row, the button press sequence is incorrect and, due to the priority given to the number of symbols, the "Replay" symbol with the most symbols stops in the middle row (PB=1). Furthermore, when the reel stops on the left side after that, the "Black BAR" or "Blank A" will stop in the middle left row (the reel-in rate is "1 / 2" for the two symbols combined). Furthermore, when the reel stops on the right side after that, the "Cherry" or "Blank A" will stop in the middle middle row (the reel-in rate is "1 / 2" for the two symbols combined). Therefore, when the first middle stop occurs, the small symbols 42 or 43 will win with a winning probability of 1 / 4.

[0143] In non-RT or RT1, there is a possibility that winning numbers "72" to "75" may be selected (Figures 14 and 16), and when these winning numbers are selected, the winning F condition device, winning G condition device, winning H condition device, and winning I condition device will be activated, respectively. In addition, while the RB is operating, there is a possibility that the winning numbers "76" to "78" will be won (Figure 18), and when these winning numbers are won, the winning J condition device, winning K condition device, and winning L condition device will be activated, respectively. An explanation of the reel stop control when these condition devices are activated will be omitted.

[0144] FIG. 27 is a diagram showing the performance group numbers in the first embodiment. In the main process, a performance group number corresponding to the lottery result (winning number) for each game is selected (performance group number selection means 64 in FIG. 1), and the selected performance group number is sent to the sub-control board 80. The sub-control board 80 determines and outputs the performance for the current game based on the received performance group number. The feature of the first embodiment is that the winning A1 to A16, winning B1 to B16, and winning C1 to C8 all have the same winning group number "8". Therefore, when the sub-control board 80 receives the winning group number 8, it can determine that the push order bell of the winning A1 to A16, winning B1 to B16, or winning C1 to C8 has been won in this game, but it cannot determine the correct push order.

[0145] Here, among the performance group number "8", the correct push order for the winning A1 to A16 and the winning B1 to B16 are all irregular push orders, so depending on the number of winning numbers placed and the number of coins paid out when the correct push order is used, the expected value when pressing the irregular buttons may exceed the specified number (number of bets). However, in this embodiment, even if you press the irregular buttons knowing that the performance group number for the current game is "8", the expected value for the current game is set to be less than the specified number. This prevents the player from winning more than the specified number of medals, even if the performance group number transmitted from the main control board 50 to the sub-control board 80 is fraudulently obtained, for example, through cheating.

[0146] FIG. 28 is a diagram illustrating the expected value when the performance group number is "8" in the first embodiment. Here, we will take the example of the irregular keystroke sequence 213. Although we will not go into the calculations, the expected value for the irregular keystroke sequences 213, 231, 312, and 321 is the same. In addition, we will use the push order of 123 as an example. We will omit the calculation, but the expected value of the push order of 123 and the expected value of the push order of 132 are the same value. First, when any of the winning numbers A1 to A16 is won, the payout of 14 coins is obtained when the winning numbers are A1 to A4 in the push order 213. Therefore, when the winning numbers are A1 to A4 in the push order 213, the winning rate of 14 coins is 1 / 1, so the expected value is 14 (coins). In addition, in the push order 213, when the winning combination is A5 to A8, the winning rate of 1 coin is 1 / 2, so the expected value is 0.5 coins. Furthermore, in the push order 213, when the winning combination is A9 to A16, the winning rate of 1 coin is 1 / 8, so the expected value is 0.125 (coins). The above also applies to the winning entries B1 to B16. Furthermore, in the push sequence 213, when the winning combination is C1 to C8, the winning rate of 1 coin is 1 / 4, so the expected value is 0.25 (coins).

[0147] Next, in the push order 123, if the winning combination is A1 to A8, the winning rate of 1 coin is 1 / 2, so the expected value is 0.5 (coins). Furthermore, in the push order 123, when the winning combination is A9 to A12, "PB=1" results in a 1-coin combination, so the expected value is "1 (coin)". Furthermore, in the push sequence 123, when the winning combination is A13 to A14, the winning rate of 1 coin is 1 / 4, so the expected value is 0.25 (coins). Also, in the push order of 123, when the winning combination is A15 to A16, the winning rate of 1 coin is 3 / 4, so the expected value is 0.75 (coins). The above also applies to the winning entries B1 to B16. Furthermore, in the push order of 123, if the winning combination is C1 to C8, then "PB=1" will result in a 3-coin combination, so the expected value will be "3 (coins)."

[0148] From the above, in the case of the push order 213, the expected value when the winning numbers A1 to A16 and the winning numbers B1 to B16 are obtained is "3.6875 (coins)". In addition, in the case of the push order 213, the expected value when the winning symbols are C1 to C8 is "0.25 (coins)". On the other hand, in the case of the push order 123, the expected value when the winning numbers A1 to A16 and the winning numbers B1 to B16 are entered is "0.625 (coins)". In addition, in the case where the push order is 123, the expected value for the winning combination of C1 to C8 is "3 (coins)." The winning probability (number of places "1112") of the winning prizes A1 to A16 is the same. Furthermore, the winning probability (number of places "1112") of the winning prizes B1 to B16 is the same. Furthermore, the winning probability (number of places "1113") of the winning prizes C1 to C8 is the same. Therefore, the total number of winning numbers A1 to A16, B1 to B16, and C1 to C8 is: 1112×16+1112×16+1113×8 =44488 It is. Therefore, the probability of winning A1 to A16 when the performance group number is "8" is (1112×16) / 44488 ≒0.399928 It is. The probability of winning B1 to B16 when the performance group number is "8" is also "0.399928" as above. In addition, the probability of winning C1 to C8 when the performance group number is "8" is (1113×8) / 44488 ≒0.200144 It is.

[0149] Therefore, the expected value when pressing in the 213th order during the performance group number "8" is: 0.399928×3.6875+0.399928×3.6875+0.200144×0.25 ≒2.9995 (pieces) This falls below the required number of 3. In addition, the expected value when pressing in the 123 order during the performance group number "8" is: 0.399928×0.625+0.399928×0.625+0.200144×3 ≒1.1003 (pieces) This falls below the required number of 3. From the above, even if the player knows that the current play is for the performance group number "8" and presses the irregular buttons, the expected value cannot exceed the specified number "3".

[0150] As mentioned above, when the effect group number is "8", the expected value when pressing buttons in an irregular order is higher than the expected value when pressing buttons in the normal order. However, in the first embodiment, in the current game where irregular push is performed during non-AT, the sub-bonus (corresponding to AT) lottery is not executed, the sub-bonus lottery performed during the current game is invalidated, or a sub-bonus lottery with a lower winning probability than that of normal push is executed. In other words, the expectation degree for the AT in the current game where irregular push is performed during non-AT is relatively lower than the expectation degree for the AT in the current game where normal push is performed during non-AT. In the case of "invalidating the sub-bonus drawing performed in the current game," for example, the sub-bonus drawing is executed as usual when start switch 41 is operated (because it is not determined at this point whether or not an irregular press will be performed), and if it is determined that an irregular press has been performed when the reels are all stopped, the sub-bonus drawing for the current game is invalidated (cleared or discarded). Therefore, the device is configured so that the total ball output performance is higher when playing with sequential pushes during non-AT and following push order instructions during AT than when playing with irregular pushes during non-AT and following push order instructions during AT. Here, the lower the base during non-AT, the higher the ratio of the role with instructions. Therefore, a common bell can be set to lower the ratio of the role with instructions. However, since the common bell is a role that can be won regardless of the pressing order (pressing position), the payout rate when pressing irregularly becomes high. Therefore, by providing a left-biased bell (a push order bell where pushing in order is the correct answer) as in this embodiment, the base during non-AT when playing in order can be lowered while suppressing the ratio of the role with instructions. Furthermore, the payout rate during irregular pushes can be suppressed more than when a common bell is provided to suppress the ratio of the role with instructions.

[0151] Furthermore, in the first embodiment, an SP flag is provided. The SP flag is a flag for determining whether or not irregular pressing was performed in the previous game. For example, the SP flag is turned off once when the current game is stopped, and then the SP flag is turned on when it is determined that the current game was operated by sequential pressing. On the other hand, when it is determined that the current game was operated by irregular pressing, the SP flag is kept off. Then, the process moves to the next game, and if the SP flag is on, a normal sub-bonus lottery is executed, and if the SP flag is off, a normal sub-bonus lottery is not executed (either the sub-bonus lottery itself is executed but the sub-bonus lottery result is invalidated afterwards, or a sub-bonus lottery with a lower winning probability than when pressing in order is executed), and the SP flag is turned off once when the next game stops, and then, if it is determined that the next game was operated by pressing in order, the SP flag is turned on. On the other hand, if it is determined that the next game was operated by pressing in an irregular sequence, the SP flag remains off. In this way, it is possible to prevent a strategy of pressing the buttons in order only when an exciting effect is output when the start switch 41 is operated (when there is a reasonable expectation of winning the sub-bonus), and pressing the buttons in an irregular order otherwise, for example when no effect specific to that game is output when the start switch 41 is operated.

[0152] Next, the mode selection in the first embodiment will be described. As described above, in the first embodiment, a sub-bonus is provided as a concept similar to that of an AT. When the sub-bonus starts, a unique symbol combination (a set of "red 7s") is displayed to indicate the start of the sub-bonus. Then, when the sub-bonus is started, the correct push order is announced if the push order bell (for example, the above-mentioned winning A to winning E) is hit, just like the AT. Then, the sub-bonus continues until the number of payouts reaches a predetermined number (for example, 300), and the sub-bonus ends when the number of payouts reaches the predetermined number, and the game transitions to non-AT (normal game). In the first embodiment, the mode selection is as follows: 1) Initial normal mode lottery during normal sections 2) When the game moves from the normal zone to the advantageous zone, the normal mode lottery is executed on the first play in the advantageous zone. 3) Mode transition lottery executed at the start of the sub-bonus Examples include: The probability of transition to a sub-bonus (probability of winning, maximum number of games played, probability of transition to a more advantageous mode) varies for each mode (see FIG. 31(a) described later).

[0153] FIG. 29 is a diagram showing an initial normal mode lottery in the normal zone in the first embodiment, where (a) shows a flowchart of the normal zone lever processing (meaning the processing when the start switch 41 is operated), and (b) shows the number of lottery entries. There are two types of flights that usually stay in the area: First, when the power is turned on and the RWM is initialized (settings are changed), the game section is cleared and becomes the normal section. Therefore, the first game after the RWM is initialized becomes the normal section. Secondly, when the end condition of the advantageous zone is met, the next game will transition to the normal zone. In this embodiment, when the difference from the start of the advantageous zone exceeds "2400 (pieces)", the end condition of the advantageous zone is met, the advantageous zone ends, and the next game will be the normal zone. Here, the advantageous zone is known to end when the number of games played from the start of the advantageous zone reaches a predetermined number (for example, 1500 games, 3000 games, etc.). In the first embodiment, the advantageous zone is configured not to end based on the number of games played.

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

[0155] Here, after the RWM is initialized after power-on, it is non-RT. After the RWM is initialized after power-on, for example, even if 1 BB was won before power-on, the winning information of that 1 BB is cleared, and the RT information is also cleared (this makes the RT state non-RT). In the following explanation, the period not inside the 1BB may be referred to as "first thing in the morning," and the favorable zone that has transitioned to not inside the 1BB may be referred to as the "favorable zone that has transitioned to first thing in the morning." On the other hand, the period within 1 BB is sometimes referred to as "not first thing in the morning," and the favorable zone that transitioned to within 1 BB is sometimes referred to as "the favorable zone that transitioned to other than first thing in the morning." In addition, when it is unclear whether the favorable zone was entered first thing in the morning, this is sometimes referred to as "first thing in the morning uncertain."

[0156] In step S493, if it is determined that the game is not non-RT, and the program proceeds to step S494, it is determined whether the performance group number of the current game is "10". The performance group number "10" corresponds to the winning of the prize E (winning numbers "60" to "71". See FIG. 16). If it is determined that the performance group number is not "10", the program proceeds to step S495, and if it is determined that the performance group number is "10", the processing according to this flowchart is terminated. As shown in FIG. 16, when the prize E is won in RT1, the advantageous zone transition lottery is not executed, so the game will not transition to the advantageous zone in the next game. Therefore, even in this case, the normal zone lever processing is executed again in the next game. From the above, the normal zone lever processing is executed (the game will not transition to the advantageous zone) in the next game when the performance group number becomes "2" regardless of non-RT and RT1 (when the replay B is won), or when the performance group number becomes "10" (when the prize E is won) other than in the morning (RT1).

[0157] In step S495, an initial normal mode lottery is executed, and then in step S496, the lottery result is saved (stored), and the process according to this flowchart ends. The initial normal mode lottery in step S495 is performed by the number of entries shown in Fig. 29(b). Note that the denominator of the number of entries shown in Fig. 29(b) is "240", and when the number of entries is "240", the probability of winning is "1 / 1". First, in non-RT, when the performance group number becomes "0" (1BB only win) or when the performance group number becomes "10" (1BB and winning E are both won), normal mode 0 is won. Here, winning 1 BB means that it is determined that the time before the start of the current game is non-RT (not 1 BB inside), so it is determined that it will be first thing in the morning. Similarly, when the effect group number is "10" and not non-RT, the initial normal mode lottery is not executed, so the effect group number "10" in the current game means non-RT. Therefore, when the effect group number is "10" in the current game, it is confirmed that it is the first game of the morning.

[0158] In contrast, in non-RT or RT1, when the performance group numbers are "1", "3" to "9", "11" to "14", normal mode 1 is won. The above performance group numbers can be won both in the morning and other times, and when the above performance group numbers are won, regardless of whether or not it is in the 1BB non-internal zone, it will move to the advantageous zone, so in the game of the above performance group numbers, the first thing in the morning is uncertain. From the above, normal modes 0 and 1 are modes that are drawn when transitioning from the next game in the normal zone to the advantageous zone, and are used to determine whether it is first thing in the morning or not; if it is normal mode 0, it is confirmed that it is first thing in the morning, and if it is normal mode 1, it is uncertain whether it is first thing in the morning.

[0159] FIG. 30 is a diagram showing the normal mode transition process, where (a) shows a flowchart and (b) shows the lottery placement number. When moving from the normal zone to the advantageous zone, a lottery for the normal mode is executed in the first play of the advantageous zone. The normal modes from the second play of the advantageous zone onwards have numbers "2" to "9" as described below. Therefore, in the advantageous zone, the first play is normal mode 0 or 1, and from the second play onwards it is one of the numbers "2" to "9". In the figure (a), when the normal mode transition process is started, in step S502, it is determined whether or not the normal mode is 0 or 1. If the normal mode is 0 or 1, the process proceeds to step S503, and if the normal mode is not 0 or 1, the process according to this flowchart ends. That is, in this example, the normal mode transition process is executed for each game during the advantageous zone, but since step S502 returns "No" for games other than the first game in the advantageous zone, the normal mode lottery in step S503 is not executed. Then, if it is determined in step S502 that the mode is normal 0 or 1 (first play in the advantageous zone), the process proceeds to step S503, where a lottery is performed for the normal mode. Then, the process proceeds to step S504, where the normal mode determined by the lottery is saved (stored), and the process according to this flowchart ends.

[0160] FIG. 29(b) shows the number of symbols to be placed in the normal mode lottery in four different patterns. First, "non-RT and normal mode 0" corresponds to the case where the performance group number is "0" first thing in the morning (1 BB is won alone) and 1 BB is won in that game. Note that the normal mode lottery is not executed during 1 BB play (the normal mode transition process does not enter). Therefore, "non-RT and normal mode 0" refers to the normal mode lottery in the first game (non-RT) after the end of 1 BB play. This can actually happen, but it is a rare case. In addition, "RT1 and normal mode 0" corresponds to the case where the performance group number is "0" (1BB only win) first thing in the morning and 1BB is not won, or the performance group is "10" (1BB and winning E are both won) first thing in the morning (in this case, the small symbols included in winning E are given priority to win, so 1BB will not win), and the player moves into the advantageous zone. Furthermore, "non-RT and normal mode 1" corresponds to the case where the performance group number is other than "0" or "10" first thing in the morning and the player moves into the advantageous zone. Furthermore, "RT1 and normal mode 1" corresponds to the transition to the favorable zone other than early in the morning. Note that the performance group number will never be "0" (1BB single win) other than early in the morning. Furthermore, the performance group number will never be "10" and the transition to the favorable zone will never occur other than early in the morning. Therefore, a transition to a favorable zone other than early in the morning corresponds to a transition to the performance group numbers "1," "3" to "9," or "11" to "14" other than early in the morning.

[0161] In the normal mode lottery above, Winning number "0": Heaven B Preparation Mode Winning number "1": Normal A mode Winning number "2": Normal B mode Winning number "3": Normal C mode Winning number "4": Heaven A mode will be elected in one of the following categories. The normal A mode, normal B mode, and normal C mode are modes that are not advantageous to the player (it is difficult to win the sub-bonus). On the other hand, the heaven B preparation mode and the heaven A mode are modes that are advantageous to the player (it is easy to win the sub-bonus).

[0162] In "non-RT and normal mode 0", "RT1 and normal mode 0", and "non-RT and normal mode 1", the number of places required to transition to Heaven B preparation mode is "0", and the number of places required to transition to Heaven A mode is "1", so in most cases the mode will not transition to one that is advantageous to the player. In contrast, in "RT1 and Normal Mode 1", there is a 100% chance of transitioning to Heaven B Preparation Mode. Here, there is no case where the performance group number becomes "0" (a single win of 1BB) other than first thing in the morning, and if the performance group number becomes "10" other than first thing in the morning, the lottery for moving to the advantageous zone will not be executed, so there will be no move to the advantageous zone. Therefore, if the normal mode lottery is executed at any time other than first thing in the morning, there is a 100% probability that the machine will transition to Heaven B preparation mode (a mode advantageous to the player), and if the normal mode lottery is executed at first thing in the morning, the machine will almost never transition to a mode advantageous to the player, so the ball payout rate of the advantageous zone that is transitioned to at any time other than first thing in the morning is configured to be higher than the ball payout rate of the advantageous zone that is transitioned to first thing in the morning. In other words, the advantageous zone that transitioned to early in the morning (not inside) can be made less favorable to the player (lower ball payout rate) than the advantageous zone that transitioned to other than early in the morning (inside), so that the advantageous zone early in the morning when the setting is changed can be prevented from being excessively favorable (so-called morning countermeasure). Furthermore, the advantageous zone that transitioned to other than early in the morning always starts from Heaven B preparation mode, so that the motivation to play can be increased even after the advantageous zone is completed. Conversely, if it is made advantageous for the player to move into the favorable zone first thing in the morning (by increasing the ball payout rate), it is possible to encourage more players to play first thing in the morning.

[0163] FIG. 31 is a diagram for explaining the types and features of normal modes "2" to "9." FIG. 13A shows the characteristics of each normal mode (2 to 9), and FIG. 13B shows the transition probability (number of randomly selected symbols) of the normal mode at the start of a sub-bonus. As described above, the normal mode is selected during the first play of the advantageous zone, and thereafter, a normal mode transition selection is performed each time a sub-bonus starts. In FIG. 1(a), the normal modes advantageous to the player are the Heaven B Preparation Mode, the Heaven A Mode, the Heaven B Mode, and the Heaven C Mode. Also, the Heaven B Pullback Mode is advantageous to the player in terms of the probability of winning the sub-bonus. Each normal mode has a ceiling game count until the sub-bonus is won and a probability of winning the sub-bonus. During each normal mode, a lottery for the sub-bonus is conducted for each game based on the winning number with the winning probability shown in FIG. 31(a). Furthermore, each normal mode has a ceiling game count, and when the ceiling game count is reached without winning the sub-bonus, the winning flag for the sub-bonus is forcibly set (the sub-bonus is won). After the sub-bonus is won, a symbol combination corresponding to the sub-bonus (a "red 7" combination) can be stopped and displayed after "0" to a predetermined number of premonition games. When the symbol combination corresponding to the sub-bonus (a "red 7" combination) stops, the sub-bonus is executed from the next game.

[0164] On the other hand, regardless of the normal mode in which the player is playing, if the winning number "2" (Replay B) is won, the sub-bonus is won. When the winning number "2" is won, as described above, the symbol combination corresponding to Replay 04, that is, the "red 7" combination, can be stopped by pressing the stop switch 42 in the reverse order. Therefore, in a game in which the winning number is "2", a notification is issued instructing the player to press the stop switch 42 in the reverse order, making it possible to stop the "red 7" combination, and when the "red 7" combination is stopped and displayed in that game, the sub-bonus will start from the next game.

[0165] Here, when the winning number "2" is won and the stop switch 42 is pushed backward to stop and display the "red 7" combination, the game is the main game. In contrast, any other game in which the "red 7" line is displayed in a stopped state is not a regular game but a pseudo (also called "simulated") game presentation. Here, "pseudo game effect" refers to an effect in which, after the reel 31 starts to rotate, until the rotation speed of the reel 31 becomes constant, the reel 31 is pseudo-stopped (this stop is also called a "temporary stop" or "pseudo stop"; hereinafter referred to as a "temporary stop") by operating the stop switch 42 to activate the rotation stopping device, and an arbitrary symbol combination is displayed. "Pseudo game effect" is also called "reel effect". On the other hand, in contrast to the above-mentioned "pseudo game presentation," a game for displaying a symbol combination as a game result (a symbol combination corresponding to the result of the lottery) is referred to as "main game." The symbol combination temporarily stopped by the pseudo game effect does not represent the game result. After the symbol combination is temporarily stopped by the pseudo game effect, the game result is displayed by the symbol combination being stopped and displayed by the actual game.

[0166] In particular, in this embodiment, when a sub-bonus is won and the conditions for executing a pseudo-game presentation are met (for example, when the number of premonition plays has been exhausted), the pseudo-game presentation will be executed up to four times until the "red 7" combination is temporarily stopped. Also, during the pseudo game presentation, it may be possible to inform the player that it is a pseudo game presentation, in other words, that it is not a real game. By doing so, it is possible to prevent the player from mistaking the pseudo game presentation for the real game. Furthermore, when all reels 31 are temporarily stopped during the pseudo game presentation, the reels 31 are not stopped, but the motor 32 is driven and controlled so that the patterns move up and down at predetermined time intervals (so that they vibrate slightly up and down) (this is called "swing fluctuation" or "swing fluctuation control"), thereby informing the player that this is a temporary stop in the pseudo game presentation, and not a stop that displays the game result in the actual game (actual stop). Then, when the game is shifted to the main game after all the reels 31 are stopped by the pseudo game presentation, when the start switch 41 is operated, the rotation start timing of each reel 31 is made different by random delay processing.

[0167] 32 is a flowchart showing the pseudo game presentation for the matching of "red 7s." This flowchart does not include the actual game when the winning number "2" is won and the "red 7s" are stopped and displayed by pressing the reels in reverse. First, in step S581, the main control board 50 judges whether the start switch 41 has been operated or not, and when it judges that the start switch 41 has been operated, the process proceeds to step S582. In step S82, it judges whether the conditions for starting the pseudo game are satisfied or not. Here, this means the sub-bonus confirmed state (main game state) after the sub-bonus is won and the number of premonition games is consumed. If it is determined that the conditions for starting a pseudo game are met, the process proceeds to step S583, and if it is determined that the conditions are not met, the process according to this flowchart is terminated. In step S583, the main control board 50 adds "1" to the number of consecutive pseudo-game effects "N." The initial value of "N" is "0."

[0168] Next, proceeding to step S584, the main control board 50 judges whether or not "N" is "4." If it is determined that "N" is not "4," proceed to step S585, and if it is determined that "N" is "4," proceed to step S591. In step S585, the sub-control board 80 outputs an effect informing the player that they should aim for the "red 7" by pressing the reels in order. Then, the process proceeds to step S586. In step S586, the main control board 50 determines whether the stop switch 42 has been operated, and if it is determined that the stop switch 42 has been operated, the process proceeds to step S587. In step S587, the reel control means 65 executes a provisional stop process to pull the "red 7" onto an active line within a maximum range of four frames. Next, the process proceeds to step S588, where the main control board 50 determines whether or not all of the reels 31 have been temporarily stopped. If it is determined that all of the reels 31 have been temporarily stopped, the process proceeds to step S589, and if it is determined that all of the reels 31 have not been temporarily stopped, the process returns to step S586.

[0169] In step S589, the main control board 50 judges whether the "red 7" combination has temporarily stopped on the pay line. If it is judged that the "red 7" combination has temporarily stopped, the process proceeds to step S590 and moves to the sub-bonus. In contrast, if it is judged that the "red 7" combination has not temporarily stopped, the "red 7" combination pseudo game presentation is repeated. On the other hand, when it is determined in step S584 that "N" is "4", the process proceeds to step S591. In step S591, the reel control means 65 automatically temporarily stops all of the reels 31 that are spinning, and temporarily stops them when "red 7" is lined up. Here, the reels 31 may be temporarily stopped in the order of the left reel 31, the center reel 31, and the right reel 31, or all of the reels 31 may be temporarily stopped almost simultaneously. Then, the process proceeds to step S590, and the sub bonus starts. Although the above-mentioned pseudo game presentation allows the player to complete the "red 7" sequence, if the player fails to complete the "red 7" sequence three times in a row, the fourth pseudo game presentation automatically and temporarily stops the "red 7" sequence without requiring the player to operate the stop switch 42. This allows the transition process to the sub-bonus to be completed quickly.

[0170] Although not shown, when the winning number "2" is won when not in the sub-bonus, the sub-control board 80 outputs an effect informing the player to aim for "red 7" by pushing backward. Then, when the stop switch 42 is operated by pushing backward, the reel control means 65 executes a stop control process (main game) to pull "red 7" into the activated line with a maximum of four frames. As described above, in a game in which the winning number "2" is won, it is possible to stop the "red 7" alignment, that is, the symbol combination corresponding to Replay 04, on the activated line by pushing backward. Also, when the "red 7" alignment cannot be stopped by pushing backward (the player fails to push at the right time), the symbol combination corresponding to Replay 01 is stopped and displayed. Furthermore, even in a game in which the winning number "2" is won, when the stop switch 42 is not operated by pushing backward, the symbol combination corresponding to Replay 01 is stopped and displayed. If the "red 7" combination cannot be displayed in a game in which the winning number "2" is won, a "red 7" combination pseudo game presentation (pseudo game) is executed in the next game. However, this is not limited to this, and if the "red 7" combination cannot be displayed in a game in which the winning number "2" is won, a sub-bonus may be started in the next game without going through the pseudo game. In addition, even if the main gaming state is the sub-bonus confirmed state, the sub-state may be in premonition (a state in which the confirmation screen is not displayed). In such a case, it is optional to determine whether or not the conditions for starting the pseudo game are met. However, since the sub-state is in premonition, the notification of the matching of "red 7" is not executed, but if the main gaming state is the sub-bonus confirmed state, the pseudo game is executed and it is possible to stop aiming for the "red 7" in the pseudo game.

[0171] Let us return to the explanation given in FIG. As mentioned above, Heaven B Preparation Mode is a normal mode that is selected with a 100% probability when transitioning from the normal zone to the favorable zone other than early in the morning. When a sub-bonus starts in Heaven B preparation mode, a lottery is held to determine whether to transition to normal mode, and as shown in Figure 31(b), there is a 50% (120 / 240) probability of no transition (remaining in Heaven B preparation mode even after the sub-bonus ends), and a 50% probability of transitioning to Heaven B mode. In other words, while the player remains in Heaven B preparation mode, Heaven B preparation mode will either be maintained or transition to Heaven B mode will occur, which is advantageous for the player. Moreover, normal A mode, normal B mode, and normal C mode are disadvantageous modes for the player. Moreover, the modes are closer to heaven as they progress from normal A mode to normal B mode and normal C mode. For example, in normal A mode, the probability of no transition is the highest, and if there is a transition, the probability of transition to normal B mode is the highest. Furthermore, in normal B mode, the probability of no transition is the highest, and if there is a transition, the probability of transition to normal C mode is the highest. Furthermore, there is no case of falling from normal B mode to normal A mode. Furthermore, in normal C mode, the probability of transition to heaven A mode is the highest, and there is no case of falling to normal A mode or normal B mode. As shown in FIG. 31(b), when transitioning from normal A mode to another normal mode, transition is made to normal B mode, and when transitioning from normal B mode to another normal mode, transition is made to normal C mode. Therefore, when staying in normal C mode, there is a high possibility that the player will stay in normal mode for the longest time. And, among normal A mode, normal B mode, and normal C mode, normal C mode is most likely to transition to heaven C mode. In other words, when transitioning to normal mode, the difference counter value is not referred to, but the longer a state unfavorable to the player continues in normal C mode, the more likely it is to transition to heaven C mode.

[0172] Heaven A mode is a mode that does not transition (loops) with a 60% (144 / 240) probability, and if it leaks out of the loop, it will transition to Normal A mode or Normal B mode. Heaven B mode is a mode that does not transition (loops) with a 90% (216 / 240) probability, and if it escapes the loop, it will transition to Heaven B pullback mode. In Heaven B pull-back mode, the pull-back rate to Heaven B mode is 20% (48 / 240), and if pull-back is not possible, it will transition to Normal A mode or Normal B mode. Heaven C mode is a mode without transitions, and is maintained until the end of the favorable zone, that is, until the difference in number from the start of the favorable zone exceeds "2400", which is a so-called completion mode. In addition, the conditions for transitioning to Heaven C mode are set. If the player is selected to transition to Heaven C mode and the remaining difference at that time is "1000" or more, the mode will transition to Heaven C mode. On the other hand, if the player is selected to transition to Heaven C mode and the remaining difference at that time is less than "1000", the mode will transition to Heaven A mode.

[0173] From the above, for example, 1) When the difference in the favorable zone exceeds "2400" after repeating the 60% loop in Heaven A mode, 2) When the Heaven B Preparation Mode is maintained or the mode is changed to Heaven B Mode, and the difference in the favorable zone exceeds 2400, 3) When the game transitions to Heaven C mode and the difference in the favorable zone exceeds 2400 Each ends its favorable period. When the advantageous period ends, the next game will transition to the normal period. When the game moves to the normal zone, the normal zone lever process shown in Fig. 29 is executed, and the game goes to normal mode 1. In the case of RT1 and normal mode 1, the game always wins the heaven B preparation mode, as shown in Fig. 30. When it transitions to Heaven B Preparation Mode, it will stay in Heaven B Preparation Mode until it transitions to Heaven B Mode, and after it transitions to Heaven B Mode, Heaven B Mode will loop with a 90% chance. This increases the chance that the difference in the favorable zone will exceed "2400" in the next favorable zone and the favorable zone will end. In this way, it is possible to repeat the advantageous period that ends when the difference number exceeds "2400" multiple times.

[0174] 33 is a flowchart showing the effect process when the advantageous zone is repeated multiple times as described above. This process is performed by the sub-control board 80. First, in step S622, it is determined whether or not the advantageous zone has started. If it is determined that the advantageous zone has started, the process proceeds to step S623. In step S623, it is determined whether the heaven mode (heaven A mode, heaven B preparation mode, heaven B mode, or heaven C mode) of the advantageous zone is continuous. Here, if the end of the previous advantageous zone was heaven A mode, heaven B preparation mode, heaven B mode, or heaven C mode, and the start of the next advantageous zone is heaven B preparation mode, it is determined that the heaven mode of the advantageous zone is continuous. If it is determined that the heaven mode of the advantageous zone is continuous, proceed to step S624, and if it is determined that the heaven mode of the advantageous zone is not continuous, the processing according to this flowchart is terminated.

[0175] In step S624, the advantageous zone consecutive counter provided on the sub-control board 80 side is set to "+1". Then, proceeding to step S625, the sub-control board 80 executes consecutive advantageous zone performance. Here, based on the value of the advantageous zone consecutive counter, for example, when the value of the advantageous zone consecutive counter is "1" (the number of consecutive advantageous zones is "2"), the frame lamp among the performance lamps 21 is lit in blue, when the value of the advantageous zone consecutive counter is "2", the frame lamp is lit in yellow, and when the value of the advantageous zone consecutive counter is "3", the frame lamp is lit in green. In other words, by looking at the performance of the frame lamp (cabinet) of the gaming machine 10, it is possible to roughly grasp how many times the heaven mode of the advantageous zone has been consecutive. Furthermore, the sub-control board 80 displays the total number of coins won in the heaven mode in the previous advantageous zone as an image and stores the total number of coins won. After moving to the next advantageous zone, if the mode is heaven, the cumulative value from the total number of coins won in the heaven mode in the previous advantageous zone is displayed as an image, and if the sub-bonus starts within a predetermined number of games (for example, 100 games) from the start of the current advantageous zone, the heaven mode is considered to be continuing, and the display of the total number of coins is continued. During the loop of the heaven mode, the total number of coins won may be displayed even if the sub-bonus is not in progress, but the total number of coins won may be displayed only during the sub-bonus.

[0176] Furthermore, when displaying an image of the total number of coins won across multiple advantageous zones, a predetermined image (e.g., an icon) is displayed every time the number of coins won reaches "+2000" until the heaven loop is exited (thereafter, the predetermined image is changed or increased every time the number reaches "+2000"). Furthermore, at the end of the advantageous period, the main control board 50 clears the parameters related to the advantageous period, but the sub-control board 80 does not clear the parameters related to the advantageous period (such as the total number of coins won as described above). However, this is not limited to the above, and the total number of winning coins may not be carried over and may be reset when crossing over into a favorable zone.

[0177] After outputting the advantageous zone continuous performance in step S625, in the next step S626, it is determined whether or not the advantageous zone has ended. If it is determined that the advantageous zone has ended, the process returns to step S622, and if it is determined that the advantageous zone has not ended, the process proceeds to step S627. In step S627, it is determined whether the heaven mode of the advantageous zone has ended. Here, when the heaven mode loop is exited, it is determined that the heaven mode of the advantageous zone has ended. If it is determined that the heaven mode of the advantageous zone has ended, proceed to step S628, and if it is determined that the heaven mode of the advantageous zone has not ended, return to step S625. In step S628, the continuous performance of the advantageous zone is ended. For example, when the performance of the frame lamp is being performed as described above, the performance is ended. Also, when the total number of coins won from the heaven mode of the previous advantageous zone is displayed, the display is ended. Next, the flow proceeds to step S629, where the consecutive advantageous zone counter is cleared, and the process according to this flowchart is terminated. In this way, by executing the consecutive presentation of the advantageous zone, the player can appeal to those around him that he has won a large number of medals. In particular, in the case of a medal-less gaming machine described later, the medals that have actually been won cannot be seen, so the consecutive presentation of the advantageous zone is more effective. In addition, in the example of Figure 33, the continuous presentation of advantageous zones ends when the heaven mode ends, but this is not limited to this, and the continuous presentation of advantageous zones may be continued after the heaven mode ends, for example, for about 100 games. Furthermore, when the advantageous zone ends and the normal zone starts, in most cases in the first game of the normal zone, the advantageous zone transition lottery is won, and the advantageous zone starts again from the next game. In this case, the advantageous zone continuous performance may be executed, including the normal zone between the advantageous zone and the next advantageous zone. When the consecutive advantageous zone presentation is executed during the normal zone, it is possible to notify the player that the heaven loop is continuing even during the normal zone, thereby preventing the player from accidentally quitting the game. On the other hand, it is not necessary to execute the advantageous zone consecutive performance in the normal zone. In this case, it is possible to prevent the player from misunderstanding that the AT lottery is executed even in the normal zone.

[0178] Next, a description will be given of the complete function in the first embodiment. The "complete function" corresponds to a play stopping function of a gaming machine (ending play thereafter on that day). In the first embodiment, first, the difference number in the advantageous zone is counted by the difference number counter. Here, "difference number in favorable zone" refers to the difference in the number of coins when the start of the favorable zone is set to "0". In other words, the start of the favorable zone is used as the base ("0"), rather than the difference number (MY) from the minimum value during the favorable zone. Therefore, when the difference number becomes a negative value during the favorable zone, the negative value is counted. Also, as with the other embodiments described above, the difference number counter does not count the number of plays during the normal zone. For example, the difference counter is a 2-byte decrement counter. When the difference during the favorable period exceeds "+2400 (coins)", it is determined that the end condition of the favorable period is met. Here, a first example of a difference counter is a method in which "+2415" (pieces) ("096Fh" in hexadecimal) is initially set at the start of the advantageous period, and when the difference in the current game is negative, the difference is added to the difference counter, and when the difference in the current game is positive, the difference is subtracted from the difference counter. Specifically, first, "+2415" is set at the start of the advantageous period, and if the difference in the first game is "-3 (coins)" (number of bets "3", number of payouts "0"), "3" is added to the difference counter and the difference counter is updated to "+2418". On the other hand, if the difference in the first game is "+11 (coins)" (number of bets "3", number of payouts "14"), "11" is subtracted from the difference counter and the difference counter is updated to "+2404". When the difference counter becomes "0", it is determined that the difference during the advantageous period has exceeded "+2400", and the advantageous period ends. In addition, in the examples of FIG. 34 and FIG. 35 described later, the difference number counter value increases when the difference number in the current game increases.

[0179] As a second example of a difference counter, the start of the favorable period is set to "0", and when the difference counter exceeds "+2400" (pieces) (specifically, when the difference counter value in hexadecimal is "0961h" or greater), it is determined that the end condition of the favorable period is met. In the difference counters and stop counters shown below, when a hexadecimal number is indicated, an "h" is added to the number. When an "h" is not added to a number, a decimal number is indicated. Also, when a minus sign is not added to the difference counter value, it indicates that it is positive. Also, as described above, in the first embodiment, the number of plays during the advantageous period is not included in the conditions for ending the advantageous period, so the number of plays during the advantageous period is not counted. In both the first and second examples above, when the advantageous period ends, the difference counter is cleared.

[0180] Secondly, in the first embodiment, a strike-off counter counts MY from the time the power is turned on. Here, "MY" is a value when the minimum value is "0", just like the difference counter in the other embodiments described above. The hit counter is initialized to "0000h" when the power is turned on. And for example, when the power is turned on, 1st game: Number of bets: "3", number of payouts: "0", play end counter: "0000h" 2nd game: Bets: "3", Payout: "14", Play-stop counter: "000Bh" 3rd game: Number of bets: "3", number of payouts: "0", stop counter: "0008h" 4th game: Number of bets: "3", number of payouts: "0", counter: "0005h" 5th game: Number of bets: "3", number of payouts: "0", counter: "0002h" 6th game: Number of bets: "3", number of payouts: "0", counter: "0000h" : It becomes. Here, in the first game above, the difference is "-3", so adding this difference "-3" to the initial value of the stop counter, "0000h", results in "FFFDh". However, when a digit is borrowed, it is corrected to "0000h" each time. Similarly, for the sixth game, the difference is -3, so adding the difference -3 to the stop counter of 0002h results in FFFFh, but is corrected to 0000h. When the value of the play stop counter since power-on reaches "19000" (4A38h), the complete function is activated, play on the gaming machine 10 is stopped, and subsequent play (operation for that day) is terminated. Unlike the difference counter, the hit stop counter counts MY even during normal intervals.

[0181] FIG. 34 is a diagram showing the transition of the difference counter and the hit stop counter in the first embodiment. First, the point when the power is turned on and the RWM is initialized corresponds to "A" in the figure. At "A" in the figure, both the difference counter and the hit stop counter are "0". Immediately after powering on the RWM for initialization, the normal interval begins, and the advantageous interval begins at point "B" in the diagram. Therefore, at point "B" (the start of the advantageous interval), the difference counter is "0." During the normal interval, the difference counter is not updated.

[0182] Furthermore, the difference number decreases from point "B" in the figure, and when it reaches point "C", the difference number counter value at this point "C" is "BC". Also, the hit limit counter value is "0". Then, if a sub-bonus or the like is executed in the advantageous zone, and the difference number increases to reach point "D", and the difference number "DB" exceeds "2400", the condition for ending the advantageous zone is met at point "D", the advantageous zone ends, and the next game will be in the normal zone, and if the condition for transitioning to the advantageous zone is met in the normal zone, the game will transition to the advantageous zone. Next, when the point "E" in the figure is reached and the play end counter value "EC" reaches "19000", the complete function is activated and the gaming machine 10 comes to a play end.

[0183] In FIG. 34, the dashed line indicates the case where the difference number continues to increase after the power is turned on and the stop counter reaches "19000" in the shortest time. In the diagram, "FA" is written as "19000". Here, the minimum game time (the shortest time from the start of rotation of the reel 31 in the current game to the start of rotation in the next game) is set to "4.1" seconds. Meanwhile, the Act on the Control and Improvement of Amusement and Amusement Businesses (hereinafter sometimes referred to as the "Entertainment Business Law," "Entertainment Business Control Law," or "Entertainment Business Law") stipulates that pachinko parlors are classified as a "Type 4 Business." In addition, the Entertainment Business Law does not permit any entertainment or amusement businesses to operate between the hours of midnight and 6am, as a general rule (Article 13 of the Law). For this reason, the maximum hours a pachinko parlor can operate per day is 18 hours. Furthermore, the shortest business hours stipulated by prefectural ordinances are 13 hours. Furthermore, although specific calculations are omitted, based on the above-mentioned number table and condition device, assuming that the shortest possible time is to move from the normal zone to the advantageous zone and then to the sub-bonus, that the sub-bonus continues until the difference number counter exceeds "2400", and that when the difference number counter exceeds "2400", the advantageous zone ends and the player moves to the normal zone, the net increase in the number of coins per game is set to approximately "6". In other words, if one game takes 4.1 seconds to play and the net increase in number of coins per game is 6, the net increase in number of coins per hour is about 5268. Therefore, it takes about 3.6 hours for MY to reach 19000. Therefore, there are cases where the hit counter reaches "19000" within one business day (a minimum of 13 hours and a maximum of 18 hours). In this way, by setting the value of the play-stop counter at which the complete function is activated and the net increase in the number of coins per game so that the complete function can be operated within the pachinko parlor's business hours for one day, it is possible to prevent the player's gambling instincts from being significantly stimulated.

[0184] Fig. 35 is a diagram showing the relationship between the difference counter and the stop counter and the power on / off. The "power off" and "power back on" in the graph in Fig. 35 are simply power on / off, and RWM clear (setting change) is not performed. As shown in Figure 35, for example, if the power is cut off while the stop counter and the difference counter are at a predetermined value, and then the power is restored, the stop counter is cleared. Therefore, after the power is restored, it starts from "0000h" (indicated by the dashed line in the figure). However, the difference counter is not cleared. Therefore, after recovery from a power outage, the counter resumes from the value before the power outage (solid line in the figure). In addition, the lower table in FIG. 35 shows the status of the difference counter and the stop counter when the power is turned on / off without clearing the RWM and when the power is turned on / off with clearing the RWM. As described above, when the power is turned on / off without clearing the RWM, the difference counter is maintained, but the hit-stop counter is cleared. In contrast, when the power is turned on / off with the RWM cleared (for example, when changing settings), both the difference counter and the hit-stop counter are cleared.

[0185] In addition, the "complete function activation flag" is a flag that turns on when the hit counter reaches "19000" and the complete function is activated.The flag is composed of, for example, 1 byte of data and is "00h" when off and "FFh" when on. Furthermore, the "temporary complete function flag" is a flag that is turned on when the play end counter has reached "19000" but the complete function cannot be activated, for example, when the game is in a special game state (when a special device is in operation).The flag is composed of, for example, 1 byte of data, and is "00h" when off and "FFh" when on. These complete function active flag and complete function temporary flag are configured not to be cleared by turning the power on / off without clearing the RWM.

[0186] Therefore, for example, when the play limit counter reaches "19000" during the special game state, the complete function activation flag remains off, but the temporary complete function flag is turned on. If the power is cut off before the special game state ends and then restored, the temporary complete function flag is returned to the on state, so that when the special game state ends after the power is restored from the power cut, the complete function activation flag can be turned on and the complete function can be activated. However, when the power is turned on / off (when the settings are changed) with the RWM cleared, both the complete function active flag and the complete function provisional flag are cleared.

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

[0188] In the next step S515, the main control board 50 executes the process of accepting the insertion and settlement. In the next step S516, the main control board 50 judges whether the start switch 41 has been operated or not, and proceeds to step S517 if it is determined that the start switch 41 has been operated. In step S517, the winning combination selection means 61 executes a combination (winning number) selection. Then, in the next step S518, the reel control means 65 starts the rotation of the reel 31. In step S519, the main control board 50 determines whether the stop switch 42 has been operated, and if it determines that the stop switch 42 has been operated, proceeds to step S520, and the reel control means 65 controls the reel 31 corresponding to the operated stop switch 42 to stop. In the next step S521, the main control board 50 judges whether all the reels 31 have stopped or not, and if it is judged that all the reels 31 have not stopped, the process returns to step S519, and if it is judged that all the reels 31 have stopped, the process proceeds to step S522. In step S522, the winning determination means 66 judges the winning combination. Then, the process proceeds to step S523, where the payout means 67 pays out medals corresponding to the winning combination. Next, the process proceeds to step S524, and the main control board 50 performs an update process of the role ratio monitor (management information display LED 74). Next, the process proceeds to step S525, and the main control board 50 executes a complete function calculation process. This process is a process for updating the hit stop counter, etc., and is the process shown in FIG. 38, which will be described later. Next, the process proceeds to step S526, where the main control board 50 executes a game status update process, and then returns to step S513.

[0189] FIG. 37 is a flowchart showing the error processing in step S513 of FIG. First, in step S531, the main control board 50 judges whether or not it is in a special gaming state (a special device is operating). In this embodiment, this is because the complete function is not activated even if the activation condition (play stop condition) of the complete function is satisfied in the special gaming state. If it is determined that it is in a special gaming state, the process proceeds to step S537, and other error processing other than the processing related to the complete operation is executed. On the other hand, if it is determined in step S531 that it is not in a special gaming state, the process proceeds to step S532. In step S532, the complete function activation flag is read. Then, in the next step S533, it is determined whether or not the complete function activation flag is "FFh" (on). If it is determined that it is "FFh", the process proceeds to step S534, and if it is determined that it is not "FFh", the process proceeds to step S537.

[0190] In step S534, the main control board 50 notifies the operation of the complete function. This process transmits an operation signal of the complete function to the sub-control board 80, and notifies the operation of the complete function on the image display device 23 or the like. Next, the process proceeds to step S535, where the main control board 50 executes an automatic settlement process. Note that when the complete function is activated, it is optional whether or not to automatically settle the credited medals, and if automatic settlement is to be executed when the complete function is activated, the automatic settlement process is executed in this step S535. On the other hand, if automatic settlement is not to be executed when the complete function is activated, the process of step S535 is not executed. Next, the process proceeds to step S536, where a complete signal is output to the outside. This ends the error processing. When the process proceeds to step S536, the process does not proceed to the steps S515 and onward in FIG. 36. This means that the operation switches (bet switch 40, start switch 41, stop switch 42) are not accepted, and the game cannot proceed. In this example, the process related to the operation of the complete function is executed within the error processing of step S513. However, this is not limited to the above. For example, the process related to the operation of the complete function may be provided independently as the next process after the error processing, and the processes of steps S531 to S536 in FIG. 37 may be executed.

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

[0192] In the next step S545, it is determined whether the stop counter is less than "0", that is, whether a carryover has occurred. If it is determined that the stop counter is not less than "0", the process proceeds to step S546, and if it is determined that the stop counter is less than "0", the process proceeds to step S551. In step S551, the hit stop counter value is corrected to "0." As a result, the minimum value of MY becomes "0." Then, the process according to this flowchart ends. On the other hand, when the process proceeds from step S545 to step S546, the main control board 50 judges whether the shot stop counter value has reached "19000". As described above, when the shot stop counter value is "4A38h" or more, it is judged that it has reached "19000". If it is judged that the shot stop counter has reached "19000", the process proceeds to step S547, and if it is judged that it has not reached "19000", the process according to this flowchart ends.

[0193] In step S547, the complete function provisional flag is turned on (FFh). Next, the process proceeds to step S548, and it is determined whether the current game is in a special game state (1BB game, RB game, etc.). Note that when the special game state ends in the current game (for example, when it is the final game of 1BB game), the special game state ends at the time of step S525, so it is determined that the special game state is not in progress. When it is determined that the game is in a special game state, the process according to this flowchart is terminated. Therefore, in the special game state, when the play stop counter reaches "19000", the complete function provisional flag is turned on in step S547, but the complete function activation flag is not turned on (FFh) because step S549 is not passed through. Therefore, the complete function does not operate in the special game state. On the other hand, if it is determined in step S548 that the special game state is not in progress, the process proceeds to step S549. In step S549, the main control board 50 turns the complete function activation flag on (FFh). Next, the process proceeds to step S550, where the temporary complete function flag is turned off (00h). Then, the process according to this flowchart ends. If the complete function activation flag is turned on in step S549, the complete function is activated at the start of the next game according to step S513 in FIG. 36 and FIG. 37. Furthermore, in a special game state, when the complete function temporary flag is turned on in step S547, the complete function temporary flag remains on (the complete function activation flag is off) until the special game state ends, and at the end of the special game state, the complete function activation flag is turned on (step S549) and the complete function temporary flag is turned off (step S550).

[0194] Next, image control by the sub-control board 80 regarding the complete function will be described. FIG. 39 shows images for announcing (advance notification) the activation of the complete function, where (a) shows a game screen, (b) shows a demonstration screen, and (c) shows a menu screen. After the power is turned on, the sub-control board 80 counts the play stop counter independently. However, this is not limited to this, and the play stop counter value may be transmitted from the main control board 50 to the sub-control board 80 at the end of each game. If the complete function were suddenly activated when the play limit counter reached "19000," the player would be taken by surprise. Therefore, when the activation of the complete function is approaching, a notice of the activation of the complete function is given to the player.

[0195] The sub-control board 80 notifies the user of the activation of the complete function when the shot limit counter reaches "18900", in other words, when there are "100" coins remaining until the complete function is activated. As shown in (a), (b), and (c) in the figure, whether it is a game screen, a demonstration screen, or a menu screen, it will display, for example, as in this example, "100 coins remaining until the complete function is activated." Also, when the play limit counter reaches, for example, "+11" in the next game, the preview image of the complete function activation is updated to show "89 coins remaining until the complete function is activated." In this way, the preview of the complete function activation is performed so that the quantitative change until the complete function activation condition (the play limit counter reaching "19000") is satisfied can be visually recognized. In the figure, the area of ​​the preview image of the complete function operation is shown by a dot pattern, and this dot pattern area represents the front layer. Therefore, for example, if there is an area where a specific display on the screen and the preview image of the complete function operation overlap, the preview image of the complete function operation is displayed in the overlapping area, and the specific image (back layer) is not displayed. In other drawings described later, the area indicated by the dot pattern also indicates the frontmost layer.

[0196] In the above example, in the case where the complete function is to be activated when the hit limit counter reaches "19000", the activation of the complete function is announced when the hit limit counter reaches "18900". Here, if the hit-stop counter value reaches "19000" without decreasing after the completion function operation is notified, the completion function operation is continuously notified from the time when the hit-stop counter reaches "18900" until it reaches "19000". On the other hand, if the value of the stop counter decreases after it reaches "18900", and the value of the stop counter reaches a predetermined value, the advance notice of the operation of the complete function is terminated. Here, if the play stop counter fluctuates up and down as the game progresses, with "18900" as the threshold value, the state in which the complete function is predicted to be activated and the state in which it is not predicted to be activated will frequently alternate, and for example, the image predicting the activation of the complete function will sometimes be displayed and sometimes not. Therefore, in this embodiment, once a notice of the completion function operation is given, the notice of the completion function operation is maintained until the hit-stop counter becomes less than a predetermined value ("18850" in this embodiment).

[0197] 40 is a diagram showing the transition between a period in which the completion function operation is predicted (advance notification) and a period in which no prediction is given. In the figure, the solid line indicates the period in which the completion function operation is predicted, and the dashed line indicates the period in which no prediction is given. In FIG. 40, when the value of the hit stop counter reaches "A" (MY1="18900") in the figure, the condition for notifying the operation of the complete function is met, so that the operation of the complete function is notified from this point on. Then, as the game progresses, at point "B" in the figure, the value of the play stop counter falls below "MY1 (18900)", but the notification of the activation of the complete function continues. Then, when the value of the hit-stop counter falls below "MY2 (18850)" at point "C" in the figure, the notification of the completion function operation ends and the game moves to a section where no notification is given.

[0198] Once the period has shifted to one where no warning is given, the period will not be one where a warning is given for the completion function activation unless the hit-stop counter reaches "18900" (MY1). In the example of Figure 40, the hit-stop counter reaches "18900" (MY1) at point "D" in the figure, and the period again becomes one where a warning is given for the completion function activation. When the hit limit counter reaches "19000", the complete function is activated and the notification of the activation of the complete function ends. In addition, the difference "MY1-MY2" between the stop counter "MY1" which is the interval that predicts the operation of the complete function and the stop counter "MY2" which is the interval that does not predict the operation of the complete function is "50" in this example. Here, it is preferable that "MY1-MY2" is larger than the maximum difference number in one game ("11 coins" in the first embodiment). In this way, it is possible to prevent the interval that predicts the operation of the complete function and the interval that does not predict the operation of the complete function from being (frequently) interchanged in one game.

[0199] Figure 41 is a diagram showing an example of a full-screen image display of the complete function. In the figure, the dot pattern display area is the image display area of ​​the complete function. Therefore, when the complete function is displayed full-screen as in this example, the game screen and the like up until that point are completely invisible. Here, when the complete function is activated, there are cases where automatic settlement is performed and cases where automatic settlement is not performed. When the complete function is activated, the operation of the bet switch 40, start switch 41, and stop switch 42 is invalidated, and the game cannot proceed thereafter. However, for gaming machines 10 that permit the operation of the settlement switch 43, the settlement switch 43 can be operated after the complete function is activated to discharge all of the stored medals into the medal tray. In this case, a display prompting settlement is displayed, as shown in the figure (a). On the other hand, when the complete function is activated, when automatic settlement is performed, all of the stored medals are automatically discharged into the medal tray without the player having to operate the settlement switch 43. In this case, as shown in (b) in the figure, a message to that effect is displayed. Furthermore, in the case of a "medalless gaming machine" described in the 18th embodiment (FIG. 52) described later, when the counting switch 47 is operated, the gaming media (electronic medals) stored in the gaming machine 10 are transmitted to the lending unit 200. In the case of a medalless gaming machine, when the complete function is activated, it is necessary to operate the counting switch 47 to transmit the gaming media to the lending unit 200. In this case, as shown in FIG. (c), a display is displayed to prompt the user to count.

[0200] 42 is a diagram showing an example of an image display in a partial area indicating that the complete function is activated. In the figure, the dot pattern display area is the image display area indicating that the complete function is activated. In the figure, (a) is an example where the complete function is activated during a sub-bonus game (AT). The image layer for the complete function activation is displayed overlaid on the game screen layer. Therefore, in the area where the game image and the image for the complete function activation overlap, the image for the complete function activation is displayed on top. Note that the image for the complete function activation may be made transparent so that the game screen can be seen underneath the image for the complete function activation. Also, if the game screen is left as it is for a certain period of time, it will transition to a demonstration screen as shown in FIG. 1(b). Even when transitioning to the demonstration screen, the image of the complete function operation continues to be displayed without being erased. Furthermore, in the area where the image of the demonstration screen and the image of the complete function operation overlap, the image of the complete function operation is displayed as the foreground layer. Furthermore, even after the complete function is activated, it is possible to switch to the menu screen. Even when the screen is switched to the menu screen, the image indicating that the complete function is activated continues to be displayed without being erased. Furthermore, in the area where the image of the menu screen and the image indicating that the complete function is activated overlap, the image indicating that the complete function is activated is displayed as a layer on the front side.

[0201] Figure 43 shows an example of when the play stop counter reaches "19000" during a special game state (for example, during 1BB game or RB game), where (a) shows a time chart, and (b) and (c) show example image displays. In the first embodiment, the sub-bonus (AT) can be executed on the premise that the 1 BB is not won (1 BB is not won). In contrast, the example of Fig. 43 shows an example in which the stop counter reaches "19000" when the 1 BB or RB (gimmick) is won during a game and the special game state (1 BB or RB game) is in progress. In the figure (a), when the special game state starts, the play stop counter is less than "18900", the complete function provisional flag is off, and the complete function activation flag is off. First, when the play stop counter reaches "18900", the sub-control board 80 displays an image notifying the activation of the complete function. The image at this time is shown in the figure (b). On the game screen in the special game state, the image notifying the activation of the complete function is superimposed on a portion of the screen. Next, when the play stop counter reaches "19000" in the special game state, the complete function provisional flag is turned on. However, since the special game state is in effect, the complete function activation flag remains off. Also, based on the completion function provisional flag being turned on, the sub-control board 80 displays an image indicating that the completion function is waiting to be activated (the completion function will be activated after the special game state ends). (c) in the figure shows the image at this time. Therefore, based on the fact that the play stop counter has reached "19000", the image display changes from (b) in the figure to (c) in the figure. By configuring it in this way, it is possible to inform the player that the play limit counter has reached "19000" during the special play state (meaning that no more play is possible on that day), thereby preventing any trouble between the pachinko parlor staff and the player when the gaming machine 10 is stopped after the special play state ends.

[0202] When the special game state ends, the complete function activation flag is turned on (the temporary complete function flag is turned off). This causes the image shown in FIG. 41 or FIG. 42(a) to be switched from the image shown in FIG. In addition, once the stop counter reaches "19000" in the special game state, the counting of the stop counter will end, but even if the number of medals won thereafter decreases (for example, assuming that the stop counter continues counting without ending after reaching "19000", when the count value falls below "19000" at the end of the special game state), the complete function provisional flag will remain on and the complete function activation flag will be turned on at the end of the special game state. In the example of Fig. 38, when the complete function provisional flag is on (step S541 is "Yes"), the stop counter is not updated because step S544 is not passed. Therefore, in this case, even if the number of medals acquired decreases in the special game state thereafter, the stop counter does not change. However, this is not limiting, and the play stop counter may be updated even after the complete function provisional flag is turned on. In this case, even if the play stop counter is less than "19000" at the end of the special game state, if the complete function provisional flag is turned on once during the special game state, the complete function activation flag is turned on at the end of the special game state, and play of the gaming machine 10 is stopped.

[0203] Also, in FIG. 43, after the play stop counter reaches "19000", the power is turned off before the special game state ends, and then the power is turned on and the special game state ends, and the complete function is activated when the special game state ends. When the play stop counter reaches "19000" during the special game state, the complete function activation flag is not turned on, but the complete function temporary flag is turned on. Then, the play stop counter is cleared by turning the power on / off, but the complete function temporary flag is not cleared by turning the power on / off. Therefore, after the power is turned on, before the special game state ends, the complete function temporary flag is on and the complete function activation flag is off. Then, when the special game state ends, the complete function temporary flag is turned off and the complete function activation flag is turned on, and the complete function is activated. By configuring in this manner, even if a power outage or the like occurs after the play stop counter has reached "19000" but the gaming machine 10 has not yet reached play stop (for example, a situation in which the play stop counter has reached "19000" during a special game state), and the power is then turned on and the play stop counter is cleared, the gaming machine 10 can be brought to a play stop based on the complete function provisional flag and the complete function activation flag, thereby preventing the player's gambling spirit from being significantly stimulated.

[0204] Figure 44 is a time chart showing an example in which a power outage occurs in a game in which the complete function is activated after a payout (a game in which the play stop counter reaches "19000"; the same applies below) in which the activation of the complete function is predicted (advance warning) (for example, the state shown in Figure 43(b)), and the payout process is completed before the power outage process begins. First, in a situation where the completion function is in a warning state, the stop switch 42 is operated, the last stop switch 42 is released, and a payout process is performed. Then, a power outage occurs just before the end of the payout process, and the payout process is completed before the power outage process starts. When the payout process is completed, the play stop counter is updated, and as a result of the play stop counter reaching "19000", the state transitions from the notification state of the complete function activation to the activation state of the complete function. A power outage occurs at about the moment when the notification state switches to the activation state, but the activation state is reached before the power outage process begins. Therefore, the complete function activation flag is turned on before the power outage process begins. After the power-off process is completed, the power is turned off. Next, when the power is turned on, the power-on process is executed. When the power-on process ends, the complete function operation state is restored. As described above, when the power is turned on / off, the stop counter is cleared, but the complete function operation flag is not cleared. Therefore, the value of the complete function operation flag is read during the power-on process, and when the complete function operation flag is on, the complete function operation state is entered.

[0205] Figure 45 is a time chart showing an example in which, in a game in which the activation of the complete function is predicted and the complete function is activated after a payout, a power outage occurs in the middle of the payout process, and the power outage process begins. FIG. 45 shows Example 1 (a) and Example 2 (b), but first, Example 1 (a) will be described. In the state where the complete function is about to be activated, the stop switch 42 is operated, the last stop switch 42 is released, and the payout process is performed. Then, assume that a power outage occurs during the payout process, and the power outage process starts before the entire payout process is completed (before all medals are paid out). Therefore, when the power outage process ends and the power is turned off, the play stop counter has not reached "19000". For this reason, the power is off while the complete function is still in the state where it is about to be activated. In other words, the complete function activation flag is off when the power is turned off. In addition, when the power is turned off, the payout process that has been completed and the advance notice state of the completion function operation are backed up.

[0206] Next, when the power is turned on, the power-on process is executed. When the power-on process is completed, the payout process is continued based on the backup data. Also, the machine returns to the advance notice state of the completion function operation based on the backup data at the time of power off. When the payout process is completed, the stop counter is updated, but the stop counter is cleared when the power is turned off. Therefore, even if the next payout process is executed after the power is turned on and the stop counter is updated, the stop counter does not reach "19000". Furthermore, the value of the stop counter has not reached the value required to enter the prediction state for the operation of the complete function (for example, "18900" in the example of Figure 40). Therefore, after the payout process is completed, the state does not enter the prediction state for the operation of the complete function, and the state transitions to the normal state. Moreover, example 2 in FIG. 1(b) is an example in which the advance notice state of the operation of the complete function is not backed up when the power is turned off. Therefore, after the power is turned on, the device does not return to the state where the completion function is not activated. Therefore, when the power-on process is completed, the device returns to the normal state. Note that FIG. 45 shows a preview state of the complete function activation, and applies even if the complete function does not activate after the payout (if the play limit counter does not reach "19000") In addition, in Example 2 in (b) in the figure, the advance notice state of the complete function operation is backed up when the power is cut off, but the advance notice state of the complete function operation may be cleared in the process when the power is restored. This processing is similar to that in Figures 46(b), 47(b), and 48(b) described later.

[0207] Figure 46 is a time chart showing an example in which, in a game in which the activation of the complete function is predicted and the complete function is activated after a payout, a power outage occurs before the final stop switch is released, and the power outage process is executed when the payout process has been completed halfway. FIG. 46 shows Example 1 (a) and Example 2 (b), but first, Example 1 (a) will be described. In the state of the advance notice of the complete function operation, the stop switches 42 are operated, the hand is released from the last stop switch 42, and the payout process is performed. Here, it is assumed that the power is turned off before the hand is released from the last stop switch 42. Furthermore, it is assumed that the power-off process starts before all the payout processes are completed (before all the medals are paid out). Therefore, when the power-off process ends and the power is turned off, the play stop counter has not yet reached "19000". For this reason, the power is turned off while the advance notice of the complete function operation is still in place. In addition, when the power is turned off, the payout process that has been completed and the advance notice state of the completion function operation are backed up.

[0208] Next, when the power is turned on and the power-on process is executed, the payout process continues based on the backup data. Also, the state of the advance notice of the completion function operation is restored based on the backup data at the time of the power-off. When the payout process is completed, the stop counter is updated, but the stop counter is cleared when the power is turned off. Therefore, even if the next payout process is executed after the power is turned on and the stop counter is updated, the stop counter does not reach "19000". Furthermore, the value of the stop counter has not reached the value required to enter the prediction state for the operation of the complete function. Therefore, after the payout process is completed, the system does not enter the prediction state for the operation of the complete function, but transitions to the normal state. Moreover, example 2 in FIG. 1(b) is an example in which the advance notice state of the operation of the complete function is not backed up when the power is turned off. Therefore, after the power is turned on, the device does not return to the state where the completion function is not activated. Therefore, when the power-on process is completed, the device returns to the normal state. Note that FIG. 46 shows a preview state of the complete function activation, and applies even if the complete function does not activate after the payout (if the play stop counter does not reach "19000"). Moreover, when the example in Fig. 45 is compared with the example in Fig. 46, the results are the same. In the example in Fig. 45, a power outage occurs after the last stop switch 42 is released, and in the example in Fig. 46, the last stop switch 42 is released after the power outage occurs. In both cases, the power-off process is terminated in the middle of the payout process. As a result, after the power is turned on, the payout process continues, and if the advance notice state of the complete function operation is backed up, the advance notice state of the complete function operation is restored, but since the stop counter has been cleared, the normal state is restored after that. There are two methods for updating the hit counter when the power is turned on / off: The first method is to update the play end counter based on the payout amount and the bet amount in the game. The second method is to update the play limit counter based on the number of coins dispensed after the power is turned on. For example, in a game where 3 coins are bet and 10 coins are paid out, if the power-off process is completed when 5 of the 10 coins are paid out, the power is then turned on and the remaining coins are paid out, When the first method is adopted, the hit limit counter is updated by a difference of 7 pieces after the power is turned on. This simplifies the process because even if the power is turned on and off during the payout process, the difference number can be updated in the same way as when the power is not turned on and off. However, there are cases where the value of the stop counter updated after the power is turned on does not match the number of coins paid out after the power is turned on. In addition, when the second method is adopted, the play limit counter is updated by the five coins paid out after the power is turned on. As a result, the value of the play stop counter updated after power-on coincides with the number of coins paid out after power-on, so that the player will not be confused when a notice of the operation of the complete function is given after power-on.

[0209] Figure 47 is a time chart showing an example of a game in which the activation of the complete function is predicted and the complete function is activated after a payout, in which the last stop switch is released just before the power-off process begins (T1) or after the power-off process (T2). The result will be the same whether you release the last stop switch just before the power-off process begins (T1) or if you release the last stop switch after the power-off process ends and before the power is turned on (T2). FIG. 46 shows Example 1 (a) and Example 2 (b), but first, Example 1 (a) will be described. In the advance notice state of the complete function operation, after the stop switches 42 are operated, the hand is released from the last stop switch 42 immediately before the start of the power-off process (T1) or after the power-off process (T2). When the hand is released from the last stop switch 42, the payout process is executed, but since the hand is released from the last stop switch 42 immediately before the start of the power-off process (T1) or after the power-off process (T2), the power-off process has ended before the payout process is started. Therefore, when the power-off process is completed and the power is turned off, the strike-off counter has not yet reached 19000. Therefore, the power is turned off while the completion function is still in the warning state. In addition, when the power is turned off, the winning combination and the advance notice of the complete function operation are backed up.

[0210] Next, when the power is turned on and the power-on process is executed, the payout process is executed based on the backup data. Also, the state of the advance notice of the completion function operation is restored based on the backup data at the time of the power-off. When the payout process is completed, the stop counter is updated, but the stop counter is cleared when the power is turned off. Therefore, even if the payout process is executed after the power is turned on and the stop counter is updated, the stop counter does not reach "19000". Furthermore, the value of the stop counter has not reached the value required to enter the prediction state for the operation of the complete function. Therefore, after the payout process is completed, the system does not enter the prediction state for the operation of the complete function, but transitions to the normal state. Moreover, example 2 in FIG. 1(b) is an example in which the advance notice state of the operation of the complete function is not backed up when the power is turned off. Therefore, after the power is turned on, the device does not return to the state where the completion function is not activated. Therefore, when the power-on process is completed, the device returns to the normal state.

[0211] FIG. 48 is a time chart showing an example in which the complete function is about to be activated and the last stop switch is released after a power outage occurs and the power is turned on. Even if the last stop switch 42 is released after the power is turned on after a power outage occurs, the situation is the same as the example in FIG. Specifically, as in (a) Example 1, if the advance notice state of the complete function operation is backed up when the power is turned off, after the power is turned on and before the payout process is completed, the advance notice state of the complete function operation is restored based on the backed up data. Then, after the payout process is completed, the normal state is resumed. In contrast, as in (b) Example 2, if the advance notice state of the complete function operation is not backed up when the power is turned off, the normal state is restored after the power is turned on.

[0212] 49 is a time chart showing an example of a case where a power outage occurs during a sub-bonus when the completion function is in a predicted state. In this example, it is assumed that there is no payout process before or after the power outage. In the sub-bonus, the activation of the complete function is predicted, so the remaining number of coins until the activation of the complete function is displayed as an image. For example, the image shown in Figure 43(b) is displayed. Also, the number of coins won during the sub-bonus is displayed as an image. When the power is turned on after a power outage occurs while the number of coins remaining until the complete function is activated and the number of coins won during the sub-bonus are displayed as an image, the power-on process is executed. When the power-on process ends, the play-stop counter is cleared, so the value of the play-stop counter does not reach the value required to enter the state in which the complete function is about to be activated. As a result, the state in which the complete function is about to be activated is not entered. Therefore, after the power is turned on, the number of coins remaining until the complete function is activated is not displayed as an image. On the other hand, when the power-on process is completed, the number of coins won during the sub-bonus is displayed as an image based on the backup data. As described above, before the power is turned off, the number of coins remaining until the complete function is activated and the number of coins won during the sub-bonus are displayed as images, but after the power is turned on, the number of coins won during the sub-bonus is displayed as an image.

[0213] 50 is a diagram showing an example in which a hopper empty error occurs during automatic settlement after a payout process when a notice of the completion function activation is given and the completion function is activated after the payout process, where (a) shows a time chart and (b) to (d) show image display contents. In the figure (a), when the payout process ends while the completion function is notifying the user that the complete function is about to be activated, the play stop counter reaches "19000" and the complete function activation flag is turned on. This notifies the user that the complete function is activated. In the figure (b), "Complete function activated. Please call an attendant" is an example of notifying the user that the complete function is activated. In this example, similar to the example in Fig. 41(b), it is assumed that the specification is such that automatic settlement is performed when the complete function is activated. Therefore, when the activation of the complete function is notified, automatic settlement is started. Fig. 41(b) is an example in which the activation of the complete function is notified and also the fact that automatic settlement is in progress is notified.

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

[0215] Fig. 51 is an example of notifying the completion function operation after automatic settlement when the completion function is activated after the dispensing process and the completion function is activated after the dispensing process. It is also a diagram showing an example in which a hopper empty error occurs during the automatic settlement. (a) shows a time chart, and (b) to (d) show the image display contents. FIG. 51 differs from FIG. 50 in that the operation of the complete function is not notified during automatic settlement after the payout process, but is notified after automatic settlement. In the figure (a), when the payout process ends while the completion function is notified, the play stop counter reaches "19000", so the complete function activation flag is turned on. Next, before the completion function is notified, the automatic settlement process is executed, so a message is displayed indicating that automatic settlement is in progress. The figure (b) shows the state at this time.

[0216] In the example of Fig. 37, if it is determined in step S533 that the completion function activation flag is on, the process proceeds to step S534, where the activation of the completion function is notified. Next, the process proceeds to step S535, where an automatic settlement process is executed. Therefore, the example of this flowchart is the example of Fig. 50. On the other hand, when processing as shown in Fig. 51, if it is determined in step S533 in Fig. 37 that the complete function activation flag is on, the process proceeds to step S535 to execute the automatic settlement process. After the automatic settlement process, the process proceeds to step S534 to notify the operation of the complete function. If a hopper empty error occurs during automatic settlement, the display will change from "Automatic settlement in progress" to "Hopper empty error," as shown in (c) of the figure. Then, when the hopper empty error is resolved and the automatic settlement is completed, the operation of the complete function is notified, as shown in (d) of the drawing. By configuring in this manner, the operation of the complete function is not notified if the automatic settlement is not completed, thereby preventing the player from quitting play before the automatic settlement is completed and incurring a loss.

[0217] In the example of Fig. 51, when the payout process is completed, the play stop counter reaches "19000", at which point the complete function activation flag turns on and the complete function is activated. However, during the automatic settlement that is executed after the payout process, the activation of the complete function is not notified. Here, when the power is cut off during a hopper empty error during automatic settlement, and then the power is turned on and the hopper empty error is cleared, it is notified that automatic settlement is in progress before the automatic settlement process ends (without notifying the operation of the complete function), and when the automatic settlement process ends, it is notified that the complete function has been operated. As a result, even if a hopper empty error occurs during automatic settlement when the complete function is activated and the power is turned off while the hopper empty error is occurring, it is possible to stop playing on the gaming machine 10 based on the complete function activation flag and the complete function temporary flag after the hopper empty error is cleared, thereby preventing the player's gambling spirit from being significantly stimulated.

[0218] Next, the power recovery process in the sub-control board 80 in the first embodiment will be described. In the first embodiment, the recovery screen after power outage is made different depending on whether the gaming state before the power outage was advantageous to the player or not. Here, the "game state advantageous to the player" is not limited to during the sub-bonus (AT), but may also include the main premonition of the sub-bonus (AT) and the so-called chance zone (CZ) where the probability of winning the AT is high. In the main premonition, it includes both cases where the player is notified of the sub-bonus (AT) win and cases where the player is not notified of the win. However, the "game state advantageous to the player" does not include a simple advantageous zone (when the AT has not been won). Also, different from the specifications of the first embodiment, in the case of specifications in which a special game is executed by winning a special role (transition to a special game state), the "game state advantageous to the player" is not limited to the special game state, but may include an internal state in which the winning of a special role is carried over. Furthermore, in the case of an internal state, it includes both a case in which the winning of a special role is notified and a case in which it is not notified.

[0219] In this embodiment, if the state was not advantageous to the player before the power was turned off, a game standby screen (normal return screen) is displayed after recovery from the power outage. In contrast, if the state was advantageous to the player before the power was turned off, a predetermined return screen is displayed. This allows, for example, a hall attendant to determine, when turning on the power to the gaming machine 10, whether the state ended in an advantageous state for the player when the hall closed the previous day (when the power was turned off), and thus to appropriately select whether to change the settings and start business in a normal state, or to start business in a state advantageous to the player without changing the settings. Furthermore, if the complete function operation screen was displayed before the power was cut off, the game state before the power was cut off is almost always favorable to the player. However, if the game state before the power was cut off was favorable to the player and the complete function operation screen was displayed, the complete function operation screen is displayed in preference to the specified recovery screen after the power is restored. This makes it possible to inform the hall staff that the game cannot be played unless the settings are changed.

[0220] The main control board 50 transmits information such as the current game state, winning of the sub-bonus (AT), and winning of the special role to the sub-control board 80. Based on this information, the sub-control board 80 judges whether the current game state is advantageous to the player or not. For example, a flag is set that is turned on when the state is advantageous to the player (including during the above-mentioned main premonition and inside), and whether the game state is advantageous to the player or not is stored. Furthermore, if a predetermined error (such as a selector error or door open error) occurs while the predetermined return screen is being displayed, the screen is switched to an error screen instead of the predetermined return screen in order to prioritize notification of the predetermined error. However, a part of the predetermined return screen may display the fact that the predetermined error has occurred. Alternatively, a part of the error screen may display the fact that the predetermined return screen is being displayed. In other words, when displaying the fact that a predetermined error has occurred while the predetermined return screen is being displayed, both the predetermined return screen and the error screen may be displayed in a distinguishable manner. In addition, if the power is cut off while the reels 31 are rotating and then restored, the error screen is not displayed while the reels 31 are rotating, and the error notification is performed after the reels 31 are completely stopped. However, this is not limited to the above, and the error notification may be performed while the reels 31 are rotating.

[0221] When the complete function operation screen is displayed, it will not be erased unless you turn the power on / off, which will result in a change of settings. On the other hand, the display of the predetermined return screen ends when a game is started (when the start switch 41 is operated), but does not end simply by a betting operation. Furthermore, when a predetermined time has elapsed since the power was turned on and the predetermined return screen was displayed, the display of the predetermined return screen is terminated and a transition is made to a demonstration screen. Here, the time from when the game standby screen is displayed to when the display transitions to the demonstration screen is T1, and the time from when the predetermined return screen is displayed to when the display transitions to the demonstration screen is T2. T2>T1 It is configured so that:

[0222] As a result, when the power is turned on in the hall and the designated return screen is displayed, it takes longer to transition to the demonstration screen than to the game standby screen (a game screen that is displayed after a full power outage as the game progresses during a single game, and is not a dedicated screen, and is also a different screen from the demonstration screen), making it easier for hall staff to notice that the designated return screen is being displayed. In addition, when a predetermined time has passed without any operation from a predetermined timing after the end of the game (after all reels 31 have stopped, after the end of the payout process, etc.), the display transitions to the display of the demonstration screen. If the time from the end of the game to the transition to the display of the demonstration screen is T0, T0 ≒ T1 It is. therefore, T2>T0 It is.

[0223] In addition, after the display of the game standby screen or the predetermined return screen is switched to the display of the demonstration screen, if a bet operation is performed, the display of the demonstration screen is terminated and the display returns to the game standby screen. Then, when the start switch 41 is operated from the game standby screen, the game start screen (the normal presentation screen displayed at the start of a game) is displayed. In addition, when a betting operation is performed while the demonstration screen is being displayed and the screen transitions to a game standby screen, the screen will not transition back to the demonstration screen even after a certain amount of time has passed.

[0224] FIG. 52 is a flowchart showing the flow of processing on the sub-control board 80 for returning a screen after a power outage. First, in step S561, the sub-control board 80 determines whether or not it is in the setting change mode. When the power is turned on to set it to the setting change mode, a command indicating that it is in the setting change mode is transmitted from the main control board 50 to the sub-control board 80, and it is determined whether or not it is in the setting change mode based on the reception of that command. If it is determined that the mode is not the setting change mode, the process proceeds to step S562, and if it is determined that the mode is the setting change mode, the process according to this flowchart ends. In this way, if the mode is the setting change mode, the process transitions to the setting change mode without displaying a predetermined return screen or the like (a screen specific to the setting change mode is displayed).

[0225] When proceeding from step S561 to step S562, the sub-control board 80 judges whether or not the complete function operation screen was displayed before the power was turned off. When the power was turned off, information on whether or not the operation of the complete function was notified is also backed up. If it is judged that the complete function operation screen was not displayed before the power was turned off, proceed to step S563, and if it is judged that it was displayed, end the processing according to this flowchart. In step S563, the sub-control board 80 judges whether the game state before the power cut was advantageous to the player. As described above, the sub-control board 80 stores whether the game state is advantageous to the player based on the information transmitted from the main control board 50. When the power is cut, the sub-control board 80 backs up the information, and when the power is turned on, reads the information and judges the game state before the power cut. If it is judged that the game state before the power cut was advantageous to the player, the process proceeds to step S564, and if it is judged that the game state was not advantageous to the player, the process proceeds to step S572.

[0226] When the process proceeds to step S564, that is, when the complete function operation screen was not displayed before the power was turned off and the state before the power was turned off was advantageous to the player, the sub-control board 80 displays a predetermined return screen. Then the process proceeds to step S565. In step S565, the sub-control board 80 determines whether or not medals have been bet. If it is determined that medals have been bet, the process proceeds to step S576, and if it is determined that no medals have been bet, the process proceeds to step S566. In step S566, the sub-control board 80 judges whether or not the time T2 has elapsed since the start of the display of the predetermined return screen. If it is judged that the time T2 has elapsed, the process proceeds to step S567, and if it is judged that the time T2 has not elapsed, the process returns to step S565. When the process proceeds to step S567, the sub-control board 80 ends the display of the predetermined return screen and starts displaying the demonstration screen. Next, the process proceeds to step S568, where the sub-control board 80 determines whether or not medals have been bet. If it is determined that medals have been bet, the process proceeds to step S569. That is, the demonstration screen continues until medals are bet. If it is determined that medals have been bet and the process proceeds to step S569, the sub-control board 80 displays a game standby screen.

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

[0228] On the other hand, if it is determined in step S563 that the game state before the power off is not advantageous to the player, and the process proceeds to step S572, the sub-control board 80 displays a game standby screen. Next, the process proceeds to step S573, where the sub-control board 80 determines whether medals have been bet. If it is determined that medals have been bet, the process proceeds to step S575. If it is determined that medals have not been bet, the process proceeds to step S574. In step S574, the sub-control board 80 determines whether time T1 has elapsed since the start of display of the game standby screen. As described above, "time T1<time T2". If it is determined that time T1 has not elapsed, the process returns to step S573 and the game standby screen is maintained. On the other hand, if it is determined that time T1 has elapsed, the process proceeds to step S567 and a demonstration screen is displayed. Furthermore, when it is determined in step S573 that medals have been bet and the process proceeds to step S575, the sub-control board 80 determines whether or not the start switch 41 has been operated. When it is determined that the start switch 41 has been operated, the process proceeds to step S571 and a game start screen is displayed. After the predetermined return screen is displayed in step S564, if it is determined in step S565 that a bet has been placed before it is determined in step S566 that time T2 has elapsed, the process may proceed to step S579 (instead of step S576). In other words, after the bet has been placed, the demonstration screen may not be displayed even if time T2 has elapsed, and the display of the predetermined return screen may be maintained until the start switch 41 is operated. Alternatively, after the predetermined return screen is displayed in step S564, the display of the predetermined return screen may be maintained until a bet is placed and the start switch 41 is operated. In other words, after step S564, the process may proceed to step S570, and the display of the predetermined return screen may be maintained until (a bet is placed and) the start switch 41 is operated in step S570.

[0229] Although the first embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and various modifications such as those described below are possible. (1) In the above embodiment, when a sub-bonus is won, the sub-bonus starts after a predetermined number of premonition games and pseudo games (games in which "red 7" is lined up). However, the present invention is not limited to this. A pseudo game may be executed in the game next to the game in which the sub-bonus is won, and a transition to the sub-bonus may be made. (2) In the above embodiment, the game in which the winning number "2" (Replay B) is won is set as the sub-bonus winning game, and "red 7" is aligned by pressing the buttons in reverse. However, for example, even if the winning number is "1" (Replay A), since the winning combination includes Replay 04, it may be possible to display a "red 7" line (Replay 04) by pressing the buttons in reverse. In addition, since the winning number "1" has an approximately 1 / 7.3 chance of being won, when the winning number "1" is won after the sub-bonus is won, a display in which the player aims to line up "red 7s" by pressing the buttons in reverse may be output, and when the line up of "red 7s" is displayed, the sub-bonus may be started from the next play. (3) In the above embodiment, the condition for ending the advantageous zone is set to a difference in number during the advantageous zone exceeding "2400", but the advantageous zone may also be ended when the number of times the game is played in the advantageous zone reaches a predetermined number. Examples of the "predetermined number" include "3000" games or "4000" games. In this case, the advantageous zone will end if either the difference in the advantageous zone exceeds "2400" or the number of times the advantageous zone has been played reaches a predetermined number of times. Note that the advantageous zone may be configured to end when any advantageous zone end condition (for example, after the end of an AT or when more than a predetermined number of game media have been acquired in one AT) is met in addition to the difference in the advantageous zone exceeding "2400" or the number of times the advantageous zone has been played reaches a predetermined number of times.

[0230] (4) When the complete function is activated, the credits are automatically settled. For example, if a player places a bet at the moment when a game ends and the complete function is activated afterwards, the bet amount may remain in the gaming machine. Therefore, the automatic settlement when the complete function is activated may be set to settle both the credit amount and the bet amount. (5) The advance notice image of the completion function activation may be displayed at all times during the game, or may be displayed at certain times, such as when the remaining number of coins reaches a certain number. For example, when the play stop counter reaches "18500", "18600", "18700", "18800", or "18900", an advance notice may be displayed corresponding to each number of coins. In addition, in order to ensure that players are fully informed, specific methods of warning include, for example, flashing the performance lamp 21 and playing an alarm sound such as "beep" once or a predetermined number of times, and further outputting a voice message such as "There are XXX coins remaining until the complete function is activated" from the speaker 22.

[0231] (6) The notification of the activation of the complete function is not limited to an image display, as in the above-mentioned notice, but may be a notification sound such as "beep" or a voice such as "The complete function has been activated" or "The complete function has been activated. Today's game is over" output from the speaker 22. Also, the performance lamp 21 may be illuminated in a pattern corresponding to the activation of the complete function. Furthermore, the notification of the operation of the complete function can be executed not only on the sub-control board 80 side, but also on the main control board 50 side. Specifically, the operation of the complete function can be notified by displaying, for example, "Ed" on the acquired number display LED 78 or the credit number display LED 76 after automatic settlement. (7) The notification of the completion function operation may continue until the power of the gaming machine 10 is turned off, or may be executed for a fixed period of time. If the notification is executed for a fixed period of time, it is preferable to continue the notification for, for example, 10 seconds or more to ensure that the player is notified. (8) It is preferable that the preview image of the complete function operation is displayed promptly when all the reels 31 have stopped, the payout process has ended, and the hit stop counter has reached a predetermined value (for example, "18900"). For example, when displaying it after the payout process has ended, it may be displayed for a time shorter than the time it takes to count up one medal after the payout process has ended. On the other hand, when all the reels 31 have stopped, the number of coins to be paid out has been determined, and it has been determined that the play stop counter will reach a predetermined value, the display may be made before the end of the payout process.

[0232] (9) When displaying a preview image of the complete function operation, the image is displayed in the frontmost layer, but for example, when the push order navigation is displayed, the preview image of the complete function operation is displayed so as not to interfere with the display of the push order navigation. Also, when displaying a preview image of the complete function operation during a sub-bonus (AT), the image is displayed so as not to interfere with the display of game information such as the number of remaining plays and the number of coins won. (10) When the replay display stops in a game in which the play stop counter reaches "19000", first, the automatic bet process is not executed. Secondly, the automatic bet itself is executed, but, for example, the operation of the start switch 41 is invalidated before the automatic bet process is completed, so that a replay game cannot be performed. (11) When the completion function provisional flag is turned on during a special game state, the completion function is activated regardless of the value of the play stop counter at the end of the special game state, and automatic settlement is performed in the case of a specification having an automatic settlement function. For example, in the case of a special game state in which the winning combination lottery result may not be a winning combination, the stop counter value may decrease after the completion function provisional flag is turned on. However, when the completion function provisional flag is turned on once in the special game state, the completion function is activated even if the number of coins at the end of the special game state is less than the notification of the completion function activation.

[0233] (12) As shown in Figure 50(b), when an error (in this example, a hopper empty error) occurs during operation of the complete function, an image notifying the operation of the complete function and an image indicating the error that has occurred are displayed simultaneously. However, this is not limited to this, and the error image may be given priority, and the image notifying the operation of the complete function may not be visible while the error is occurring. (13) In the case of a gaming machine equipped with an image display device 23, when a notice of the activation of the complete function or a notification of the activation of the complete function is given, an image is displayed and the player is notified by voice using the speaker 22. On the other hand, in the case of a gaming machine that does not have an image display device 23, the activation notice of the complete function and the notification of the completion function activation are given by voice using the speaker 22. Furthermore, in addition to these, the notification may be given by illuminating the performance lamp 21 (frame lamp, etc.) in a specific pattern. In addition, in a gaming machine that does not have an image display device 23, the operation notice of the complete function is as follows: a) As a first example, during the operation notification, the number of coins to be paid out is displayed by a payout number indicator (in the example of FIG. 1, the number of coins to be paid out is displayed by an LED 78 indicating the number of coins to be paid out), and during the operation notification, the number of coins to be paid out is not displayed. b) As a second example, a dedicated lamp may be provided to notify the user of the operation of the complete function. (14) When a winning combination is awarded when a special game state is entered, and the stop counter reaches 19,000 or more when the special game state is entered, a notification may be given that a complete function will be activated when the winning combination is awarded or from the start of the special game state until the end of the special game state. In addition, when the special game state is started in a situation where it is highly likely that the play stop counter will reach 19,000 or more when the special game state ends, a notification such as "The complete function will be activated when the special game state ends" may be given when a special role is won or when the special game state begins. Specifically, in a gaming machine capable of playing a special game with a payout of 150 coins as the difference between the number of coins, when the special game is started when the complete function is activated with 100 coins remaining, a notification such as "The complete function will be activated when the special game ends" is issued at the start of the special game.

[0234] (15) In a game state favorable to the player but not in AT, when an image (for example, FIG. 94(c)) indicating that the button press order is not recommended due to irregular button presses is displayed, or when the specified number is three and a two-coin bet is played and an image indicating this is displayed, if a power outage occurs, when the power is restored from the power outage, the image indicating that the button press order is not recommended or that a two-coin bet is played may be displayed in priority over the display of the specified return screen. This allows the player to be informed of the appropriate playing method even if a power outage occurs during a game in which irregular button presses are played. On the other hand, the opposite of the above may be given to giving priority to displaying the predetermined return screen when the power is restored from a power outage. By giving priority to displaying the predetermined return screen, the fact that the player pressed irregular buttons, which may be disadvantageous to the player, can be hidden, and therefore the player's motivation to play can be prevented from decreasing. (16) When the power is cut off during the rotation of at least one reel 31 during the final play of the sub-bonus (AT) and the power is restored after the power cut, both the specified recovery screen and the anti-addiction screen may be displayed in a distinguishable manner after the power is completely turned off. (17) When the power is cut off during a game state that is not advantageous to the player, and the power is restored after the power cut, in the above example, the game standby screen is displayed. However, this is not limited to this, and a demonstration screen may be displayed after the power is restored.

[0235] (18) When the power is cut off during a game state advantageous to the player, the power is restored and a specified recovery screen is displayed, and then the power is cut off again while the specified recovery screen is being displayed, the following control may be performed. a) The predetermined return screen is displayed again for a period of time T2. b) When the sum of the display time of the first predetermined return screen and the display time of the second predetermined return screen reaches time T2, the display of the predetermined return screen is terminated. c) When the power is restored after being turned off again, the specified recovery screen is not displayed, but the demonstration screen is displayed. (19) In the above example, the display of the specified return screen was terminated by operating the start switch 41 until the time T2 had elapsed. However, this is not limited to this. The specified return screen may be terminated and a game standby screen may be displayed by a bet operation. (20) During the sub-bonus (AT), if the power is cut off while the push order navigation is being displayed (while all 31 reels are spinning), when the power is restored, the push order navigation is displayed along with the specified recovery screen.

[0236] (21) When the power is cut off while the complete function operation screen is displayed, and then the power is restored, it is preferable to display the complete function operation screen in preference to the specified recovery screen. Therefore, in this case, the specified recovery screen does not have to be displayed. However, the complete function operation screen and the specified recovery screen may be displayed simultaneously. (22) In the process of Fig. 159, if there is a bet, the settlement prompting effect is output without transitioning to the congratulatory effect. However, this is not limited to this, and the presence or absence of a bet may be determined after executing the congratulatory effect, and if there is a bet, the settlement prompting effect may be output while outputting the congratulatory effect. (23) In the above embodiment, the sub-bonus is exemplified by the "red 7" combination, but multiple types of sub-bonuses may be provided. For example, a first sub-bonus may be provided that is started by a "red 7"-"red 7"-"red 7" combination, and a second sub-bonus may be provided that is started by a "red 7"-"red 7"-"black BAR" combination. Furthermore, when multiple types of sub-bonuses are provided, the number of coins acquired may be different for each sub-bonus. For example, the first sub-bonus may end with a payout of about "300" coins (AT "50" game), and the second sub-bonus may end with a payout of about "90" coins (AT "15" game).

[0237] <Second embodiment> In the second embodiment, it is provided with a power switch 11, a door switch 17, a setting key insertion port 151, a setting key switch 152, and a setting change (reset) switch 153. Each of these components is illustrated in Fig. 112 (fifth embodiment) described later. In addition, the door switch 17 , the setting key switch 152 , and the setting change (reset) switch 153 are electrically connected to the main control board 50 via an input port 51 .

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

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

[0240] The door switch 17 is set to be turned off when the front door 12 is closed, and to be turned on when the front door 12 is open, thereby making it possible to detect the opening of the front door 12. In addition, the opening of the front door 12 may be detected by setting the door switch 17 to be on when the front door 12 is closed and to be off when the front door 12 is open.

[0241] The setting key switch 152 is a switch used to transition to a setting change state in which the setting value can be changed (also referred to as "setting change mode" or "setting changing in progress"), or to a setting confirmation state in which the setting value cannot be changed but can be confirmed (also referred to as "setting confirmation mode" or "setting confirmation in progress"). By inserting the setting key into the setting key insertion port 151 and rotating the setting key 90 degrees clockwise, the setting key switch 152 turns on (also referred to as the "first mode"), and by rotating the setting key 90 degrees counterclockwise from this state, the setting key switch 152 turns off (also referred to as the "second mode").

[0242] The setting change (reset) switch 153 serves as a setting change switch 153 , a reset switch 153 , and an RWM clear switch 153 . The setting change switch 153 is a switch that is operated when changing a setting value in the setting change state. Moreover, the reset switch 153 is a switch that is operated to restore the state before the error occurred (to release the error state) after the error that occurred has been removed. Furthermore, the RWM clear switch 153 is a switch that is operated when a predetermined storage area in the RWM 53 is initialized (cleared).

[0243] In the following description, it may be referred to as a "setting change (reset) switch 153," a "setting change switch 153," a "reset switch 153," or an "RWM clear switch 153." In addition, various switches such as the setting key switch 152 and the setting change switch (reset switch / RWM clear switch) 153 may be referred to as being "operated" when they are on, and as being "not operated" when they are off. In this embodiment, the setting change switch 153, the reset switch 153, and the RWM clear switch 153 are integrated, but this is not limiting, and the setting change switch 153, the reset switch 153, and the RWM clear switch 153 may be provided separately.

[0244] FIG. 53 is a diagram for explaining the configuration of the main CPU 55, the ROM 54, and the RWM 53 in the second embodiment. The main control board 50 is provided with a main CPU 55, a RWM 53, and a ROM 54. 53, a one-chip microprocessor (hereinafter simply referred to as "chip") is mounted on the main control board 50, and this chip includes a main CPU 55. Furthermore, the main CPU 55 has a built-in memory, and this built-in memory includes a (built-in) ROM 54 and a (built-in) RWM 53. Furthermore, the addresses of the ROM 54 and the RWM 53 are consecutive.

[0245] The storage area of ​​the ROM 54 includes a used area and an outside used area, and each of the used area and the outside used area includes a control area and a data area. Here, the "usage area" is a memory area in which information related to the progress of the game is stored. Moreover, the "control area" is a storage area in which various programs executed by the main control means 50 are stored, and is also called a "program area." Furthermore, a "data area" is a storage area in which information other than programs is stored, and in which data used when a program is executed is stored.

[0246] Furthermore, the "outside of use area" is a memory area in which information unrelated to the progress of the game is stored, such as a program for controlling the lighting of the management information display LED 74 described below, a program used during testing, and a program for preventing cheating. Similarly, the "outside the usage area" has a control area and a data area, just like the usage area. The control area of ​​the usage area is sometimes called the "first control area" or "first program area," and the control area outside the usage area is sometimes called the "second control area" or "second program area." Furthermore, a program stored in a control area (first control area, first program area) of the area of ​​use may be referred to as the "first program," and a program stored in a control area outside the area of ​​use (second control area, second program area) may be referred to as the "second program."

[0247] During execution of a program (first program) stored in the control area of ​​the used area of ​​ROM 54, reference (access) to data stored in the data area of ​​the used area of ​​ROM 54 is permitted, but reference to data stored in a data area outside the used area of ​​ROM 54 is prohibited. Similarly, during execution of a program (second program) stored in a control area outside the used area of ​​ROM 54, reference to data stored in a data area outside the used area of ​​ROM 54 is permitted, but reference to data stored in the data area of ​​the used area of ​​ROM 54 is prohibited.

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

[0249] During execution of a program (first program) stored in the control area of ​​the usage area of ​​ROM 54, reference (access) and rewriting (overwriting) of data stored in the usage area of ​​RWM 53 are permitted, but reference to data stored outside the usage area of ​​RWM 53 is permitted but rewriting is prohibited. Similarly, during execution of a program (second program) stored in a control area outside the use area of ​​ROM 54, both referencing and rewriting of data stored outside the use area of ​​RWM 53 is permitted, but rewriting of data in the use area of ​​RWM 53 is prohibited while referencing is permitted, in order to prevent processing from becoming complicated.

[0250] In addition, in order to prevent data in the used area of ​​RWM53 from being rewritten (overwritten) due to a program runaway or the like while a program outside the used area (second program) is being executed, an unused area is provided between the used area of ​​RWM53 and outside the used area. Furthermore, if an interrupt process occurs while a program outside the used area (second program) is being executed, there is a possibility that the data in the used area of ​​RWM53 will be rewritten (overwritten) by the interrupt process. Therefore, interrupt process is prohibited while a program outside the used area (second program) is being executed.

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

[0252] Furthermore, the entire storage area of ​​the built-in memory includes an internal register area, an unused area, and the like, in addition to the ROM 54 and the RWM 53. The built-in register area includes, for example, A registers to L registers, a transmission register, and the like.

[0253] FIG. 54 is a diagram showing the address, label name, number of bytes, and name of data stored in the used area of ​​the RWM 53 in the second embodiment. The addresses of the used area are set in the range of "F000(H)" to "F1FF(H)" as shown in FIG. It should be noted that the data shown in FIG. 54 is used for explaining the second embodiment, and the data stored in the use area of ​​the RWM 53 is not limited to this.

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

[0255] Address "F001(H)" is a 1-byte storage area in which the setting value display data (_NB_RANK_DSP) is stored. When the setting value is "N", "N-1" is stored in address "F000(H)" as the setting value data (_NB_RANK). Then, "N", which is the setting value data (_NB_RANK) plus "1", is stored in address "F001(H)" as the setting value display data (_NB_RANK_DSP).

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

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

[0258] Address "F011(H)" is a storage area for acquired number data (_NB_PAYOUT). The acquired number data is data to be displayed on the acquired number display LED 78. In the acquired number data, similar to the above-mentioned credit number data, the lowest 4 bits D0 to D3 are data for displaying the lower digit, and the highest 4 bits D4 to D7 are data for displaying the upper digit. In this embodiment, when a small win occurs, the payout number corresponding to the winning small win is displayed on the winning number display LED 78, so the payout number data corresponding to the winning small win is stored as the winning number data. Specifically, when a small win occurs and medals are paid out, the winning number data is added along with the medal payout, and the display of the winning number display LED 78 is updated. For example, when "1(H)" is stored as the winning number data, "01" is displayed on the winning number display LED 78.

[0259] Here, the payout number data (_NB_PAY_MEDAL) at address "F040(H)" described later stores, for example, "8(H)" when an 8-coin combination is won, and the payout number data is decremented by "1" according to the payout number when medals are paid out (including addition to credits), such as "8" → "7" → ... → "0". In contrast, the winning number data stored in address "F011(H)" is incremented by "1" each time one medal is paid out, for example, when an 8-coin combination is won, from "0" → "1" → "2" → ... → "8". Therefore, the display of the winning number display LED 78 also counts up, from "0" → "1" → "2" → ... → "8".

[0260] Also, in this embodiment, while the setting is being changed, the acquisition number display LED 78 displays "88". Therefore, while the setting is being changed, setting change in progress dis...

Claims

[Claim 1] A roulette effect can be executed in which one of a plurality of squares is selected; The roulette effect is an effect in which an effect is displayed to indicate that one of a number of squares is selected, an effect is displayed as the selected square moves from square 1 to the next square, and an effect is displayed when the selected square stops on a predetermined square. The effect display when the object is stopped is designed to stand out more than the effect display when the object is moving. A gaming machine characterized by: