Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SAMMY CORPORATION
- Filing Date
- 2023-02-24
- Publication Date
- 2026-06-11
AI Technical Summary
Existing reel-type gaming machines lack enhancements in game performance and player engagement, particularly in transitioning to special gaming states and providing clear notification of operation modes.
The gaming machine incorporates a notification game preparation state that suggests specific stop operation modes, determines transition conditions for special gaming states, and notifies players of potential game outcomes based on predetermined reel operations.
Enhances gaming machine performance by improving player engagement through clear notification of operation modes and increased chances of transitioning to special gaming states, thereby increasing player satisfaction.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical Field] 【0001】 Regarding gaming machines. [Background technology] 【0002】 In a slot machine, a game begins when a predetermined number of medals are inserted and a start lever (start signal) is operated. Multiple rows of reels with multiple symbols arranged around the periphery begin to spin. A stop button is used to stop the spinning reels. If a predetermined symbol combination (e.g., a winning combination such as "777") is lined up on a pay line, the machine typically transitions to a special game state (a game state in which the probability of winning a small prize or other prize is increased compared to normal gameplay) that is more profitable for the player than the normal game state. In addition to these basic gameplay features, slot machines offer various effects to enhance overall entertainment value. In addition, payout sounds, displays of the number of medals won, and backlight effects are activated to confirm that medals have been properly paid out. [Prior art documents] [Patent documents] 【0003】 [Patent Document 1] Japanese Patent Application Publication No. 2019-217068 Summary of the Invention [Problem to be solved by the invention] 【0004】 There is a demand for improved performance in this type of gaming machine. [Means for solving the problem] 【0005】 As a game state, there are a notification game preparation game state and a notification game state, In the notification game preparation game state, when a specific lottery result is determined, a special stop operation mode can be notified; The special stop operation mode is a mode that suggests that when a stop switch corresponding to a specific reel is operated to the first stop, the game will not transition to the notification game state, and that when a stop switch corresponding to a reel other than the specific reel is operated to the first stop, the game may transition to the notification game state. In a specific game in which a special stop operation mode is notified in the notification game preparation game state, even if the stop switch corresponding to a specific reel is operated to perform the first stop operation, the game state of the next game is configured to be the notification game preparation game state, In a specific game in which a special stop operation mode is notified in the notification game preparation game state, when a stop operation is performed in a specific operation sequence in which a stop switch corresponding to a predetermined reel is the first stop operation, it is possible to determine whether or not a transition condition to the notification game state is satisfied after all reels have stopped; In a specific game in which a special stop operation mode is being notified in the notification game preparation game state, when a stop switch corresponding to a predetermined reel is operated to perform the first stop operation, it is possible to notify in a mode indicating that the game state of the next game is the notification game state. A gaming machine characterized by: [Effects of the Invention] 【0006】 According to the present invention, the performance of the gaming machine can be improved. [Brief explanation of the drawings] 【0007】 [Figure 1] FIG. 1 is a perspective view of the outside of the cabinet of the slot machine PS1. [Figure 2] A diagram showing the back side of the front panel PS2. [Figure 3] FIG. 2 is a view showing the inside of the cabinet PS3. [Figure 4] FIG. 2 is a diagram illustrating functional blocks. [Figure 5] 10 is a flowchart showing a program start process. [Figure 6]10 is a flowchart showing a power-off process. [Figure 7] 10 is a flowchart showing a timer interrupt process. [Figure 8] 10 is a flowchart showing a power-off recovery process. [Figure 9] 10 is a flowchart showing the main game progress. [Figure 10] 10 is a flowchart showing a setting change process. [Figure 11] 1 is a diagram illustrating a reel arrangement in the present embodiment. FIG. [Figure 12] 10A and 10B are diagrams illustrating the symbol combinations in this embodiment. [Figure 13] 10A and 10B are diagrams illustrating the symbol combinations in this embodiment. [Figure 14] 10A and 10B are diagrams illustrating the symbol combinations in this embodiment. [Figure 15] 10A and 10B are diagrams illustrating the symbol combinations in this embodiment. [Figure 16] 10A and 10B are diagrams illustrating the symbol combinations in this embodiment. [Figure 17] 10A and 10B are diagrams illustrating the symbol combinations in this embodiment. [Figure 18] FIG. 2 is a diagram illustrating a condition device according to the present embodiment. [Figure 19] A diagram explaining the internal lottery placement number in this embodiment. [Figure 20] A diagram explaining the internal lottery placement number in this embodiment. [Figure 21] A diagram explaining the internal lottery placement number in this embodiment. [Figure 22] This is a diagram explaining the case where the MAX bet switch is not operated after the payout process is completed. [Figure 23] This is a diagram explaining the case where an insertion operation is performed using the MAX bet switch after the payout process has been completed. [Figure 24] FIG. 10 is a diagram illustrating the case where a settlement operation is performed using the settlement switch after the dispensing process is completed. [Figure 25]FIG. 10 is a diagram illustrating a case where no gaming medals are inserted after the settlement process is completed. [Figure 26] FIG. 10 is a diagram illustrating the case where a gaming medal is inserted after the settlement process is completed. [Figure 27] FIG. 10 is a diagram illustrating a case where payout is performed normally. [Figure 28] FIG. 10 is a diagram illustrating a case where dispensing is not performed normally (when a hopper empty error occurs). [Figure 29] 10 is a diagram illustrating a case where dispensing is not performed normally (when a hopper retention error occurs). FIG. [Figure 30] FIG. 10 is a diagram showing an example of a display screen when payout is performed normally. [Figure 31] FIG. 10 is a diagram showing an example of a display screen when dispensing is not performed normally (when a hopper empty error occurs). [Figure 32] FIG. 10 is a diagram showing an example of a display screen when dispensing is not performed normally (when a hopper retention error occurs). [Figure 33] A figure showing an example of the form of a push order navigation image. [Figure 34] This is a diagram showing an example of a push order navigation image displayed on a liquid crystal display. [Figure 35] This figure shows an example of when a specified error occurs while the push order navigation image is being displayed. [Figure 36] This is a time chart for when the MAX bet switch is not inserted after the payout process based on the winning push order role is completed. [Figure 37] This is a time chart when a MAX bet switch is inserted after the payout process based on the winning push order role is completed. [Figure 38] This is a time chart for when the MAX BET switch is not inserted after the payout process based on the winning of the cherry role is completed. [Figure 39] This is a time chart when a MAX BET switch is operated after the payout process based on the winning of the Cherry role is completed. [Figure 40]This is a time chart for when no gaming medals are inserted after the automatic insertion process based on the winning of a replay role is completed. [Figure 41] This is a time chart when a gaming medal is inserted after the automatic insertion process based on the winning of a replay role is completed. [Figure 42] This is a time chart when a settlement operation is performed using the settlement switch after the payout process based on the winning push order role is completed. [Figure 43] This is a time chart when a settlement operation is performed using the settlement switch after the automatic insertion process based on the winning of a replay role is completed. [Figure 44] This is a time chart when a payout is not made normally after a cherry win (when a hopper empty error occurs). [Figure 45] This is a time chart for when payout is not performed normally after a cherry win (when a hopper retention error occurs). [Figure 46] FIG. 2 is a diagram showing each area stored in a main control ROM. [Figure 47] FIG. 10 is a diagram illustrating an interrupt initial setting area and automatic allocation according to the priority of the interrupt initial setting area. [Figure 48] FIG. 10 is a diagram illustrating the relationship between power-on processing and interrupt vector addresses for timer interrupt processing. [Figure 49] 10A and 10B are diagrams illustrating the relationship between interrupt vector addresses of power-on processing and timer interrupt processing and other programs. [Figure 50] A figure showing an example of ball output specifications across advantageous zones. [Figure 51] A figure showing an example of ball output specifications across advantageous zones. [Figure 52] A figure showing an example of ball output specifications across advantageous zones. [Figure 53] A flowchart showing the favorable zone clear counter management process corresponding to the favorable zone difference counter. [Figure 54] A flowchart showing the favorable zone clear counter management process corresponding to the favorable zone difference counter. [Figure 55] 10 is a flowchart showing a stoppage monitoring process. [Figure 56] 10 is a flowchart showing a stoppage monitoring process. [Figure 57] 10 is a flowchart showing a stoppage monitoring process. [Figure 58] 10 is a flowchart showing a stoppage monitoring process. [Figure 59] 10 is a flowchart showing a stoppage monitoring process. [Figure 60] A figure showing an example of the presentation of the operation advance notification state and the end notification state. [Figure 61] FIG. 10 is a diagram showing an example of the configuration of the bet number display lamp 25 and the payout number display. [Figure 62] FIG. 10 is a diagram showing an example of the configuration of the bet number display lamp 25 and the payout number display. [Figure 63] FIG. 10 is a diagram showing an example of the configuration of the bet number display lamp 25 and the payout number display. [Figure 64] This is a diagram showing the positional relationship when the medal selector 34, the chute member, and the return member are attached to the back surface of the front panel PS2. [Figure 65] 10 is a diagram illustrating the gap between the medal selector 34 and the chute member. FIG. [Figure 66] 10 is a diagram illustrating the gap between the medal selector 34 and the chute member. FIG. [Figure 67] 10 is a diagram showing the positional relationship between the gap between the medal selector 34 and the chute member, and the hopper 44 when the front panel PS2 is closed. FIG. [Figure 68] 10 is a diagram showing the positional relationship between the gap between the medal selector 34 and the chute member, and the hopper 44 when the front panel PS2 is closed. FIG. [Figure 69] 10 is a diagram illustrating the position and dimensions of a locking part (screw) that secures the chute member when the fixing portion of the chute member is secured to the front panel PS2 by the locking part. FIG. [Figure 70]10 is a diagram showing another example of the positional relationship when the medal selector 34, the chute member, and the return member are attached to the back surface of the front panel PS2. FIG. [Figure 71] FIG. 10 is a diagram illustrating an example of an error history screen. [Figure 72] FIG. 10 is a diagram showing an example of the error history screen when the front door is opened or closed while the error history screen is displayed. [Figure 73] FIG. 10 is a diagram illustrating an example of a time setting screen. [Figure 74] This is a list of display patterns of error history when multiple errors occur. [Figure 75] A figure showing an example of a presentation when the notification state related to the limit is the "normal state." [Figure 76] This is a diagram showing an example of a presentation when the notification state related to the limit is the "activation notice state." [Figure 77] A figure showing an example of a presentation when the notification state related to the limit is the "operation notification state." [Figure 78] FIG. 10 is a diagram illustrating the transition of notification states related to termination. [Figure 79] 10 is a diagram illustrating the relationship between the difference in the number of gaming media related to the limit in the bonus game state and the temporary limit flag. FIG. [Figure 80] FIG. 10 is a diagram illustrating an advance notification image in a bonus game state. [Figure 81] This figure explains the notification state related to termination when the power is cut off and then restored while the notification state related to termination is in the operation preview state. [Figure 82] This figure explains the notification state related to termination when the power is cut off and then restored while the notification state related to termination is in the operation preview state. [Figure 83] This figure explains the notification state related to termination when the power is cut off and then restored while the notification state related to termination is in the operation preview state. [Figure 84]This figure explains the notification state related to termination when the power is cut off and then restored while the notification state related to termination is in the operation preview state. [Figure 85] This figure explains the notification state related to termination when the power is cut off and then restored while the notification state related to termination is in the operation preview state. [Figure 86] FIG. 10 is a diagram illustrating an error image that appears when an error occurs during automatic settlement. [Figure 87] FIG. 10 is a diagram illustrating an error image that appears when an error occurs during automatic settlement. [Figure 88] A figure showing an example of ball output specifications across advantageous zones. [Figure 89] A figure showing an example of ball output specifications across advantageous zones. [Figure 90] 10A and 10B are diagrams showing the progress of the game and the lighting state of the bet lamp. [Figure 91] 10A and 10B are diagrams showing the progress of the game and the lighting state of the bet lamp. [Figure 92] 10A and 10B are diagrams showing the progress of the game and the lighting state of the bet lamp. [Figure 93] 10A and 10B are diagrams showing the progress of the game and the lighting state of the bet lamp. [Figure 94] FIG. 10 is a diagram showing the effect volume in each situation. [Figure 95] FIG. 10 is a diagram showing a dangerous installation situation of the gaming machine. [Figure 96] 10A and 10B are diagrams showing the movement of the selector when the gaming machine is in a normal installation state and a dangerous installation state. [Figure 97] This is a view of the gaming machine with the left side facing downwards, seen from behind the front door. [Figure 98] FIG. 2 is a diagram showing the gaming machine as seen from the front, illustrating the configuration around the speaker. [Figure 99] 10 is a diagram illustrating the selector and the return member when the front door is viewed from the back side. FIG. [Figure 100] FIG. 10 is a view of the selector as seen from the right side. [Figure 101] FIG. 10 is a diagram illustrating a roulette effect. [Figure 102] 10A and 10B are diagrams illustrating display contents in a roulette effect. [Figure 103] 10A and 10B are diagrams illustrating the display timing of the effect switch effect in the roulette effect. [Figure 104] A diagram explaining the types of setting confirmation effects. [Figure 105] A diagram showing a selection table for setting confirmation effects. [Figure 106] A figure showing a selection table for setting confirmation effects with different winning probabilities depending on the number of times the game is played. [Figure 107] FIG. 10 is a diagram showing internal lottery data during non-RT when the setting value L is provided. [Figure 108] This is a diagram showing the internal lottery data during RT1 when the setting value L is set. [Figure 109] This is an overall front view of the front door as seen from the back side. [Figure 110] A diagram showing an internal lottery in a new mode that starts a favorable gaming state. [Figure 111] This is a diagram explaining the game presentation that notifies of a special stop operation mode in a new mode that starts a favorable game state. DETAILED DESCRIPTION OF THE INVENTION 【0008】 <Terminology> "Medals (number of medals)," "game media (number of game media)," and "game value" are synonymous. "Bet," "BET," and "input" regarding game media are synonymous, and all refer to the act of betting (placing a bet) on game media. Hexadecimal numbers are written as "0xXXX" or "XXXh," and binary numbers are written as "XXXXXXXXXXXXb" or "XXXXXXXXXXXXB." Unless otherwise specified before or after the number, it is expressed in decimal. "Reels" are sometimes called "machines," and all are synonymous. "Storage means" are sometimes called "RWM," "RAM," or "storage area," and all are synonymous. "Awarding," as used in "awarding game media" or "awarding points," can also be called "payout" or "acquisition," and all are synonymous. The "setting / reset switch" may be referred to as a "setting change switch" or a "reset switch" depending on its function, but in both cases, it refers to the same switch. The "setting change switch" and the "reset switch" may be provided as different switches. When a small combination with a large payout or a small combination with a small payout stops depending on the operation mode, the small combination with a large payout may be called a high combination (high combination bell and high combination small combination are also synonymous), and the small combination with a small payout may be called a low combination (low combination bell and low combination small combination are also synonymous). When a symbol combination with no payout stops at this time, it may be called a drop combination (drop combination is also synonymous). 【0009】 Hereinafter, an embodiment of the present invention (hereinafter referred to as the present embodiment) will be described in detail with reference to the drawings. 【0010】 <Explanation of the PS1 slot machine> The components of the slot machine PS1 according to this embodiment will be described with reference to FIGS. 【0011】 The slot machine PS1 is roughly divided into two sections, the front panel PS2 and the cabinet PS3, each with the necessary components and circuit boards. The sides of the front panel PS2 and cabinet PS3 of the slot machine PS1 are joined by a hinge and a locking device, and the locking device on the front panel PS2 can be opened by inserting a lock key into the locking device and rotating it in a specific direction. In other words, the front panel PS2 functions as a door to the cabinet PS3. 【0012】 <Front Panel PS2> The front panel PS2 (also referred to as the front door PS2, front surface door PS2, or front door PS2, or simply the front door) is a plate-like member with a design, and on the front side (player side) there are provided a middle panel (including a display window 4, an operation indicator lamp 24, etc.), an operation panel 11 (including a bet number display lamp 25, a credit number display 26, a number of coins won display 27, etc.), a lower panel 5 (also referred to as the lower panel 5), an upper lamp (also referred to as a top lamp) or side effect lamps (also referred to as side lamps), etc., and on the back side there are provided a medal selector 34 (hereinafter sometimes simply referred to as the "selector"), a display device 32, a sub-control board 1000, various boards, etc., a setting display LED (hereinafter sometimes referred to as a setting value display LED, setting display device, setting value display device, setting value display device). 【0013】 <Display window 4> The display window 4 is an area provided in the front panel PS2, and when the front panel PS2 is closed, the symbols drawn on the reels are visible. The symbols printed on the outer periphery of each reel tape fixed to the reel rim of each of the left reel 8a, center reel 8b, and right reel 8c are configured to be visible from the front (player side) through the display window 4. When the reels are stopped, three consecutive symbols out of 21 symbols (which may be freely designed as 20, 16, or other symbols depending on the specifications) are visible. In other words, a total of nine symbols (3 symbols x 3 reels) are visible through the display window 4. Here, of the stop positions where the left reel 8a, center reel 8b, and right reel 8c each stop three symbols, the uppermost stop position is referred to as the upper row, the center stop position is referred to as the middle row, and the lowermost stop position is referred to as the lower row. 【0014】 <Valid line> The activated line is a symbol combination line that is the target of a win determination process (described later) when the left reel 8a, center reel 8b, and right reel 8c come to a stop. In this embodiment, the activated line is visible through the display window 4 and is composed of a symbol combination line (middle horizontal line) that passes through the middle of each reel. When the winning determination process determines that a symbol combination that has come to a stop on the activated line corresponds to any winning combination, processing is performed according to the stopped symbol combination. For example, when it is determined that a symbol combination corresponding to a minor winning combination such as a bell has come to a stop, a payout process for game medals (hereinafter sometimes referred to as medals, game media, or game value) and a credit addition process are performed, and when it is determined that a symbol combination corresponding to a replay has come to a stop, an automatic bet process is performed. 【0015】 Depending on the slot machine PS1, the pay lines may be set to five lines, including an upper horizontal line, a middle horizontal line, a lower horizontal line, an upward-right line, and a downward-right line, or six or more lines may be set, including non-straight, roughly mountain-shaped (lower left reel 8a, upper middle reel 8b, lower right reel 8c), roughly valley-shaped (upper left reel 8a, lower middle reel 8b, upper right reel 8c), roughly L-shaped (upper left reel 8a, lower middle reel 8b, lower right reel 8c), or may be set so that the pay lines change depending on the number of coins bet, and can be freely designed according to the specifications of the slot machine PS1. Also, straight lines other than the pay lines may be called inactive lines. 【0016】 <Operation indicator lamp 24> The operation indicator lamps 24 are provided around the display window 4 and instruct the player on the operation sequence of the stop switches 13 (described later) while the left reel 8a, center reel 8b, and right reel 8c are spinning. That is, when the left operation indicator lamp 24a is lit (the center operation indicator lamp 24b and the right operation indicator lamp 24c are off), it indicates that the left stop switch 13a should be operated, when the center operation indicator lamp 24b is lit (the left operation indicator lamp 24a and the right operation indicator lamp 24c are off), it indicates that the center stop switch 13b should be operated, and when the right operation indicator lamp 24c is lit (the left operation indicator lamp 24a and the center operation indicator lamp 24b are off), it indicates that the right stop switch 13c should be operated. 【0017】 <Bet number display lamp 25> The bet number display lamp 25 (also referred to as the bet number display lamp 25, bet number display lamp 25, bet number display lamp 25, or bet number display lamp 25) is provided on the operation panel 11 and has the function of displaying the number of coins bet by the player. It is also composed of a 1 bet lamp 25a (not shown), a 2 bet lamp 25b (not shown), and a 3 bet lamp 25c (not shown). When one medal is bet, the 1 bet lamp 25a lights up. When a total of two medals are bet, the 1 bet lamp 25a and the 2 bet lamp 25b light up. When a total of three medals are bet, the 1 bet lamp 25a, the 2 bet lamp 25b, and the 3 bet lamp 25c light up. Furthermore, although not shown, after a symbol combination related to a replay is displayed, when the automatic bet process is executed, the bet number display lamp 25 corresponding to the number of bets used in the game in which the replay was won is turned on, and the replay lamp is also turned on. The timing of lighting the bet number display lamp 25 and the timing of lighting the replay lamp may be the same, or one of them may be configured to light up first. 【0018】 <Credit Number Display 26> The credit number display 26 (also referred to as a credit, medal number display, medal number display device, gaming media number display device, or gaming media number display device) is provided on the operation panel 11 and is composed of a segment display 26a (not shown), which is made up of a total of eight segments, including seven segments and decimal points (DP), and which mainly displays the upper digits of the credit number, and a segment display 26b (not shown), which is made up of a total of eight segments, including seven segments and decimal points (DP), and which mainly displays the lower digits of the credit number. The credit number refers to the number of medals credited (electrically stored) in the slot machine PS1, and up to 50 can be stored. Furthermore, when normal gameplay cannot proceed, such as when an error is detected, a message regarding the error may be displayed. 【0019】 <Acquisition number indicator 27> The earned coin count indicator 27 (also referred to as earned coin count indicator, earned number indicator, payout coin count indicator, or payout number indicator) is provided on the operation panel 11 and is composed of a segment indicator 27a (not shown), which is made up of a total of eight segments, seven segments and decimal points (DP), and which mainly displays the upper digits of the earned coin count, and a segment indicator 27b (not shown), which is made up of a total of eight segments, seven segments and decimal points (DP), and which mainly displays the lower digits of the earned coin count. The earned coin count refers to the number of medals paid out to the player (including those stored in the credit number indicator 26) based on the results of the game on the slot machine PS1. When normal gameplay cannot proceed, such as when an error is detected, a message regarding the error may be displayed. 【0020】 The credit number display 26 and the acquired coin number display 27 display their respective information using the segment displays 26a, 26b, 27a, and 27b. In addition, the credit number display 26 and the acquired coin number display 27 may also display information other than the credit number or acquired coin number depending on whether the DP is lit or not. For example, information indicating that the player is in a favorable zone (described below) or that a predetermined external signal is being output may be notified by lighting the DP of one of the segment displays. The acquired coin number display 27 may also have the capability to notify the player of the order in which buttons are pressed using the display units for the upper and lower digits. When the acquired coin number display 27 is used to notify the order in which buttons are pressed, the acquired coin number display 27 may be referred to as an instruction monitor. 【0021】 <Operation panel 11> The operation panel 11 is provided approximately in the center of the front panel PS2. The operation panel 11 is provided in a stepped shape with a substantially horizontal section and a vertical section extending substantially vertically downward from the tip of the horizontal section, and the vertical section is provided with a start switch 12 and a stop switch 13, which will be described later, and the horizontal section is provided with a medal insertion slot 17, a plurality of bet switches (MAX BET switch 18, 1 BET switch 19), a sub-switch 20, a sub-cross key switch 21, an eject switch 22, a settlement switch (not shown), and a performance switch (not shown), which will be described later. 【0022】 <Start switch 12> The start switch (also referred to as a start lever) 12 is located on the vertical portion of the operation panel 11. It is a lever-shaped operation unit. The start switch sensor is ON when not operated, and when operated, the start switch sensor turns OFF, indicating that the start switch has been operated. The start switch 12 becomes operational when the number of coins bet reaches a predetermined number. When the start switch 12 is operated, it executes an internal lottery process (also referred to as an internal lottery process), a process related to the instruction function, a reel rotation process, or the like. In this embodiment, the input signal is low active. Therefore, when the start switch sensor is ON when not operated, the start switch input signal turns OFF. When the start switch sensor changes from ON to OFF when operated, the start switch input signal turns ON. However, the start switch input signal may be turned ON when the start switch sensor is ON. In other words, the predetermined number refers to the number of bets required to start a game. 【0023】 Hereinafter, when it is simply stated that "the start switch is ON" or "the start switch is operated," it means that the start switch sensor has changed from ON to OFF, and the start switch input signal has changed from OFF to ON. 【0024】 <Stop switch 13> The stop switch 13 is provided on the operation panel 11. In this embodiment, the left stop switch 13a corresponds to the left reel 8a, the middle stop switch 13b corresponds to the center reel 8b, and the right stop switch 13c corresponds to the right reel 8c. When the stop switch 13 can be operated, the color of a lamp provided on the main body of the stop switch 13 or a lamp around it changes, indicating that the stop switch 13 is active. For example, when the stop switch 13 can be operated, the lamp lights up in blue, and when the stop switch 13 cannot be operated, the lamp lights up in red. Another example is when the stop switch 13 can be operated, the lamp lights up, and when the stop switch 13 cannot be operated, the lamp goes out. 【0025】 <Medal slot 17> The medal slot 17 is provided on the operation panel 11. It has an opening for inserting medals into the medal slot, and restricts the insertion of medals larger than the standard size. There are multiple types of medal slots 17 manufactured to correspond to the standard sizes of multiple types of medals, but the installation standards for the various medal slots 17 are the same so that they can be installed on the operation panel 11 in a common manner. 【0026】 Regarding the insertion of gaming media, the gaming media is not limited to the medals mentioned above, but may be, for example, gaming balls (so-called Parrots) used in pachinko gaming machines, or gaming media information stored in an electrical storage medium such as a magnetic card or flash memory, which is input into the gaming machine, and the number of bets is set and added when a prize is won based on the input gaming media information. 【0027】 <Bet Switch (MAX Bet Switch 18, 1 Bet Switch 19)> The bet switch is provided on the operation panel 11. When the bet switch is operated when there are medals stored in the credit, the bet process is executed and the bet number is set as if medals were inserted into the medal insertion slot 17. However, even if the bet switch is operated when there are no medals stored in the credit, the bet process is invalid (the operation of the bet switch is not accepted). The MAX bet switch 18 is composed of a push-down part operated by the player, a detection part that detects the operation of the push-down part, and a light-emitting part (also called a MAX bet lamp) that lights up the push-down part, and the 1 bet switch 19 is composed of a push-down part operated by the player and a detection part that detects the operation of the push-down part (the 1 bet switch 19 does not have a light-emitting part). 【0028】 The MAX BET lamp notifies the player that a bet can be made when the MAX BET switch is operated, and various notification modes are possible, such as lighting up the MAX BET lamp in a predetermined color, flashing the MAX BET lamp at a predetermined interval, etc. Conversely, if the MAX BET switch is operated but the bet cannot be made, the MAX BET lamp may light up in a specific color or not light up at all. 【0029】 The slot machine PS1 is also provided with a MAX BET switch 18 that allows the user to bet the maximum number of coins set for each slot machine PS1 (three coins in this embodiment), and a 1 BET switch 19 that allows the user to bet one coin. The MAX BET process is executed when the user operates the MAX BET switch 18, and the 1 BET process is executed when the user operates the 1 BET switch 19. The MAX BET process is executable when the sum of the number of credits and the number of bets currently bet is three or more, and the number of bets currently bet is less than three. The MAX BET process cannot be executed when the sum of the number of credits and the number of bets currently bet is less than three (in other words, when the user operates the MAX BET switch 18, the number of bets is less than three), or when three bets have already been made. The 1 BET process is executable when the number of credits is one or more, and the number of bets currently bet is less than three, but cannot be executed when three bets have already been made. 【0030】 In addition, the 1 bet switch 19 executes 1 bet processing each time it is operated, and when the 1 bet switch 19 is operated three times from a state where no bets have been made, it becomes a 3 bet state, and three operations of the 1 bet switch 19 are equivalent to one operation of the MAX bet switch 18. 【0031】 Also, although an embodiment has been described in which the 1 bet switch 19 is disabled when 3 bets have been made, the switch may be configured so that when 3 bets have been made and the 1 bet switch 19 is operated once, the switch becomes in the 1 bet state and 2 cards are returned to the credits. 【0032】 Also, in the embodiment described above, the MAX BET process executed by operating the MAX BET switch 18 is not executed when the number of bets is less than 3, but a process of betting the maximum number that can currently be betted is also conceivable. In other words, a process of betting 2 when the MAX BET switch 18 is operated when no bet has been made and the number of credits is 2 is also conceivable. 【0033】 The maximum number of coins that can be bet may be configured to differ depending on the gaming state, and may be 3 coins during non-bonus periods and 2 coins during bonus periods. 【0034】 <Subswitch 20> The sub-switch 20 is provided on the operation panel 11 and consists of a push-down section made of a translucent material for direct operation by the player, a detection section that detects when the push-down section is operated, and a sub-switch lamp that illuminates the push-down section of the sub-switch. This sub-switch 20 is primarily used to display a menu screen (sometimes referred to as a user menu screen) on the display device 32, which will be described later. In addition to the sub-switch 20, the sub-control board 1000 also provides sub-cross key switches 21 (up switch, down switch, left switch, right switch) and effect switches (switches operated by instructions during gameplay). The sub-switch 20 can also function as a trigger to activate a linkage system with a mobile terminal (hereinafter also referred to as a mobile linkage system), which will be described later. While the sub-switch 20 is shown as a menu display function and the effect switches are used for operation during gameplay, they may be combined into a single switch. 【0035】 The menu screen displays winning combination items, reel arrangement items, volume adjustment items, light intensity adjustment items, and items related to the mobile linkage system, and the cursor selecting an item is controlled to move up and down by operating the up switch or down switch of the sub cross key switch 21. Also, when the sub switch 20 is operated while the cursor is on one of the items, details of that item are displayed. For example, when the sub switch 20 is operated while the cursor is on the volume adjustment item, a volume adjustment screen is displayed, and the player volume can be adjusted by operating the left switch or right switch of the sub cross key switch 21. 【0036】 Note that the volume adjustment item on the menu screen can only change the volume of game sounds; it cannot change the volume of system sounds. Game sounds are sounds that can be output during gameplay or while waiting to play, including bet sounds, wait sounds, reel start sounds, and other sounds related to effects. System sounds are primarily sounds that can be output when gameplay is not possible, including error sounds, complete function activation sounds, and other system-related sounds. Each game sound has a set effect volume, so even if the player volume is the same, not all game sounds are output at the same volume. For example, when the player volume is set to level 5 out of 10, the volume of the bet sounds is 30 decibels, and the volume of the wait sounds is 20 decibels. 【0037】 Furthermore, the menu screen can be displayed by operating the sub-switch 20 when no bets have been placed after the game has finished. The menu screen is displayed by operating the sub-switch 20 regardless of the presentation state at that time: normal presentation, continuous presentation, AT presentation, or demo screen (a screen that appears 60 seconds after the game has finished, and displays the manufacturer's name and a presentation introduction in the form of a moving image). However, this is not limiting to the present embodiment, and the menu screen may not be displayed even if the sub-switch 20 is operated during continuous presentation or AT presentation. 【0038】 The volume may be changed using a rotary switch provided inside the cabinet. Because the rotary switch is provided inside the cabinet, it cannot be operated by the player. The rotary switch is a switch operated by an administrator, who can set the standard value of the volume that can be set by the player. For example, if the volume that can be set by the player is eight levels, the volume that can be set using the rotary switch is also eight levels, and if the volume setting on the rotary switch is "2," the default volume of the volume adjustment item on the menu screen where the player volume can be adjusted will be "2." Alternatively, the rotary switch may be configured in a different way so that the player can set the volume within the range of volume levels set by the rotary switch. 【0039】 <Show switch> The effect switch is provided on the operation panel 11 and is composed of a push-down section made of a translucent material for direct operation by the player, a detection section that detects that the push-down section has been operated, and an effect switch lamp that lights up the push-down section of the effect switch. When the effect switch is operated in a situation where operation of the effect switch is valid, an effect based on the operation is executed. For example, when a continuous effect is being executed on the display device (hereinafter sometimes simply referred to as "LCD") 32, it is possible to display either a "success" display (hereinafter sometimes referred to as a "successful effect") indicating that a bonus has been awarded in the final game of the continuous effect, or a "failure" display (hereinafter sometimes referred to as a "failure effect") indicating that no bonus has been awarded, by operating the effect switch. 【0040】 Furthermore, when the operation of the effect switch is valid, the effect switch lamp lights up, thereby making it possible to notify the player that the operation of the effect switch is valid. As a lighting mode of the effect switch, it is possible to make it unlit when the operation of the effect switch is invalid, and to light up when the operation of the effect switch is valid. Another lighting mode when the operation of the effect switch is valid may be to repeatedly light up and turn off at a fixed cycle. 【0041】 Furthermore, in a situation where operation of the effect switch is valid, a display imitating the effect switch is displayed on the LCD to notify that operation of the effect switch is valid. When a display imitating the effect switch is displayed on the LCD, it is displayed based on a command received from the main control means 100. For example, a display imitating the effect switch may be displayed based on a start switch reception command, or a display imitating the effect switch may be displayed based on a command to stop all reels. 【0042】 In addition, by pressing the performance switch, the detectable piece provided on the performance switch can be moved to a detection position (on position) where it is detected by the sensor provided on the performance switch, and by moving the performance switch away (an operation in which the spring provided on the performance switch is returned to its natural length by the force of its extension) while the sensor is detecting the detectable piece, the detectable piece can be moved to a non-detection position (off position) where it is not detected by the sensor. 【0043】 Although the switch for effect has been described as a push switch, it is not limited to this and may be a switch with a jog dial structure. Also, any other structure may be used as long as it can detect the on and off positions. 【0044】 <Settlement switch> The settlement switch is provided on the operation panel 11. When operated after a game is completed, the settlement switch executes a process (settling process) of paying out to the player the number of gaming media bet and the number of gaming media accumulated in the credit. Note that in this embodiment, when the settlement switch is operated under conditions in which a bet has been made and gaming media are accumulated in the credit, the bet gaming media are paid out first, followed by the gaming media accumulated in the credit. However, this is not limited to this, and a process of paying out the gaming media accumulated in the credit only when the number of gaming media bet is 0 may be executed. In other words, when the settlement switch is operated under conditions in which a bet has been made, only the bet gaming media are paid out, and then when the settlement switch is operated again, the gaming media accumulated in the credit may be paid out. 【0045】 <Bottom Panel 5> The lower panel 5 is provided below the front panel PS2. It is made up of two sheets of transparent resin joined together, with a design sheet sandwiched between the two sheets of resin, and the design sheet is printed with a design that represents the characteristics of each slot machine PS1. 【0046】 <Medal payout outlet 45> The medal payout outlet 45 is provided below the lower panel 5. It is an outlet for discharging medals paid out from a hopper 44 (also referred to as a hopper) (described later) to the outside of the slot machine PS1 (to the tray 28). It also serves as a return port for discharging medals rejected by a medal selector 34 (described later) to the outside of the slot machine PS1. 【0047】 <Saucer 28> The tray 28 (also called the "lower tray") is provided below the lower panel 5. It has a generally concave structure so that it can receive and store medals released from the medal payout opening 45, and it protrudes toward the player so that the player can check the stored medals. 【0048】 Other functions of the tray 28 include a cigarette ashtray 29 and a seal storage section 30 that stores a resin sheet with a union license seal, patent stamp seal, and model seal attached, and has an opening for displaying them to the player. 【0049】 <Speaker S> The speakers S are provided at the top and bottom of the front panel PS2. They are connected to the sub-control board 1000 by a harness (not shown), and output sound effects that match the performance, as well as error sounds and warning sounds that notify users that an error has occurred. 【0050】 <Display device 32> The display device 32 is located above the front panel PS2. It is a device capable of displaying images, and various devices, such as a liquid crystal display, plasma display, organic electroluminescence (EL) display, or projector, can be used. It is electrically connected to the sub-control board 1000 and displays various effect images, as well as game instruction images that indicate the order in which to press the stop switch 13 and the positions where to press the buttons during play (when only the order is displayed, this may be referred to as a push order navigation image (also referred to as a push order image, operation sequence image, or operation sequence image)); when only the positions where to press the buttons are displayed, this may be referred to as a push order navigation image (also referred to as a push image or operation position image); when both the order and the positions where to press the buttons are displayed, this may be referred to as an operation mode navigation image (also referred to as an operation mode image) as a broader concept than the order or positions where to press the buttons), and error images when an error occurs. Some slot machines PS1 models do not include a display device 32. Some slot machines PS1 models include multiple display devices 32. Even if multiple display devices 32 are provided, unless otherwise specified, the term "display device 32" refers to any one of the multiple display devices 32, or multiple display devices 32. 【0051】 <Other performance devices such as dot displays and moving props> Other effect devices, such as dot displays and movable gadgets, are located at any position on the front panel PS2, such as around the display window 4, on the middle panel, or on the lower panel 5. These effect devices are electrically connected to the sub-control board 1000 and display various effect images and actions, as well as game instruction images and actions that indicate the order and timing of pressing the stop switch 13 during play, and error images and actions when an error occurs. Other effect devices are installed as desired depending on the model of slot machine PS1. Various devices, such as LCD displays, plasma displays, organic EL displays, and projectors, can also be used as other effect devices. In particular, in gaming machines equipped with an auxiliary LCD as an additional effect device, the display device 32 is sometimes referred to as the main display device, and the LCD as the other effect device is sometimes referred to as the sub-display device. In this case, the main display device has a larger display area than the sub-display device. 【0052】 <Medal Selector 34> The medal selector 34 is located inside the gaming machine on the back side of the front panel PS2, and is provided in the flow path below the medal insertion slot 17. The medal selector 34 has a medal counting function that counts the number of medals inserted by the player using a sensor provided on the flow path, a medal removal function that guides inserted non-standard medals to a receiving tray 28, an ejection function that removes medals that have become stuck in the medal selector 34 when an eject switch provided on the front of the front panel PS2 is operated, and a blocker function that removes medals inserted at times other than when medals are being accepted from the flow path using an electrically driven blocking member (also referred to as a blocker). Furthermore, if a medal inserted when accepting medals is a regular medal, the medal selector 34 discharges the medal into a hopper 44 located downstream. 【0053】 The various sensors within the medal selector consist of a passage sensor, insertion sensor 1, insertion sensor 2, and chute sensor. The passage sensor is the first sensor to detect medals inserted through the medal insertion slot, and is provided to count the number of inserted and ejected medals. Insert sensor 1 and insertion sensor 2 are located downstream of the passage sensor and blocker, and are provided to determine the passage time of medals passing insertion sensor 1 and insertion sensor 2 to determine whether they pass normally or abnormally. Insert sensor 2 is located downstream of insertion sensor 1. The chute sensor is located downstream of insertion sensor 2, and is provided to count the number of inserted and ejected medals. The passage sensor and chute sensor have overlapping functions, so it is possible to provide only one of them. 【0054】 In addition, the passage sensor, input sensor 1, input sensor 2, or chute sensor may directly detect medals, etc. (medals or illegal devices) using an optical sensor, or a physical movable piece may move when it comes into contact with a medal, etc., and the moved movable piece may be detected by a proximity sensor. 【0055】 When the blocker in the medal selector is ON, it allows the passage of game medals, and when it is OFF, it does not allow the passage of game medals. Allowing the passage of game medals means that game medals inserted from the medal insertion port are guided to the hopper 44, and not allowing the passage of game medals means that game medals inserted from the medal insertion port are not guided to the hopper 44. 【0056】 The components of the cabinet PS3 in the slot machine PS1 will be described below. 【0057】 <PS3 Cabinet> The cabinet PS3 is configured in the shape of a rectangular box with an opening on one side, and is provided inside with a reel unit 6, a hopper 44, an auxiliary tank 46, a setting key switch 37, a reset / setting switch 38 (hereinafter sometimes simply referred to as the "reset switch" or the "setting switch"), a power supply 39, a main control board 100, an external output terminal board 47, etc. It is also composed of a bottom plate, side plates (right side plate, left side plate), a top plate, and a back plate. 【0058】 <Main control board 100> The main control board 100 is housed in the internal space created when the main control board case body and the main control board case cover are fitted together, and the main control board case body and the main control board case cover are caulked together to prevent them from being easily opened or closed (they are sealed). The main control board 100 is fixed to a main control board case bracket inside the PS3 cabinet. 【0059】 <Reel Unit 6> The reel unit 6 is mainly composed of a reel frame, a left reel 8a, a center reel 8b, and a right reel 8c. The reel unit 6 is attached to a reel base 7 inside the center of the PS3 cabinet and fixed with locking members (screws or rivets). 【0060】 The reels (left reel 8a, center reel 8b, right reel 8c) are composed of a reel base, a reel tape with multiple designs attached to the outer periphery of the reel base, a stepping motor axially supported on the reel base, and a motor fixing base that fixes the stepping motor and is not considered a reel unit. A different pattern arrangement is drawn on the reel tape for each reel. 【0061】 When the start switch 12 is operated by the player, the reels are accelerated, and after reaching a constant speed (approximately 80 rotations per minute), the stepping motor is moved one step each time a timer interrupt process (hereinafter sometimes simply referred to as interrupt process) is executed, maintaining a constant speed rotation state (constant speed rotation).Then, in response to the player's operation of the stop switch 13, the corresponding reel is moved at a constant speed rotation to a stop position determined for each stop operation acceptance position, and after the reel has been moved to the stop position, a brake is applied (a four-phase excitation signal is output) to stop the reel rotation and end the excitation output. 【0062】 In addition, an index is provided on the spoke portion of the reel base of each reel, and an index sensor provided on the motor fixing base of each reel detects the index to determine the position of the reference symbol (also referred to as the initial symbol) during each rotation. In this embodiment, the stepping motor that drives the reel has 336 steps, and during constant-speed rotation, one rotation is completed in 336 timer interrupt processes. During constant-speed rotation, a rotation failure detection counter is incremented every two timer interrupt processes, and a rotation failure is determined when the counter value of the rotation failure detection counter reaches 180. In other words, a rotation failure is determined when the reel does not complete one rotation even after 360 timer interrupt processes have been executed. The rotation failure detection counter is set to 0 when an index is detected, so that if the constant-speed rotation process is normal, the rotation failure detection counter will reach 0 before reaching 180. 【0063】 In this embodiment, whether or not an index is detected is determined during constant speed processing, and whether or not an index is detected is not determined during acceleration processing, but this is not limiting, and whether or not an index is detected during constant speed processing and acceleration processing may be determined. With this configuration, it is possible to more quickly bring the player into a state where stop acceptance is possible. 【0064】 In addition, a back lamp unit is provided on the motor fixing base of each reel, which lights up to highlight the stopped pattern after the reel has stopped, and also lights up to improve the visibility of the pattern while the reel is rotating. 【0065】 <Hopper 44> The hopper 44 is a device that mainly stores medals inserted by players. The hopper 44 is placed by engaging with rails attached to the bottom plate of the cabinet PS3 and can slide back and forth along the rails. The hopper 44 is composed of a storage tank section that receives and stores medals guided from the medal selector 34 into the gaming machine, a hopper motor that is driven by a drive signal input from the hopper drive means, a turntable that is journaled to the hopper motor and aligns the medals in the storage tank section, a medal payout section that has a discharge mechanism that rotates the turntable to discharge medals one by one into the tray 28, a medal discharge port from which medals are discharged by the medal payout section, and a payout sensor that detects medals discharged from the medal discharge port. 【0066】 <Auxiliary Tank 46> The auxiliary tank 46 is configured to store medals. When medals exceed the capacity of the storage tank of the hopper 44, they are stored in the auxiliary tank 46 via a downwardly sloping rail provided in the storage tank. The auxiliary tank 46 has a rectangular box-like structure. When installed in the cabinet PS3, two fullness detection electrodes attached to the cabinet PS3 are exposed to the interior of the auxiliary tank 46 through through-holes provided in at least one side. When a certain amount of medals inserted through the medal insertion slot are stored, the two fullness detection electrodes become electrically conductive via the medals, and the hopper 44 and auxiliary tank 46 are determined to be full. The number of fullness detection electrodes is not limited to two; the number may be changed, such as three. Furthermore, the method of fullness detection is not limited to using fullness detection electrodes; fullness detection may also be achieved by a sensor provided at a predetermined position detecting medals. 【0067】 <Setting key switch 37> The setting key switch 37 is located on a setting key switch unit with an opening / closing door on the front side inside the slot machine PS1. After opening the front panel PS2, access is gained by opening the opening / closing door on the setting key switch unit. To turn on the setting key switch 37, insert the setting key and rotate it 90 degrees to the right. When the setting key switch 37 is turned on while medals can be accepted, the current setting value can be confirmed, and if the setting key switch 37 is determined to be on during the power-on recovery process (also called the power-on process) when the power is turned on, the setting change process is executed. 【0068】 <Power supply device 39> The power supply unit 39 is located at the lower left when viewed from the front of the cabinet PS3. The power supply unit 39 has a rectangular box-like structure, and is provided with a power switch 40 on the outside and a power supply board for generating voltage on the inside. The power supply unit 39 is individually connected to the reel device board and the sub-control board 1000 via harnesses (not shown), and is further connected from the reel device board via a harness to the main control board 100, supplying power to the main control board 100. 【0069】 When the power switch 40 is turned on, the power supply device 39 is configured to take in power from outside the slot machine PS1, generate a predetermined voltage, and cause the main control board 100 and the sub-control board 1000 to take in the predetermined voltage, and when the power switch 40 is turned off, it is configured not to take in power from outside the slot machine PS1. 【0070】 <External output terminal board 47> The external output terminal board 47 (also referred to as the external centralized terminal board 47) is generally installed inside the cabinet PS3 of the slot machine PS1, and converts signals relating to game results output from the main control board 100 into signals in a predetermined format and transmits them to the outside of the slot machine PS1. Game results include the number of coins inserted, the number of coins paid out, the number of bonuses (number of big bonuses, number of regular bonuses), a door opening signal, etc. Other conditions for transmitting signals to the outside can be set based on predetermined information controlled by the main control board 100, such as when the automatic timer is activated, when a specific symbol combination is displayed, or when the value of a game-related counter reaches a predetermined value. 【0071】 <Function block diagram> A functional block diagram of the slot machine PS1 according to this embodiment will be described with reference to FIG. 【0072】 <Main control board 100> The slot machine PS1 of this embodiment is capable of data communication by electrically connecting a main control board 100 (also referred to as main control means 100, main control board 100, or main control means 100) that controls the general flow of a game to a sub-control board 1000 (also referred to as sub-control means 1000, sub-control board 1000, or sub-control means 1000), a door relay board (also referred to as central display board), a reel device board, a reset / setting switch 38, a setting key switch, etc. However, two-way communication is not possible between the main control board 100 and the sub-control board 1000, and data communication is possible via one-way communication from the main control board 100 to the sub-control board 1000. 【0073】 The main control board 100 is equipped with a main control chip. The main control chip is capable of data communication between the main control CPU, main control ROM, main control RAM, etc. via a bus. The main control chip also has a main control built-in register, and the main control built-in register and the main control CPU are capable of data communication between them via a bus. The main control chip also has general-purpose registers (e.g., A register, B register, C register, D register, E register, H register, L register) that the main control CPU can use for calculations, etc., a PC register that stores the program (return address) after a return instruction (e.g., RET instruction) after executing a program in response to a call instruction (e.g., CALL instruction), and interrupt registers (e.g., IFF1 register, IFF2 register) that manage the enable / disable state of maskable interrupts. 【0074】 The main control chip controls the role lottery (also referred to as internal lottery), reel drive control (also referred to as reel control), payout control, etc., and transmits data to various boards as appropriate. Furthermore, when a selected role (also referred to as AT role, AT target role, push order role, eye-pressing role, or operation procedure role including both push order role and eye-pressing role) is won as a result of the internal lottery, and information regarding the display of the selected role (push order, operation timing) is notified on the main control means 100 side, the sub-control means also notifies the sub-control means by transmitting selected role information (selected role group information, information regarding the display of the selected role). Note that all processing related to the AT, such as transitioning to the AT, extending the number of AT plays, and notifying the push order, is sometimes referred to as processing related to the instruction function. The push order role is a conditional device in which the pattern combination that stops and the game medals awarded to the player differ depending on the order in which the reels are stopped (push order), and the eye-pressing role is a conditional device in which the pattern combination that stops and the game medals awarded to the player differ depending on the timing at which the stop button is operated. 【0075】 The main control ROM mounted on the main control board 100 has a storage capacity of "16 KB or less," and includes a usage area (also referred to as a first program area) of "7.5 KB or less" and an area outside the usage area (also referred to as a second program area). The usage area includes a control area (also referred to as a first control area) of "4.5 KB or less" in which programs executed by the main control board 100 are stored, and a data area (also referred to as a first data area) of "3.0 KB or less" in which only information other than programs (for example, internal lottery table information) is stored or will be stored. Similar to the usage area, the area outside the usage area also includes a control area (also referred to as a second control area) and a data area (also referred to as a second data area). The usage area stores programs related to the progress of games, while the area outside the usage area stores programs related to anti-fraud measures and programs used for gaming machine testing. 【0076】 The main control RAM mounted on the main control board 100 has a memory capacity of "1024B or less," and has a usable area of "512B or less" (also referred to as the first working area) and a non-usable area (also referred to as the second working area). The first working area is a memory area that can be rewritten as the game progresses, and the second working area is a memory area that can be rewritten when programs for anti-fraud measures and gaming machine testing are executed. 【0077】 The memory areas of the main control RAM built into the main control chip include a memory area for switch status flags indicating the on / off state of the play stop switch and the on / off state of the automatic settlement switch, a memory area for setting value information indicating one of the values 1 to 6 to be set, a memory area for RT state information indicating which of multiple RT states the RT state is, a memory area for specific condition devices indicating the winning state of specific condition devices such as bonuses, a memory area for game information where other information necessary to progress the game is stored, an unused memory area, a memory area for the stack area where data saved from the registers is stored, and a memory area for the temporary stack area which is set when the power is turned on. 【0078】 The main control RAM is initialized when the setting change process is performed by the setting change means (sometimes referred to as "when the setting change device is activated" or "when the setting change mode is entered"), when the power is turned off and then restored, and at the start of each game, and the range of the memory area of the main control RAM that is initialized differs depending on the case. 【0079】 During the setting change process, if power recovery cannot be performed normally, or if the state is unrecoverable (a state in which an unrecoverable error has occurred), data 0 is set (initialized) to the RAM area excluding the storage area for the switch status flag. In other words, only the switch status flag carries over the state before the setting change; for example, the RT status and condition device flag are cleared and not carried over. However, this is not limited to this, and all RWM areas including the switch status flag may be initialized. 【0080】 Also, during the setting change process, if the power supply can be restored normally or if the state is not one in which restoration is impossible, that is, if the setting change process is performed normally, data 0 is set in the RAM area excluding the area storing the switch state flag, the setting value information, the RT state information, and the specific condition device. In other words, the RT state, setting value data, and condition device flag are inherited so that the game can be played with the setting value after the setting change while maintaining the game state before the setting change. The setting value data inherits the information before the setting change, and new setting values are set in the subsequent setting change process, so it is used in the sub-control board 1000 to determine whether the setting has been changed. 【0081】 Furthermore, during power-off recovery processing, data 0 is set to unused memory areas in the RAM area at the start of each game, and during power-off recovery processing, data 0 is set to memory areas in the stack area excluding the maximum used area when RAM is initialized during power-off recovery. 【0082】 The main control internal registers built into the main control chip are used to set the operation of each peripheral circuit (such as a timer circuit) built into the main control chip and to control its functions. 【0083】 For example, by writing (also called setting or storing) data to a specified memory area of the main control built-in register using a program stored in the main control ROM, settings (timer circuit settings) can be made for maskable interrupt processing (e.g., timer interrupt processing), which is one of the programs stored in the main control ROM. 【0084】 <Sub-control board 1000> The sub-control board 1000 is equipped with a sub-control chip. The sub-control chip has a sub-control CPU, sub-control ROM, sub-control RAM, etc. that can communicate data with each other via a bus. The sub-control board 1000 is capable of two-way communication with the performance control board, and transmits data specifying the performance to be output to the speaker S, LED lamp, sub-switch 20, performance switch, etc. Information to the display device 32 is transmitted as data to the image control board. The sub-control board 1000 is also supplied with power directly from the power supply board. 【0085】 <Reel device board> The reel device board is a relay board that communicates data between the reel motor, reel sensor, door switch, payout sensor, external output terminal board 47 (also called external central terminal board 47), etc. and the main control board 100. The reel motor controls the drive of the reel. The reel sensor is a sensor that determines whether the reel is operating normally, and transmits data to the reel device board when a protruding piece (also called an index) passes the sensor. The door switch is a sensor that determines whether the front door PS2 is open or not. The payout sensor is a sensor that determines whether medals pass properly when being paid out from the hopper 44. The external central terminal board is a relay board that transmits data to a hall computer outside the gaming machine. In addition, the reel device board is supplied with power directly from the power supply board. 【0086】 <Door relay board> The door relay board receives input information from various sensors in the selector (insertion sensor 1, insertion sensor 2, aisle sensor, chute sensor), bet switch information, stop switch information, and settlement switch information, and outputs information from the selector, credit number information, bet number information, replay symbol combination display information, and payout number information. The door relay board is electrically connected to the selector, bet switch, stop switch, settlement switch, credit number indicator 26, payout number indicator, replay lamp, 1 bet lamp, 2 bet lamp, 3 bet lamp, start lamp, medal insertion possible lamp, and advantageous zone lamp. 【0087】 <Performance control board> The performance control board (also called the performance control means) is electrically connected to the sub-switch 20, the sub-cross key switch 21, the performance switch, the movable props, the speaker S, the back lamp, the LED lamp provided on the front panel PS2, and the image control board that controls the display content of the display device 32. 【0088】 The performance control means is configured to be capable of two-way communication with the sub-control means 1000, and controls the output of performance to the performance device based on performance commands received from the sub-control means 1000. 【0089】 The effect control means selects effect contents based on the result of the lottery for winning combinations by the internal lottery means. In this embodiment, a plurality of types of effect contents are provided in advance, and the effect control means selects effect contents by lottery using software random numbers after the lottery for winning combinations is performed by the internal lottery means at the start of a game, etc. 【0090】 In addition, multiple types of presentation contents are provided depending not only on the result of the lottery but also on the result of the freeze lottery and the game state (RT state, freeze state), etc. Specifically, multiple types of presentation contents are provided corresponding to the bonus win, small win, replay win, non-win, etc. 【0091】 The presentation content determines what kind of presentation will be output (how the lamp will be turned on, blinking, or extinguished, what kind of sound will be output from the speaker S, and what kind of image will be displayed on the display device 32, etc.) and at what timing (when the start switch 12 or each stop switch 13 is operated, etc.) as the game progresses. 【0092】 It is also possible to have the generation of effects output by the effect control means occur in response to operations by the player. For example, it is conceivable that effects could be generated by the effect control means of the sub-control board 1000 based on sub-control commands transmitted from the main control board 100 in response to operation signals from the start switch 12, stop switch 13, medal slot 17, bet switches (MAX BET switch 18, 1 BET switch 19), settlement switch, etc., whose operation signals are input to the main control board 100. It is also conceivable that effects could be generated directly from the sub-control board 1000 in response to sub-input switch operation means, such as the sub-switch 20, sub-cross key switch 21, and effect switches, whose operation signals are input to the sub-control board 1000. Also, although the sub-control board 1000 and the effect control board are separate boards in the above embodiment, they may be configured as a single board. In this case, the sub-control board 1000 is equipped with the functions and processing of the performance control board, and the sub-switch 20, sub-cross key switch 21, performance switch, movable props, speaker S, back lamp, LED lamp provided on the front panel PS2, and image control board that controls the display content of the display device 32 may be electrically connected to the sub-control board 1000. 【0093】 <Image control board> The image control board (also referred to as image control means) is provided with an image control ROM for specifically displaying the performance content on the display device 32, a sound ROM, a cooling fan, and the like. 【0094】 <Additional information on board configuration> The sub-control board and the performance control board may be configured on one (single) board, or the sub-control board, performance control board, and image control board may be configured on one board. When the sub-control board and the performance control board are configured on one board, two sub-control CPUs and two performance control CPUs may be provided, or one CPU may be used. The same applies when the sub-control board, the performance control board, and the image control board are configured on one board. 【0095】 <Power supply board> In the slot machine PS1 of this embodiment, power is supplied from the power supply board to the reel device board and the sub-control board based on the operation of the power switch 40. The power supplied to the reel device board is then supplied to the main control board 100 and the door relay board. The supplied power is then supplied to each component, thereby electrically connecting them. The power supplied to the sub-control board 1000 is then supplied to the performance control board, which then supplies power to the image control board. The supplied power is then supplied to each component, thereby electrically connecting them. 【0096】 Next, the control of the main control board 100 that controls the game of the gaming machine will be described. 【0097】 <Error type> Errors are broadly divided into recoverable errors and unrecoverable errors. 【0098】 <Recoverable error> Recoverable errors are errors that indicate selector-related errors (medal accumulation errors, medal backflow errors, medal passing time errors), hopper 44-related errors (hopper accumulation errors, hopper empty errors, abnormality detection errors), door open errors, harness disconnection errors, etc. When a recoverable error is set, if the cause of the various recoverable errors is removed and the reset switch is operated, the machine can return to play without having to turn the power back on. During a recoverable error, information about the error that has occurred is displayed on the display device 32, payout number indicator, and various lamps to inform the player of what error has occurred. 【0099】 If a recoverable error is detected during play, the game progress may be stopped at the time of detection, or may be stopped after the game in which the recoverable error was detected has ended. By stopping the game progress during a recoverable error, damage to the gaming facility manager can be minimized even if the recoverable error occurred due to fraud. The condition for recovering from a recoverable error state may be configured to automatically recover by removing the cause of the error, and an error that can be recovered without restarting the power is called a recoverable error. 【0100】 <Unrecoverable error> In the slot machine PS1 of this embodiment, when an irrecoverable error occurs, interrupts are prohibited, the output of the output port is cleared, and other measures are taken to restrict the progress of the game, and the fact that an irrecoverable state has occurred is notified by displaying a message on the credit number display 26 according to the type of error. 【0101】 Furthermore, when a recoverable error is set, the recoverable error is cleared when a reset switch (not shown) is operated, but once an unrecoverable error is set, the unrecoverable error cannot be cleared by simply accepting the reset switch or turning the power back on. In this case, the unrecoverable error is cleared by performing a setting change process. When the power is turned back on in the event of an unrecoverable error, part of the power-off recovery process is executed, and then the unrecoverable error display is repeatedly executed, so that subsequent game processing is not executed. 【0102】 Unrecoverable errors include when the number of coins bet is other than the specified number when the role is drawn, when the value is not within the normal range in the setting value error check, when it is determined that the power-off process was not performed normally when the power is restored after a power-off (sometimes called an "RWM (RAM) abnormality" or "RWM (RAM) error"), when a random number abnormality is detected such as an abnormality in the crystal oscillator frequency, or when a pattern combination corresponding to a role that has not won is stopped on the valid line during the winning determination process. 【0103】 Furthermore, if an unrecoverable error occurs, the game will be stopped regardless of whether the game is in progress or in standby mode (from the end of a game until the start of the next game). 【0104】 <How to play, game flow> To play the slot machine PS1, first, medals are inserted into the medal insertion slot 17, or medals stored in advance are bet (MAX BET switch 18, 1 BET switch 19) to set a predetermined number of medals to bet (also called a specified number). In this embodiment, the specified number is set to three medals. By setting the number of medals to bet, the pay line is set to be valid, and the game becomes available. 【0105】 If a new medal is inserted through the medal insertion slot when the number of medals betted is set to the upper limit, the number of game medals stored in the credits increases. The maximum number of medals that can be stored in the credits is 50. If medals that exceed the upper limit of the number of medals betted (3 medals) and the upper limit of the number of medals stored (50 medals) are inserted through the medal insertion slot (the 54th medal), the blocker of the medal selector is turned off (a state that prevents medals from being inserted into the gaming machine), and the medals are returned to the tray. In other words, when the upper limit of the number of medals betted and the upper limit of the number of stored credits are reached, the blocker is turned off (a path to the hopper 44 in the selector is not formed). 【0106】 The bet amount is added when medals are inserted when the bet amount is less than three (less than the maximum bet amount in the game state when the medals are inserted). Furthermore, the credits can be saved when medals are inserted when the bet amount is three (the maximum bet amount in the game state when the medals are inserted) and the credits are less than 50 (less than the maximum number of credits that can be saved). In other words, when the sum of the bet amount and the saved credits is less than 53, medals will enter the gaming machine when inserted through the medal slot. Another condition for medals to enter the gaming machine when inserted is when the machine is in standby mode (the period from the end of a game to the start of the next game). For example, if a symbol combination related to a replay is displayed and the automatic bet process is executed, the medal insertion requirement is met even during standby mode. In this case, three medals have been bet in the automatic bet, so if the saved credits are less than 50, the medal insertion requirement is met. 【0107】 Next, when operation of the start switch 12 is accepted, an internal lottery process is executed, and after determining the result of the internal lottery process (also called the role lottery result or condition device number), it is determined whether or not the minimum play time (also called the wait time (period) or 4.1 second timer) has elapsed, and if the wait time has elapsed, each reel begins to rotate, and if the wait time has not elapsed, each reel waits without rotating until the wait time has elapsed. 【0108】 Next, when an operation (stop operation) of any of the stop switches 13 (left stop switch 13a, middle stop switch 13b, right stop switch 13c) is accepted, the reel corresponding to the operated stop switch 13 stops according to the result of the role lottery and the timing when the stop operation was accepted. When all reels stop (also called a full stop), it is determined whether or not each of the stopped symbols determined when each reel was accepted for stopping is abnormal, and if not abnormal, a search is made to determine which symbol combination has stopped, and depending on the symbol combination that corresponds to the search result, processing such as paying out medals (including adding to credits), setting a replay (automatic betting process), setting a bonus state, ending the bonus state, setting an RT state, and ending the RT state is carried out, and one game is completed. 【0109】 <Freeze processing> The freeze process (also called freeze effect) that temporarily stops the progress of the game for a predetermined period of time and delays it includes, for example, temporarily stopping functions related to the progress of the game, such as accepting game media, accepting the operation of a bet switch to determine the number of game media to be bet in advance, accepting the operation of the start switch 12 to start the game, or accepting the operation to stop the reels. The freeze process (freeze effect) is a process controlled by the main control board 100. 【0110】 The freeze effect may be such that all of the functions related to the progress of the game as described above are temporarily stopped, or only some of the functions are temporarily stopped. 【0111】 Examples of ways to temporarily suspend the progress of a game include not performing control processes based on the player's operation (processing to form a path through which medals are guided to the hopper 44 using blocker control, processing to set the number of coins to bet based on operation of the bet switch, processing to rotate the reels or internal lottery processing based on operation of the start switch 12, and processing to stop the reels based on operation of the stop switch 13). 【0112】 When an input signal based on a player's operation is issued during the period when the game progress is paused by the freeze effect, the timing of the end of one game is delayed compared to when the freeze effect is not performed by performing processing such as not performing control processing based on the input signal, not accepting the input signal, or delaying the transmission of the input signal until a predetermined period has passed. 【0113】 With regard to freeze effects that are performed based on the operation of the start switch 12, examples include cases where, when the start switch 12 is operated, the reels do not rotate for a predetermined period, but then rotate after the predetermined period has passed; cases where, when the start switch 12 is operated, an internal lottery is not performed and the reels do not rotate for a predetermined period, but then an internal lottery is performed and the reels rotate after the predetermined period has passed; cases where, when the start switch 12 is operated, an internal lottery is performed for a predetermined period but the reels do not rotate, but then the reels rotate after the predetermined period has passed; cases where, after the start switch 12 is operated and an internal lottery is performed, a predetermined period is set during which the reels rotate and stop during the predetermined period; cases where, after the start switch 12 is operated and an internal lottery is performed and the reels are rotated, a predetermined period is set during which the stop switch 13's stop acceptance is disabled for the predetermined period; 【0114】 Regarding the freeze effect that is performed based on the operation of the stop switch 13, the control process for the freeze effect is different between the freeze effect that is performed based on the acceptance of the operation of the stop switch 13 and the freeze effect that is performed based on the stop display of a specific symbol on the reel as a result of the operation of the stop switch 13. 【0115】 As a control process for the freeze effect performed based on the acceptance of the operation of the stop switch 13, for example, when the left stop switch 13a is operated to freeze while all reels are spinning, the stop acceptance of the middle stop switch 13b and the right stop switch 13c can be disabled after the left reel corresponding to the left stop switch 13a stops. As a result, for a predetermined period of time, the player cannot stop the spinning middle reel and right reel, but after the predetermined period has elapsed, the stop acceptance of the middle stop switch 13b and the right stop switch 13c is enabled, so the timing until the end of one game can be delayed. 【0116】 As a control process for freeze effects that is performed based on the fact that a specific symbol has stopped and been displayed on a reel as a result of accepting the operation of the stop switch 13, when a specific symbol has stopped and been displayed on each reel due to accepting the operation of a stop switch 13 other than the stop switch 13 that is stopped last, the stop acceptance of the stop switch 13 that is stopped last may be invalidated, or based on the fact that a specific symbol has stopped and been displayed on each reel due to accepting the operation of the stop switch 13 that is stopped last, control processes such as setting the number of bets based on the operation of a bet switch that starts the next game, detecting the insertion of gaming media using a passing sensor, or automatic betting that is performed when a replay stops on an active line may not be performed. 【0117】 During the predetermined period when the freeze effect is performed, the game progress control based on the player's operation is temporarily stopped, but gaming machine operations unrelated to the progress of the game can be executed. For example, even if the stop control process based on the operation of the stop switch 13 is not performed, the reel rotation mode can be set as desired, such as rotating in the normal rotation mode, or rotating at a slower or faster speed than normal. 【0118】 The rotation patterns of the reels during a specified period include rotating the reels in the opposite direction to normal rotation (so-called reverse rotation), rotating the reels a specified number of times and then stopping a specific combination of symbols, stopping a specified reel among multiple reels and allowing the other reels to rotate, changing the rotation speed of the reels, or changing the operation of the reels due to player operation. 【0119】 The predetermined period for which the freeze effect is performed can be changed according to predetermined conditions. Here, the predetermined conditions include the detection of a signal based on the operation acceptance status of various switches by the player (operation status of the start switch 12, bet switch, stop switch 13, settlement switch, etc.) and the result of a freeze lottery. In addition, examples of changing the period include shortening or lengthening the predetermined period for which the freeze effect is performed, during which the game progress is temporarily stopped, or switching the reel rotation mode. 【0120】 Examples of control processes for shortening the pause period include forcibly terminating the pause period or rewriting it to a period shorter than the pause period. Examples of control processes for lengthening the pause period include adding another period after the pause period or rewriting the pause period to a longer period. Furthermore, the pause period based on the freeze effect does not need to have an upper limit, and may continue until a certain result is achieved based on the result of operation acceptance. 【0121】 The pause period during which the freeze effect is performed may be set after the wait period has elapsed, or may be set to include the wait period. If the wait period is included, the wait period is compared with the freeze effect period, and if the freeze effect ends during the wait period, the freeze effect is executed during the wait period. If the freeze effect does not end during the wait period, the freeze effect period may be set after the wait period, or the remaining wait period may be resumed after the freeze effect ends. Also, if the freeze effect period is set to be longer than the wait period, it is possible to omit the process of comparing the wait period with the freeze effect period and start the freeze effect after the start switch 12 is operated (after the internal lottery process). 【0122】 As a freeze effect, it is also possible to perform a freeze effect (also called a pseudo game) during acceleration processing, which makes it appear as if a normal game is in progress. In a pseudo game, the start switch 12 is operated, and a pseudo game period is determined during the acceleration processing of the reels after an internal lottery is performed. During the pseudo game period, reel rotation control is performed as in a normal game (reel rotation control is performed based on operation of the start switch based on the start of the pseudo game), and reel stop control is performed based on operation of the stop switch 13. Also, the reels may be configured to be rotated again by operation of the start switch 12 during the pseudo game period. However, internal lottery processing based on operation of the start switch 12, and winning determination processing or payout control processing based on operation of the stop switch 13 are not performed. 【0123】 In addition, in the pseudo game, when the reels are stopped by operating the stop switch 13 or when the reels are stopped automatically as a reel effect, the stopped reels are swung up and down (so-called sway fluctuation). This allows the player to determine whether they are playing a normal game or a pseudo game when they operate the stop switch 13. 【0124】 Furthermore, when an acceleration process is executed to start the real game (sometimes called the "main game") after the pseudo game has ended, a random delay process is executed to randomize the timing at which each reel starts to spin. For example, if a seven-symbol combination stops during the pseudo game and the main game starts with the same symbol position, it would be easier to line up seven symbols in the main game (a so-called aid to eye-pressing). To prevent this situation, the timing at which each reel starts to spin is randomized by the random delay process to spread out the symbol combinations that stop in the pseudo game. 【0125】 The random delay process sets a timer for each reel to wait for the start of rotation, updates the set timer value with each timer update process of the interrupt process, and starts rotation from the reel whose set timer value reaches 0. If, as a result of the random delay process, the timer values of all reels reach 0 and it is determined that all reels are rotating at a constant speed, it becomes possible to accept stop switch operations for the reels. 【0126】 In addition, if random delay processing is not incorporated, the symbol combination before the start of the pseudo game may be stored, and the symbol positions may be returned to that symbol combination before the start of the actual game, and then the reels may begin to rotate. 【0127】 <Pattern combinations that do not require technical intervention> A symbol combination that does not require technical intervention means a symbol combination that can always stop and display the winning symbol combination on an active line, regardless of when the stop switch 13 is operated while the reels are spinning. For example, when bell symbols are arranged every three symbols on all reels, bell-bell-bell always stops (a 100% draw rate), so this symbol combination can be said to not require technical intervention. Hereinafter, a 100% draw rate will be referred to as PB=1, and a winning symbol combination with a 100% draw rate on all reels will sometimes be referred to as a PB=1 role. 【0128】 Conversely, PB≠1 means that the winning symbol combination will not stop when the reels are rotating, depending on the timing of stopping the stop switch 13. For example, if there is a location within the pull-in range where there is no symbol related to the winning symbol (e.g., 5 symbols apart), then PB≠1, and the winning symbol may be referred to as a PB≠1 symbol. 【0129】 <Small win priority control, bonus priority control> Small win priority control means that when a small win and a bonus are won at the same time, or when a small win is won within a bonus, if both a symbol related to a small win and a symbol related to a bonus can be drawn in, the symbol related to the small win is drawn in. 【0130】 Bonus priority control means that when a small role and a bonus are won at the same time, or when a small role is won within a bonus, if both a symbol related to the small role and a symbol related to the bonus can be drawn, the symbol related to the bonus is drawn. 【0131】 In addition, since replays have the highest priority and cannot be missed, when the condition device flags for replay and small win, or replay and bonus, are turned on at the same time, the replay-related symbols are always drawn. 【0132】 <Regular section> The normal section is a section in which processing related to the instruction function cannot be performed. When a push order role is won in the normal section, a process is executed to send masked information (effect group number) indicating which push order was won to the sub-control means 1000. Also, when a push order role is won in the normal section, the notification of the push order (both correct and incorrect push orders) is not displayed on the instruction monitor. As a result, in the normal section, both the main control means 100 and the sub-control means 1000 do not notify the push order even if a push order role is won, so even if a push order role is won in the normal section, it is not always clear whether it is correct or incorrect. In other words, this is a game section in which the AT state does not occur. 【0133】 <Advantageous Zone> The advantageous zone is a zone in which processing related to the instruction function can be executed, and is set up to prevent excessive medal acquisition through AT. If you win the advantageous zone transition lottery held in the normal zone, you can transition to the advantageous zone. In the advantageous zone, a transition lottery to AT can be held, and there are cases where the AT state can be entered, but in order to prevent excessive medal acquisition as mentioned above, the advantageous zone is designed to end based on certain conditions and transition to the normal zone. in particular, 1) When 1,500 games have been played since the next game that entered the first advantageous zone. 2) When you win more than 2,400 medals from the next game that has transitioned to the first advantageous zone. 3) When any condition is met These include: These can prevent excessive medal acquisition. Note that the 1500 games in 1) may be 4000 games, or 65535 games, which is the maximum number that can be stored in a 2-byte memory area, or the advantageous zone may be configured not to end after a predetermined number of games have been played. Also, the arbitrary condition in 3) may be, for example, when one AT has ended, or when a specific symbol combination has been displayed, etc. 【0134】 If it is a favorable zone, information indicating that it is a favorable zone (also called the favorable zone type) is stored in a specified RAM area. If the value stored in the RAM area is 0 (if the favorable zone type is 0), it indicates that it is a normal zone, and if the value stored in the RAM area is 1 (if the favorable zone type is 1), it indicates that it is a favorable zone. 【0135】 <Advantageous Zone Lamp> A favorable zone lamp is provided as information on the main side indicating that the player is in a favorable zone. This allows the player to easily determine whether or not the player is in a favorable zone by checking whether the favorable zone lamp is lit. Specifically, a lit DP on the credit count display 26 indicates that the player is in a favorable zone, while an unlit DP on the credit count display 26 indicates that the player is not in a favorable zone. The favorable zone lamp may be lit after all reels have stopped, after a bet switch operation is accepted, upon detection of the first medal inserted for servicing, upon detection of the second medal inserted for servicing, upon detection of the third medal inserted for servicing, after acceptance of a start switch, or after a winning combination is selected by an internal lottery. The lamp is always lit when the player is in a favorable zone, operation procedure information for a winning combination is announced, and the payout rate (maximum payout rate) for the game being announced exceeds 1 (increases). 【0136】 In addition, the advantageous zone lamp is configured to light up even when the machine is not equipped with a push order minor role (especially a minor role among push order roles) and is notifying the player of a push order for RT transition to RT, which has a high replay probability but does not have a payout rate of 1. This is to inform the player that the advantageous zone lamp is in an advantageous state, and to prevent the player from suffering losses due to not understanding the specifications of the gaming machine. 【0137】 In addition, if the conditions for turning on the advantageous zone lamp as described above are not met, it is acceptable to choose the timing for turning on the advantageous zone lamp after moving to a new advantageous zone. 【0138】 Once the advantageous zone lamp is lit, it will remain lit until the advantageous zone ends, and will be turned off before the start switch operation for the next game after the advantageous zone ends (after all reels have stopped, after the bet switch operation has been accepted, when the first medal inserted for maintenance is detected, when the second medal inserted for maintenance is detected, or when the third medal inserted for maintenance is detected). 【0139】 By configuring it in this way, even if the advantageous zone lamp is not lit, it may be an advantageous zone, and even if the advantageous zone lamp is not lit, it is possible to give the player a sense of expectation that the processing related to the instruction function will be executed. As a result, in the conventional normal zone, if it was a game where you just waited to move to the advantageous zone, but with the gaming machine of this embodiment, even if the advantageous zone lamp is not lit, there is a possibility that an AT transition lottery or the like is being held, making it possible to maintain motivation to play. 【0140】 Also, when the advantageous zone type is 1, it does not necessarily mean that it is an advantageous zone. This is because in a game where the advantageous zone type is 0 and the advantageous zone transition lottery is won and the advantageous zone type becomes 1, the advantageous zone type is 1 but the game state is still in the normal zone because it has not yet transitioned to the advantageous zone. When executing the process to send a test signal to determine whether the zone is an advantageous zone or a normal zone, if the advantageous zone type is referenced, a signal for the advantageous zone will be sent even though it is a normal zone, and a signal different from the intended state will be sent. 【0141】 To prevent this situation, when a test signal indicating whether the zone is advantageous or normal is sent, the value of the advantageous zone clear counter is referenced. When the value of the advantageous zone clear counter is 0, processing is executed to output a test signal indicating that the zone is normal, and when the value of the advantageous zone clear counter is not 0 (the value of the advantageous zone clear counter is 1 to 1500), processing is executed to output a test signal indicating that the zone is advantageous. By configuring in this way, the processing for outputting the test signal can accurately identify the state simply by determining whether the value of the advantageous zone clear counter is 0, thereby eliminating pressure on program capacity and improving program execution speed. Note that, as mentioned above, even when the advantageous zone is terminated under any termination condition, the value of the advantageous zone clear counter is set to 1, so the processing for outputting the test signal can accurately output that the zone is advantageous even in games where the advantageous zone ends. 【0142】 <Main game mode> The main gaming state is a gaming state managed by the main control means, and is not necessarily the same as the RT state. For example, the main gaming state is determined in accordance with the AT, sub-bonus, CZ, normal interval, etc., which will be described later. When only the main gaming state transitions, the probability of determining the internal lottery result by the internal lottery means does not change. The main gaming state is used by the main control means to manage the gaming state, and the performance related to the instruction function such as the AT winning probability, the freeze winning probability, or the trigger for output to the external terminal is determined for each main gaming state. 【0143】 <at> AT is an abbreviation for assist time, also called the notification period, and is a period for making it easier for players to win the winning combinations they have won through the lottery (hereinafter referred to as notification). Generally, the means for notifying during AT include the operation timing of the stop switch, the operation order of the stop switch, and the operation timing and operation order of the stop switch, which are also called operation procedures or operation modes. 【0144】 <Sub-bonus> A sub-bonus is a type of AT, and is different from the bonuses that can be won by internal lottery (Type 1 BB, Type 2 BB, RB, CB, SB, which will be described later). It is basically the same as an AT, but is characterized by the fact that when a sub-bonus starts, the sub-bonus starting symbol combination is stopped by reel effects, simulated play, or push order. It should be noted that even when simply referred to as "AT", the concept includes sub-bonuses. 【0145】 <Grouping of options> When a winning combination is selected during a non-AT game, the main control means 100 transmits to the sub-control means 1000 a presentation group number indicating that the winning combination has been selected, and when a winning combination is selected during an AT game, the main control means 100 transmits the presentation group number and operation procedure information to the sub-control means 1000. In other words, because operation procedure information is not transmitted to the sub-control means 1000 during a non-AT game, the sub-control means 1000 is unable to notify the operation procedure. As a result, it is unclear from the sub-control means 1000 side which operation procedure will result in a symbol combination advantageous to the player during a non-AT game, but because operation procedure information that will result in a symbol combination advantageous to the player is transmitted during an AT game, the operation procedure can be notified by the LCD display device and operation indicator lamp on the sub-control means 1000 side. This allows the player to easily recognize the operation procedure and also prevents the operation procedure information from being illegally obtained during a non-AT game. 【0146】 <Processing related to instruction function> The processing related to the instruction function is a concept that includes not only AT-related lotteries, such as AT transition lotteries, AT additional lotteries, updating of AT termination conditions (addition / subtraction of the AT play count, addition / subtraction of the AT execution notification count), and AT execution (notification of the operation mode), but also processing related to AT state management. The processing related to this instruction function can be executed for a predetermined number of bets for each game state, and if multiple bet counts are set as specified numbers in a certain game state, the processing is configured to be executed only for one of the bet counts. For example, if two-coin bets and three-coin bets are possible in the bonus internal state, the processing related to the instruction function can be executed only when playing with a three-coin bet, and cannot be executed when playing with a two-coin bet. In other words, when playing with a two-coin bet, the AT lottery will not be executed even if a winning combination for the AT lottery is won, and the AT play count will not be updated as the game progresses. In addition, if an SB (single bonus) or CB, which ends in one play, is exclusively for two-coin bet play, and the play after the SB or CB ends is two-coin bet or three-coin bet, if a replay is won in the SB or CB and the number of coins automatically bet is two, the processing related to the instruction function becomes impossible in the play after the SB or CB ends (processing related to the instruction function can be executed with a three-coin bet), so the number of coins automatically bet when a replay is won in the SB or CB is set to three. By doing this, processing related to the instruction function can be executed even in the play after the replay is won in the SB or CB, eliminating a game that is disadvantageous to the player. As mentioned above, the processing related to the advantageous zone is configured to be executed regardless of the number of coins bet. 【0147】 <Indication monitor> During AT, when announcing information about the operation procedure of the push order role, the number of winning coins display may be used to notify the operation procedure information. Specifically, in the case of push order role A (left, center, right correct), "1" is displayed on the instruction monitor, in the case of push order role B (left, right, center correct), "2" is displayed on the instruction monitor, in the case of push order role C (center, left, right correct), "3" is displayed on the instruction monitor, in the case of push order role D (center, right, left correct), "4" is displayed on the instruction monitor, in the case of push order role E (right, left, center correct), "5" is displayed on the instruction monitor, and in the case of push order role F (right, center, left correct), "6" is displayed on the instruction monitor. 【0148】 With this configuration, the player can know the correct button press order by checking the instruction monitor. Also, because the instruction monitor is controlled by the main control board, it can accurately notify the correct button press order even if the sub-control board is tampered with. 【0149】 In addition, if the indicator monitor is also used as the number of coins won display, the lower digits may display the numbers (1 to 6) mentioned above, and the upper digits may display "=" as an identifier. In this case, the identifier can be used to determine whether the number of coins won display is displaying the number of coins won or the push order, so it is possible to avoid interfering with the player's recognition. 【0150】 Furthermore, when the instruction monitor is configured as a dedicated display, a three-digit seven-segment display may be used. The reason for using three digits is that it corresponds to the number of reels. Then, for push order A (left, center, right correct), "123" is displayed on the instruction monitor; for push order B (left, right, center correct), "132" is displayed on the instruction monitor; for push order C (center, left, right correct), "213" is displayed on the instruction monitor; for push order D (center, right, left correct), "312" is displayed on the instruction monitor; for push order E (right, left, center correct), "231" is displayed on the instruction monitor; and for push order F (right, center, left correct), "321" is displayed on the instruction monitor. This configuration makes it easier for players to intuitively grasp the push order on the instruction monitor, allowing them to easily grasp the correspondence between the push order and the display on the instruction monitor. 【0151】 The timing for displaying the push order on the instruction monitor is preferably within the advantageous zone, and any time between when the push order role is selected by the internal lottery executed based on the operation of the start switch and when the stop switch can be operated. With this configuration, the push order can be notified to the player before the player operates the stop switch, which makes it possible to prevent the player from operating the stop switch in an incorrect push order. 【0152】 <Status display monitor (role ratio monitor)> The role ratio monitor is a display device that switches between displaying the cumulative advantageous zone ratio or cumulative instruction-included role ratio (selectable depending on the specifications of the gaming machine; also called instruction-included role ratio), consecutive role ratio for the most recent 6000 games, role ratio for the most recent 6000 games, cumulative consecutive role ratio, cumulative role ratio, and cumulative role status ratio every 4800 ms, and is capable of displaying a four-digit number by using four 7-segment LEDs (with DP). Of the four-digit number displayed by the four 7-segment LEDs, the top two digits are called the identification segment, and the bottom two digits are called the ratio segment. 【0153】 The "role" in the role ratio refers to the first-class special role (RB), second-class special role (CB), and regular role (SB). The "role ratio" is calculated by dividing the payout during role operation by the total payout multiplied by 100. While payouts from the operation of a first-class special role continuous operation device (BB) or a second-class special role continuous operation device (MB) are included in the "payout during role operation," payouts from regular play during BB or regular play during MB are not included. The term "payout" does not include subtraction of the number of coins inserted. When the number of coins inserted is calculated as the payout minus the number of coins inserted, it is referred to as the difference (difference). The first-class special role continuous operation device and the second-class special role continuous operation device are sometimes referred to simply as the "role continuous operation device." 【0154】 The "continuous feature" in the continuous feature ratio refers to the first-class special feature (so-called RB), and the "continuous feature ratio" is the ratio calculated by: payout during the operation of the first-class special feature ÷ total payout × 100. Note that payouts during the operation of the first-class special feature continuous operation device (so-called BB) are also included in "payouts during feature operation," but payouts during regular play during BB are not included in "payouts during feature operation." 【0155】 The "command-indicated device" in the "command-indicated device ratio" includes payouts in games in which the command function is activated (so-called automatic transmission). The "command-indicated device ratio" is a ratio calculated by (payouts during command function activation, or payouts during device activation) ÷ total payouts × 100. Here, (payouts during command function activation, or payouts during device activation) does not refer to payouts in games in which the command function is activated and the device is activated, but rather refers to the sum of payouts in games in which the command function is activated and the device is activated. If the game in which the command function is activated is also a game in which the device is activated, the payout number for that game is (payouts during command function activation, or payouts during device activation) rather than the sum of the two payout numbers. Note that if a player incorrectly operates the stop switch in a game in which the automatic transmission is activated, they may not receive the maximum payout. In this case, the payout is calculated based on the actual payout. 【0156】 The information displayed in the identification segment among the information displayed on the role ratio monitor is information for identifying which ratio is being displayed among the cumulative advantageous zone ratio, cumulative instructed role ratio, consecutive role ratio for the most recent 6000 games, role ratio for the most recent 6000 games, cumulative consecutive role ratio, cumulative role ratio, and cumulative role etc. state ratio, and is displayed as "7U.", "7P.", "6Y.", "7Y.", "6A.", "7A.", and "5H.", respectively. For example, when "7U." is displayed in the identification segment, it indicates the cumulative advantageous zone ratio, and when "6Y." is displayed in the identification segment, it indicates the consecutive role ratio for the most recent 6000 games. Note that the "." displayed on the role ratio monitor refers to decimal points. 【0157】 Of the information displayed on the ratio monitor, the information displayed in the ratio segment allows the calculation results of various ratios to be visually confirmed, and is displayed as a two-digit number using two 7-segment LEDs. For example, if the calculation result is 70, "70" is displayed in the ratio segment. The calculated result is rounded down to the nearest integer. If the calculation result is 100, "99" is displayed. If the cumulative number of games played is less than 400, the ratio segment will display "00". 【0158】 The identification segment flashes if the cumulative number of games played is less than the reference number of games. The reference number of games is determined according to various ratios, and is 175,000 games for the cumulative advantageous zone ratio, 175,000 games for the cumulative instructed role ratio, 6,000 games for the consecutive role ratio in the most recent 6,000 games, 6,000 games for the role ratio in the most recent 6,000 games, 17,500 games for the cumulative consecutive role ratio, 17,500 games for the cumulative role ratio, and 175,000 games for the cumulative role status ratio. 【0159】 The ratio segment is displayed in a blinking manner if the displayed value is equal to or greater than the threshold value. The threshold value is determined according to various ratios, and is 70 for the cumulative advantageous zone ratio, 70 for the cumulative instructed role ratio, 60 for the consecutive role ratio over the most recent 6000 games, 70 for the role ratio over the most recent 6000 games, 60 for the cumulative consecutive role ratio, 70 for the cumulative role ratio, and 50 for the cumulative role status ratio. Note that if the cumulative number of games is less than 400 and the calculation result is equal to or greater than the threshold value but the ratio segment displays "00", the ratio segment is displayed in a lit manner. 【0160】 To check whether the role ratio monitor is operating normally, a test pattern is displayed on the identification segment and ratio segment for 4800 ms after the power is turned on and the timer interrupt process is started. The test pattern is displayed by flashing all segments (including DP) of the four 7-segment LEDs that make up the role ratio monitor. For example, "8.8.8.8." can be displayed in flashing mode. In addition to being displayed immediately after power is turned on, the test pattern can also be displayed during setting changes, setting confirmation, or when an RWM (RAM) abnormal error occurs. 【0161】 In the case where the cumulative number of games played in the identification segment is less than the reference number of games played, when the displayed value in the ratio segment is equal to or greater than the threshold, or when a test pattern is displayed in the identification segment and ratio segment, the segment is displayed in a flashing mode, specifically, the flashing mode is displayed by alternating between lighting and turning off every 300 ms, such as lighting 300 ms → turning off 300 ms → lighting 300 ms → turning off 300 ms → ... Furthermore, when various ratio information is switched, it starts with lighting, so that the display period of various ratio information does not become longer or shorter depending on the timing of lighting and flashing. 【0162】 As described above, the cumulative advantageous zone ratio or cumulative indicated role ratio, consecutive role ratio for the most recent 6000 games, role ratio for the most recent 6000 games, cumulative consecutive role ratio, cumulative role ratio, cumulative role etc. state ratio displayed on the role ratio monitor are configured to switch display contents every 4800 ms, but by setting this 4800 ms to a multiple of 600 ms, which is one set of lighting and blinking, it is possible to configure it so that one of the 7-segment LEDs is always lit, even if the various ratios displayed on the role ratio monitor are displayed in blinking mode at the timing of switching. 【0163】 By configuring in this way, the display starts with lighting even when various ratio information is switched, so it is possible to continuously display a display without any sense of incongruity due to a shift in the blinking cycle. 【0164】 In addition, the display period of the test pattern after power-on as mentioned above is also set to 4800 ms, so when the test pattern has finished being displayed for 4800 ms, the 7-segment LED will turn off, and the next timer interrupt processing will turn on the LED and display information regarding the cumulative advantageous zone ratio or cumulative indicated role ratio. 【0165】 Next, a control method for the blinking display on the role ratio monitor will be explained. 【0166】 In order to flash the display mode of the role ratio monitor, it has a memory area (_TM_CHG_FLS) for managing the time for switching on and off. The memory area (_TM_CHG_FLS) for managing the time for switching on and off is a 2-byte memory area, and executes a process of adding 1 for each timer interrupt process. The memory area (_TM_CHG_FLS) for managing the time for switching on and off is initialized (0 is stored) when the power is turned on, and thereafter cycles through the values 0 to 299 each time the timer interrupt process is executed. In other words, the value following 299 is 0. 【0167】 Example 1) When the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off is "0" and an update process is performed, the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off becomes "1." At this time, the carry flag becomes 1 (the carry flag becomes 1 because a borrow occurs as a result of calculating "0-299"). 【0168】 Example 2) When the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off is "298" and an update process is performed, the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off becomes "299." In this case, the carry flag becomes 1 (the result of calculating "298-299" is that a borrow occurs, so the carry flag becomes 1). 【0169】 Example 3) When the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off is "299" and an update process is performed, the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off becomes "0." In this case, the carry flag becomes 0 (the result of calculating "299-299" is that no borrowing occurs, so the carry flag becomes 0). 【0170】 As described above, if the storage area (_TM_CHG_FLS) for managing the time to switch between on and off is any value between 0 and 298, the carry flag will be 1, and if the storage area (_TM_CHG_FLS) for managing the time to switch between on and off is 299, the carry flag will be 0. In other words, the carry flag will be 0 every 300 ms. 【0171】 When the carry flag becomes 0, the blinking switch flag (_FL_CHG_FLS) is configured to be updated. The blinking switch flag (_FL_CHG_FLS) is initialized (0 is stored) when the power is turned on, and when 0 is stored in the blinking switch flag (_FL_CHG_FLS), the role ratio monitor is turned on, and when 1 is stored in the blinking switch flag (_FL_CHG_FLS), the role ratio monitor is turned off. In other words, since the carry flag becomes 0 every 300 ms, by repeatedly storing 0 and 1 in the blinking switch flag (_FL_CHG_FLS) every 300 ms, it is possible to display (blink) the display mode of the role ratio monitor alternately between a lit mode and an unlit mode every 300 ms. 【0172】 The role ratio monitor is displayed in a blinking mode when the total number of games played in the identification segment is less than the reference number of games, when the displayed value in the ratio segment is equal to or greater than a threshold, or when a test pattern is displayed in the identification segment and the ratio segment. In other cases, the display is in a lit mode without referencing the blinking switch flag (_FL_CHG_FLS). However, since the memory area (_TM_CHG_FLS) for managing the time for switching on and off the light is updated for each timer interrupt process regardless of whether the blinking switch flag (_FL_CHG_FLS) is referenced or not, the blinking switch flag (_FL_CHG_FLS) is also updated as needed, and even when the state switches from not referencing the blinking switch flag (_FL_CHG_FLS) to referencing it, the timing of lighting on and off and the timing of switching the various ratio displays can be displayed without any discrepancy. 【0173】 <Program start processing flow> The program start process executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG. 【0174】 When the power is turned on, the main control board 100 performs initial settings related to the operation of the gaming machine. Specifically, it sets the interrupt mode, sets the functions of the main CPU, and performs a RAM check process to create power-off recovery data. The RAM check process determines whether the checksums of all RAM are normal, and if the conditions are met, it determines that the power-off recovery data is normal, and if the conditions are not met, it determines that the power-off recovery data is abnormal. 【0175】 Next, the states of the setting key switch signal and the door open detection switch signal are checked to determine whether the setting key switch 37 and the door open detection switch are on. 【0176】 If the setting key switch 37 and the door open detection switch are on, it is determined whether the power failure recovery data is normal or in a recoverable state. If the power failure recovery data is normal or in a recoverable state, a first initialization range to be initialized in the initialization process of the setting change process is set, and the process proceeds to the setting change process of Figure 10. If the power failure recovery data is not normal or in a recoverable state, a second initialization range to be initialized in the initialization process of the setting change process is set, and the process proceeds to the setting change process of Figure 10. After the setting change process, the process proceeds to the game progress main of Figure 9. 【0177】 If the setting key switch 37 and the door open detection switch are not on, it is determined whether the power failure recovery data created in the RAM check process is normal. If the power failure recovery data is abnormal or in an irrecoverable state, an irrecoverable error is notified and the process proceeds to an irrecoverable error process in which the progress of the game on the slot machine PS1 is stopped. On the other hand, if the power failure recovery data is not abnormal or in an irrecoverable state, the process proceeds to the power failure recovery process of Figure 8. After the power failure recovery process, the process proceeds to the main game progress of Figure 9. Note that after the power failure recovery process, the state saved when the power failure was detected is restored, so the process does not necessarily start from the beginning of the main game progress. 【0178】 In addition, in the irrecoverable error processing, interrupts are prohibited, and the output of the output port (output of the sub-control command, output of the excitation signal to the stepping motor, etc.) is cleared. Then, the acquired number display 27 repeatedly displays (notifies) the error. 【0179】 <Power off processing> The power-off process executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG. 【0180】 In this embodiment, when the power switch 40 is turned off or a power outage occurs, the operating voltage for operating the slot machine PS1 drops. If the operating voltage drops below a threshold, the voltage monitoring circuit detects the power outage and generates a power outage detection signal, which is input to an input port of the main control chip. Then, if a determination is made during a timer interrupt process to determine whether a power outage detection signal has been input, the power outage process is executed. The determination of whether a power outage detection signal has been input during the timer interrupt process may be made in a single timer interrupt process, or in multiple timer interrupt processes (two or more times). In other words, when determining whether a power outage has occurred during multiple timer interrupt processes, if a power outage detection signal is input the first time but not the second time, the power outage process is not executed. This is to prevent the power outage process from being executed in the event of noise or a momentary outage (when the voltage momentarily drops below the threshold but immediately rises above the threshold). 【0181】 During power-off processing, output ports are cleared, interrupts that are executed periodically are prohibited from occurring, and the interrupt prohibit / enable status at the time of power-off is saved. Next, the registers used are saved and the stack pointer is saved. After saving, the power-off processing completed flag, which indicates that power-off processing has been performed, is turned on and the checksum data for all RAM areas is calculated and saved. Then, writing to RAM is prohibited and the system waits for a reset. The address range of the saved stack pointer, the presence or absence of the power-off processing completed flag, and whether the checksums for all RAM areas are normal are determined during power-off recovery processing. 【0182】 <Timer interrupt processing> The timer interrupt process executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG. 【0183】 In this embodiment, the timer interrupt process is configured to occur periodically every 2.235 ms (milliseconds). 【0184】 When the timer interrupt process starts, the necessary data stored in the register is compared. 【0185】 Next, it is determined whether a power interruption has been detected based on whether a power interruption detection signal has been received, and if it is determined that a power interruption has been detected, power interruption processing is executed. 【0186】 Next, input ports for determining inputs from various sensors and operation switches are read, and input port data generation processing is executed. 【0187】 Next, reel drive control is executed, in which control and update of the drive state of each reel are performed according to whether the reel is accelerating, rotating at a constant speed, starting to decelerate, decelerating, or stopped. 【0188】 Next, data to be output for each output port (such as an excitation signal to the stepping motor and a drive signal for the hopper 44) is created and port output processing is performed to output various signals. 【0189】 Next, a check is made to see if any abnormalities have occurred, such as whether the current setting values are normal or not, and whether the operation patterns of the dispenser and dispenser sensors are normal or not. 【0190】 Next, external signals such as bonus signals, ART signals, security signals, medal insertion signals, and medal payout signals are set (controlled on / off) to be output to external systems such as hall computers, and external signal output is performed to send them to an external terminal board. 【0191】 Next, a control command transmission process is executed. In the control command transmission process, if a sub-control command has been set, the sub-control command is output to the sub-control board 1000. 【0192】 Next, the control relating to the lighting of the various LEDs is executed. In the control relating to the lighting of the various LEDs, the storage area of the RWM indicating whether the various LEDs are lit or not is checked, and if a value indicating lighting ("1" in this embodiment) is stored, a lighting signal for the LED is output, and if a value indicating extinguishing ("0" in this embodiment) is stored, a lighting signal for the LED is not output (or an extinguishing signal is output). 【0193】 Various LEDs are used to control lamps such as 1-3 bet lamps, replay lamp, start lamp, medal insertion lamp, credit number indicator, winning number indicator, stop switch lamp, and MAX bet lamp. 【0194】 Next, it outputs notification data to be sent to the sub-control board, such as the sound of the stop switch being operated or the sound of a medal being inserted. 【0195】 Next, a signal related to the performance test is output. 【0196】 Next, the registers are restored. 【0197】 Next, the interrupt enable flag is set to ON, and the timer interrupt process is completed. 【0198】 The types of sub-control commands include a start command issued when the start switch is operated, a winning information command indicating the results of the internal lottery, a reel rotation start command issued when the reels start accelerating, a left reel stop command, a middle reel stop command, a right reel stop command, and an all reel stop command issued when each stop switch for stopping the reels while they are rotating is operated. 【0199】 Furthermore, the timer measurement process may be performed within the timer interrupt process. In timer measurement, a control process is performed to update information about the timer (time) stored in the RWM (RAM). For example, a process is performed to update (e.g., subtract 1) the value stored in the RWM storage area (hereinafter also referred to as timer area A) that monitors (manages) the minimum game time (4.1 seconds) for one game. In addition to the RWM storage area that monitors the minimum game time, the RWM may have storage areas related to multiple timers, such as a RWM storage area that monitors (manages) the insertion of game medals using the insertion button (hereinafter also referred to as timer area B) and a RWM storage area that monitors (manages) the output time of an external signal (hereinafter also referred to as timer area C). In this case, the timer measurement executes a process of subtracting 1 from the value stored in a storage area of the RWM that stores information about the timer (hereinafter also referred to as a timer area), such as a process of subtracting 1 from the value stored in timer area A, a process of subtracting 1 from the value stored in timer area B, or a process of subtracting 1 from the value stored in timer area C. Also, if a timer measurement is performed when the value stored in a certain timer area is "0", the value stored in the certain timer area is configured to become "0". 【0200】 As an example of the control process for updating information about the timer stored in the RWM, a process of subtracting 1 from the value stored in the timer area was given, but a process of adding 1 to the value stored in the timer area may also be used. 【0201】 Here, the monitoring (management) of the insertion of game medals using the insertion button will be explained. Monitoring (management) of the insertion of game medals using the insertion button is a timer that starts counting from the time the bet process is executed based on the operation of the 1 bet switch 19, and is a timer that prevents the process of determining whether the next 1 bet switch 19 has been operated from being executed until the value of the timer reaches "0". 【0202】 For example, under a predetermined circumstance where the number of credits is equal to or greater than a predetermined value (for example, a situation where the number of bets is 0, the number of credits is 3, and a bet can be made by operating the 1-bet switch 19), after a bet process is executed based on the operation of the 1-bet switch 19, "20" is stored in the timer area B. Thereafter, the value stored in the timer area B is subtracted by "1" through timer measurement in the timer interrupt process. Then, when the timer interrupt process is executed 20 times, the value stored in the timer area B becomes "0". Note that if the value stored in the timer area B is not "0" (if the value stored in the timer area B is any of "1" to "20"), the game progress main process does not determine whether the 1-bet switch 19 has been operated. In other words, even if the 1-bet switch 19 is operated when the value stored in the timer area B is not "0", the bet process is not executed. Thereafter, after the value stored in the timer area B becomes "0", the bet process can be executed when the 1-bet switch 19 is operated. 【0203】 This configuration can prevent multiple bet processes from being executed due to a malfunction despite a single operation of the 1 bet switch 19. It can also prevent a malicious player from repeatedly pressing the 1 bet switch 19, which causes multiple bet processes based on the operation of the 1 bet switch 19 and causes commands based on the execution of bet processes to be sent consecutively to the sub-control means 1000. 【0204】 <Power off recovery process> The power-off recovery process executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG. 【0205】 In this embodiment, when the power switch 40 is turned on to turn on the power, the main control board 100 executes a power-off recovery process to restore various data to the state before the power was turned off. 【0206】 In the power failure recovery process, the stack pointer is restored, and output data related to the sub-control command sent to the sub-control board 1000 is restored. After that, it is determined whether the set setting value data is within the normal range. If the determination result is abnormal (the value is outside the specified range), the process moves to unrecoverable error processing. On the other hand, if the value is normal (the value is within the specified range), the unused RAM area is initialized, an interrupt that is executed periodically is activated, and the input port is read. After that, the power failure processing completion flag is cleared, the used registers are restored, and the interrupt disable / enable state at the time of power failure is restored, and the power failure recovery process is completed. Note that when the power failure recovery process is completed, the state before the power failure occurred is restored, and if it is not restored (when the settings are changed), the main control process for game progress is restarted from the beginning. 【0207】 In this embodiment, an interrupt is initiated at a predetermined timing in the power-off recovery process, but the interrupt may be initiated after the power-off recovery process of the program start process. 【0208】 <Main explanation of game progress> The main control process for game progress executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG. 【0209】 The main control board 100 executes a game value insertion process. In the game value insertion process, an automatic insertion process is executed when a game is replayed (if a game is not replayed, the automatic insertion process does not execute medal insertion). After that, the game enters a medal insertion waiting state. In the game value insertion process, the game waits for the insertion of a game medal from the medal insertion slot 17 or the operation of the bet switch. When a game medal is inserted or the bet switch is operated, the game board determines whether a bet is possible (whether the bet amount is stored in the credits or whether the number of bets is at the upper limit), and if a bet is possible, the game board updates the number of bets or the number of credits. The game board then determines whether a bet amount that allows a game to be played has been placed, and if it determines that a bet has been placed, it determines whether the start switch 12 has been operated. If it determines that no bet has been placed, the game board waits for the insertion of a game medal, or, if the credits are stored, for the operation of the bet switch (if the credits are stored). When the number of bets required to allow a game to be played has been bet and the start switch 12 has been operated (the start switch signal has been determined to be on), an internal lottery process is carried out, and when the start switch 12 has not been operated (the start switch signal has not been determined to be on), the system waits for the start switch 12 to be operated. 【0210】 In the internal lottery process, a predetermined calculation process is performed using the internal lottery random number value obtained by generating an internal lottery random number, and a winning combination (condition device number) is determined. After the winning combination is determined, a stop control table corresponding to the stop timing of each stop switch is created in advance, and preparations are made so that stop control can be executed even if the stop switch operation is accepted immediately after the acceptance of the stop switch operation after the reels have rotated. 【0211】 The types of winning combinations available in the slot machine PS1 are roughly classified into bonus, small combination, and replay. 【0212】 A bonus is a device that activates under predetermined circumstances. Generally, it activates when the symbol combination "7·7·7" or "7·7·Bar" is displayed on the active line in display window 4. The activation of bonus-related devices changes the number of symbol combinations required for winning per set number, and the probability of the conditional device activating for the symbol combination required for winning per set number. Bonuses are divided into RB, BB, CB, MB, and SB. 【0213】 RB is an abbreviation for regular bonus, and is also called the first-class special bonus. RB is generally set to end when eight small wins or 12 game results are achieved, and during RB, the winning probability of a small win is set higher than in the normal winning lottery table, and the winning lottery is performed using the RB medium winning lottery table. 【0214】 BB is an abbreviation for Big Bonus, and is also called a continuous operation device for a first-class special role. The end condition for BB is set to the payout of game medals exceeding a predetermined number (for example, 269 medals) related to winning a small role, and during BB, a role is drawn using a BB middle role drawing table in which the probability of winning a small role (described later) is set higher than in the normal role drawing table. Note that a BB middle role drawing table does not need to be provided during BB. For example, a table that continuously operates the RB middle role drawing table described later until the BB end condition is met may be called a BB middle role drawing table. 【0215】 CB is an abbreviation for Challenge Bonus, also known as the second-class special bonus. CB can be set to a state where at least all minor winning combinations are won, regardless of the results of the winning combination lottery. During CB, predetermined reels are stopped differently from the normal stopping control. For example, the left reel 8a can be controlled to stop within 75 milliseconds of 190 milliseconds. 【0216】 As described above, CB may be configured such that a symbol combination that can be displayed according to the operation procedure cannot be displayed (also called a missed opportunity) because at least all minor winning combinations are in a winning state. For example, during CB, by controlling the left reel 8a to stop within 75 milliseconds from 190 milliseconds, if the left reel 8a stops within 190 milliseconds, a specific symbol can be displayed on the activated line at any operation timing, but if the left reel 8a stops within 75 milliseconds, a specific symbol cannot be displayed at a specific operation timing. 【0217】 MB is an abbreviation for Middle Bonus, and is also called a continuous operation device related to the second type special feature. MB is set to end when, for example, more than 153 medals are paid out for a small prize, when RB is won, or when SB, which will be described later, is won. 【0218】 SB is an abbreviation for Single Bonus, and is also called a normal bonus. The end condition for SB is to obtain the result of one game. During SB, the winning probability of a small win is set higher than the normal winning probability table, and the winning probability is determined using the SB medium winning lottery table. 【0219】 In this embodiment, the BB is performed by drawing lots using a BB-medium role drawing table. However, this is not limited to this. During the BB, the game may be played using a BB general role drawing table in which the winning probability of a small role is set to the same probability as that of the normal role drawing table and the winning probability of an RB is increased, and an RB-medium role drawing table in which the winning probability of a small role is set higher than that of the normal role drawing table. Even in this case, the BB still sets the termination condition as a payout exceeding a predetermined number of medals related to winning a small role. Furthermore, the means that control these bonuses are collectively referred to as special game control means. 【0220】 A small win is a win in which a symbol combination based on a winning small win is displayed stopped on an active line, and when the winning determination process (described later) determines that a win has been made, medals are paid out based on the symbol combination that is displayed stopped. 【0221】 A replay (also called a replay role) is a role that grants a replay (a game in which the next game can be played by automatic betting without inserting new medals) when a symbol combination based on a winning replay is displayed stopped on an active line and determined to be a winning prize by the winning determination process. Since a replay cannot be missed in a winning game, the next game after a winning replay is always a replay. 【0222】 If the result of the lottery is that the player does not win any of the bonus, small win, or replay combinations, the lottery result is a loss, and the winning process described below will not be performed. When the lottery result is a loss, a symbol combination that does not relate to any of the winning combinations will be displayed on the active line. 【0223】 Among the roles that are drawn by the role lottery, for BB, RB, and MB, if the symbol combination is not stopped and displayed on the active line in the winning game, the winning flag can be carried over to the next game (special role carry-over means). While the winning flag is carried over, the role lottery may be performed using the role lottery table before the winning flag is carried over, or the role lottery may be performed using a carry-over role lottery table (also called an internal-internal lottery table or an internal-internal role lottery table) corresponding to the winning flag. When using the carry-over role lottery table, if the symbol combination based on the winning BB, RB, or MB is stopped and displayed on the active line, it is determined that the transition conditions for the role lottery table are met, and a transition is made from the carry-over role lottery table to the role lottery table corresponding to the winning flag. 【0224】 The winning probability for multiple types of roles is determined in the role lottery table, and multiple types of role lottery tables are provided according to the game state. For example, there is a BB middle role lottery table used during BB, an MB middle role lottery table used during MB, etc. 【0225】 In the role lottery table, single winning roles in which one kind of pattern combination can be stopped and displayed on an effective line and overlapping winning roles in which multiple pattern combinations can be stopped and displayed on one or multiple effective lines are set according to the lottery results of the role lottery. 【0226】 The multiple symbol combinations set as overlapping winning roles may be set so that all symbol combinations can be stopped and displayed as one winning role depending on the operation mode, or some symbol combinations may be set so that they cannot be stopped and displayed. Among these overlapping winning roles, roles corresponding to some symbol combinations that cannot be stopped and displayed are sometimes called control roles. 【0227】 The role of the control utility is to be able to control the effective line to be stopped and displayed to be different depending on the type of control utility set as the overlapping winning role, even if the same pattern combination can be stopped and displayed on the effective line as a result of multiple role draws. 【0228】 The winning flag control means turns on a flag corresponding to the winning combination when any winning combination is obtained as a result of the winning combination lottery. Then, when the player operates all the stop switches 13 and the winning process for the winning combination is completed, the means turns off the flag corresponding to the winning combination. 【0229】 Furthermore, for the above-mentioned BB, RB, and MB, a flag is turned on in a winning game, but if the winning BB, RB, or MB symbol combination is not displayed stopped on the valid line when all stop switches 13 are operated, the flag is carried over to the next game onwards in an on state, the above-mentioned carryover role lottery table is set, and the winning BB, RB, or MB symbol combination is displayed stopped and the winning process for the winning role is completed, so the flag corresponding to BB, RB, or MB is turned off. 【0230】 In addition, the role lottery table includes an RT role lottery table. RT is a gaming state in which the probability of winning a replay in the role lottery is different from that in the normal role lottery table, and is an abbreviation for replay time. 【0231】 As a specific example of the use of RT, the losing area of the normal role lottery table may be replaced with a replay to increase the probability of winning a replay, or the replay area of the normal role lottery table may be replaced with a losing area to decrease the probability of winning a replay. Furthermore, the normal role lottery table and the replay area may be the same, but the type of replay that is won within the replay area may be different. The slot machine PS1 is provided with a plurality of RT role lottery tables, and is configured to transition to another RT state when a predetermined transition condition is met for each. 【0232】 The transition conditions for the RT role lottery table can be listed as follows: Transition condition 1 is when a specific symbol combination (symbol combination related to a bonus, RT transition symbol combination) is stopped and displayed, transition condition 2 is when a bonus is won, transition condition 3 is when BB, RB, or MB of the bonus ends, transition condition 4 is when a specified number of plays have been played since a specific symbol combination (RT transition symbol combination) is stopped and displayed, and transition condition 5 is when a specified number of plays have been played since BB, RB, or MB ends. These transition conditions for the RT role lottery table can be set appropriately depending on the gameplay. 【0233】 The number of entries is the number of winning entries for each lottery result set in the internal lottery table by the internal lottery means. For example, if the total number of entries is 65,536, the winning probability is calculated by dividing each number of entries by 65,536. For example, the winning probability for a given lottery result with a number of entries of 4 is 1 / 16,384. 【0234】 In addition, when any of the transition conditions 1 to 5 of the RT role lottery table described above is met, the number of replays can be changed. For example, if the replay probability of RT1 is 1 / 7.3, when transitioning from RT1 to RT2, the replay probability of RT2 may be changed to 1 / 1.5. This makes it possible to suppress the decrease in medals by transitioning to a state with a high replay probability, and adds interest to the game. 【0235】 In addition, freezing may be executed after operating the start lever depending on the internal lottery result of the internal lottery means and whether or not the freeze number from the previous game or later has been stored. When freezing is executed by the start lever, reel rotation start processing may be executed at the end of freezing without performing processing to determine whether the next minimum game time has elapsed. 【0236】 Next, the system checks whether the minimum play time (equivalent to 4.1 seconds) set in the previous game has elapsed. If it is determined that the minimum play time has elapsed (if the value of the minimum play time timer is determined to be 0), a new minimum play time is set. If it is not determined that the minimum play time has elapsed (if the value of the minimum play time timer is not determined to be 0), the system decrements the value of the minimum play time timer and then checks whether the minimum play time has elapsed. This minimum play time check process is executed until it is determined that the minimum play time has elapsed. The system is configured so that no other processing is executed as the main game progress processing between the processing for determining the minimum play time and the processing for setting the new minimum play time. This prevents the minimum play time from being extended by other processing, allowing gameplay to begin as soon as possible. In other words, this prevents gameplay from being prolonged without making the player wait. 【0237】 However, this is not limiting, and other processing may be executed as the main game progress processing between the processing for determining the minimum game time and the processing for setting a new minimum game time. In this case, the other processing may be a processing for clearing the RWM address, a processing for storing other data in the RWM, or other commands with short processing times. These processing times are so short that the user does not feel the extension of the minimum game time. After the new minimum game time is set, a processing for preparing to start reel spinning is executed. 【0238】 In the reel rotation start preparation process, the data related to the reel stop saved in the previous game is initialized, the stop table to be used in the current game is set, an output is requested to start the rotation of all reels, and a sub-control command (reel rotation start command) indicating the start of reel rotation is set. 【0239】 The stop table is provided in correspondence with the symbol control number determined by the result of the role lottery by the internal lottery means, and predetermines the stop position of the reel corresponding to the operation timing of the stop switch 13. 【0240】 After the reel spin preparation process is completed, a process related to a freeze effect (for example, a reel effect before the reels start spinning) is executed. In the freeze effect, the reels are slightly moved or rotated in reverse, and are executed mainly to indicate the likelihood of a winning combination. 【0241】 When a freeze effect is not executed, or when a freeze effect is executed and the execution of the freeze effect is completed, a process to spin the reels (also called a reel spin process, a reel spin start process, or a reel spin start process) is executed. There are four reel spin states: an acceleration state, a constant speed spin state, a stop preparation state, and a stop state, and when the reels are to be rotated, the acceleration state is set. In the acceleration state, a process to gradually rotate the stepping motor is executed by a timer interrupt process. 【0242】 The acceleration process executed in the acceleration state is the process executed from a stopped state of the reels to the constant-speed rotation process. In the constant-speed rotation process, the stepping motor is moved one step for each timer interrupt process. However, if the constant-speed rotation process is suddenly executed while the reels are stopped, the torque will be insufficient, increasing the possibility of step-out. For this reason, the acceleration process is necessary to gradually rotate the reels. In this embodiment, the acceleration process first moves the stepping motor one step after 50 timer interrupt processes, then moves the stepping motor one step after 30 timer interrupt processes, then moves the stepping motor one step after 10 timer interrupt processes, then moves the stepping motor one step after five timer interrupt processes, then moves the stepping motor one step after two timer interrupt processes, and then moves the stepping motor one step after one timer interrupt process. This then leads to the constant-speed rotation process, in which the stepping motor moves one step after each timer interrupt process. 【0243】 When the constant speed rotation process is being performed, the value of the rotation failure detection counter described above is incremented for each timer interrupt process to detect a rotation failure. Note that since the initial value of the rotation failure detection counter is set to 0, it is incremented for each timer interrupt process, but if the initial value of the rotation failure detection counter is set to 180, it may be possible to decrement the value of the rotation failure detection counter for each timer interrupt process and determine that a rotation failure has been detected when the counter reaches 0. 【0244】 Furthermore, in the constant speed rotation state, the stop switch is permitted to be operated and the system waits for the stop switch to be operated. When the stop switch is permitted to be operated, the stop switch lamp lights up blue to notify the player that the stop switch is active (when the stop switch is not permitted to be operated, the lamp lights up red). The control of the stop switch lamp lighting may be performed by the main control means 100 or the sub-control means 1000. Furthermore, when push order navigation is executed, the stop switch lamp may be flashed to make it easier for the player to recognize which stop switch to operate. 【0245】 It also sends a command to the sub-control means 1000 indicating that the reels have started spinning, and when the sub-control means 1000 receives this command, it sets a reel spinning time measurement timer that measures the reel spinning time and starts counting. When the value of the reel spinning time measurement timer reaches a predetermined value (equivalent to 3 minutes), it displays "Please stop the reels" (a reel stop warning image) on the LCD screen to prompt the player to continue spinning the reels. The reel spinning time measurement timer is initialized when the stop switch is operated (when the operation of the stop switch is accepted), and if there are any reels that are still spinning, it starts counting again. In this way, the reel spinning time measurement timer continues to be updated until all the reels have stopped. 【0246】 Furthermore, if the reel stop warning image is displayed at the same time as the push order navigation, it is displayed in front of the push order navigation, thereby ensuring visibility of the reel stop warning image even when the display areas of the reel stop warning image and the push order navigation overlap, and clearly urging the player to operate the stop switch. Also, since there is a risk that the push order navigation may become difficult to see at this time and the player may not know which reel to stop, the reel stop warning image may be erased (or made smaller or moved) by operating a sub-switch or a switch for effects, etc., so that the push order navigation can be recognized. 【0247】 After the game progress main process enables acceptance of the stop switch operation, the process of determining whether or not the stop switch operation has been accepted (reel stop acceptance check process) is repeated until the stop switch is operated. If it is determined that any stop switch has been operated, stop control (also called slip control) is executed for the reel corresponding to the operated stop switch. At this time, the reel corresponding to the operated stop switch transitions from a constant speed rotation state to a stop preparation state. In the stop preparation state, the reel is rotated to the target stop position while rotating at a constant speed. Then, when the target stop position is reached, the reel transitions to a stop state, and all four-phase excitation is turned ON to apply the brake. Note that slip control is performed within 190 milliseconds of the operation of the stop switch 13. In this embodiment, when the operation of the stop switch 13 is accepted, it is possible to pull in up to four symbols ahead. 【0248】 Here, the target stop position is determined by whether the currently passing symbol number matches the symbol number stored as the stop position, and if it is determined that they match, all four-phase excitation is turned ON to indicate the target stop position. Also, the currently passing symbol number is determined by the fact that the initial symbol number is set the moment the index sensor detects the index (when the index signal rises), and when it moves one symbol from there by timer interrupt processing, the symbol number next to the initial symbol number is set. 【0249】 After executing the reel stop acceptance check process, it checks whether all reels are stopped. If all reels are stopped, it executes the prize determination process and then the prize winning process. If all reels are not stopped, it executes the process of waiting for acceptance of the stop operation of the stop switch corresponding to the spinning reel. After all reels have stopped, it updates the display contents of the status display monitor and moves on to the advantageous zone clear counter management process. Then, it executes the game end check process, which updates the RT status, etc., and ends the main series of game progression flows. It should be noted that software random number update processing may be performed during the period from when the reels start spinning until the stop operation is accepted. 【0250】 The winning determination process is a process for determining whether or not a symbol combination that constitutes a winning combination has stopped on an active line. Since it determines whether or not the stopped symbols determined when the stop switch operation is accepted are abnormal, it is not determined based on the symbol combination that actually stopped on the active line. After the winning determination process determines that a symbol combination that constitutes a winning combination has stopped on an active line, a winning process is carried out, and if the winning determination process does not determine that a symbol combination that constitutes a winning combination has stopped on an active line, a process based on a loss is carried out. 【0251】 The winning process is a process of granting a bonus to a player based on a symbol combination that stops on an active line. The winning process when a symbol combination based on a minor win is stopped is a process of paying out medals based on the stopped symbol combination and shifting the game state based on the stopped symbol combination, the winning process when a symbol combination based on a replay is stopped is a process of granting the right to replay and shifting the game state based on the stopped symbol combination, and the winning process when a symbol combination based on a bonus is stopped is a process of shifting the game state based on the stopped symbol combination. Note that in the case of a miss, the winning process is not performed. 【0252】 However, this is not a limitation. When the result of the winning determination process is a loss, a winning process based on the loss may be performed, and a process may be performed in which no bonus is awarded to the player as a result of the winning process. Furthermore, as a winning process based on a loss, the game state may be transitioned depending on the operation mode at the time of the loss. For example, when all stop switches 13 are operated in a predetermined operation sequence at the time of a loss, a game state with a different freeze winning probability may be transitioned. Even in the case of an apparent loss due to a missed minor combination, a winning process may be performed, such as transitioning to an RT state without a payout. Furthermore, as a winning process based on a bonus, medals may be paid out based on the symbol combination displayed in the stopped state, or the player may be granted the right to replay. 【0253】 The process of transitioning the game state is to set a role lottery table according to the game state to be transitioned, to set reel control according to the game state to be transitioned, to set the freeze winning probability according to the game state to be transitioned, or a combination of these. 【0254】 In the winning determination process, when a winning symbol combination is determined, winning symbol combination information (stopped number information) displayed stopped on the active line and role lottery result information are transmitted to the sub-control board 1000. On the other hand, when the sub-control board 1000 receives this information, it can output effects according to the winning symbol combination information and role lottery result information using the display device 32, lamp, or speaker S. 【0255】 In the winning determination process, a winning determination is made on all the effective lines, and when a plurality of symbol combinations based on overlapping winning combinations are stopped and displayed on a plurality of effective lines as a result of the determination, a winning process is performed for each of the plurality of stopped and displayed symbol combinations. 【0256】 For example, when a minor winning combination with a payout number set to 2 coins and a minor winning combination with a payout number set to 10 coins are displayed stopped on multiple active lines, the winning process involves adding up the payout number based on the minor winning combination set to 2 coins and the payout number based on the minor winning combination set to 10 coins, and paying out 12 coins. 【0257】 An upper limit is set for the number of coins to be paid out at one time, and when a symbol combination based on a plurality of small winning combinations is stopped and displayed on an effective line, if the upper limit of the number of coins to be paid out is exceeded, the number of coins equal to the upper limit is paid out. 【0258】 For example, when the upper limit of the payout number is set to 15 coins, and a small winning combination with a payout number of 12 coins and a small winning combination with a payout number of 10 coins are displayed stopped on multiple active lines, if the combined value of the small winning combination with the payout number of 12 coins and the small winning combination with the payout number of 10 coins exceeds the upper limit, the upper limit of 15 coins will be paid out. 【0259】 In this embodiment, medals are set to be paid out only for small winning combinations, but medals equal to the number of medals bet may be paid out as a winning process based on a replay, or a predetermined number of medals may be paid out as a winning process based on a bonus. 【0260】 <Processing for ending the advantageous zone with the difference in the number of gaming media> In the past, there were gaming machines that had a normal zone and a favorable zone as game zones, and the favorable zone ended when the MY in the favorable zone exceeded 2400. (Prior art: JP 2020-010896) 【0261】 Here, the MY of the advantageous zone in conventional gaming machines (prior art documents) was such that the point where the player's ball output was the lowest since the advantageous zone began was set as the base (0), and the advantageous zone ended when the difference from that base exceeded 2400. Note that the point where the player's ball output was the lowest is synonymous with the point where the difference in the number of gaming media was the lowest. 【0262】 Therefore, in conventional gaming machines (prior art documents), in one advantageous zone, a player could only receive a maximum profit of the difference of "2414." Therefore, if a player spent a lot of gaming media in a game in the advantageous zone, he or she could not recover the gaming media spent in that advantageous zone, and therefore conventional gaming machines were not attractive to players. 【0263】 For example, in conventional gaming machines, even if a game where the difference in the number of game media in the advantageous zone is -3000 is reached and a predetermined game state (for example, AT state) is reached, the game ends when the MY in the advantageous zone exceeds 2400. Therefore, at most, only about 2400 game media could be obtained in one advantageous zone (the difference in the number of game media in the advantageous zone was about -600 and the game ended). 【0264】 Therefore, rather than ending the advantageous zone when MY in the advantageous zone exceeds 2400, the advantageous zone is configured to end when the start of the advantageous zone is set as the starting point (0) and the difference in the number of gaming media obtained in one advantageous zone (the difference between the total number of gaming media awarded in the advantageous zone and the total number of gaming media bet in the advantageous zone) exceeds a predetermined number (e.g., 2400). Specifically, the total number of gaming media IN in the advantageous zone (also referred to as the total number of inputs or total bets) and the total number of gaming media OUT in the advantageous zone (also referred to as the total number of payouts or total awarded) are taken into consideration. In other words, the advantageous zone is configured to end when the difference between the number of gaming media OUT in the advantageous zone and the number of gaming media IN in the advantageous zone (hereinafter referred to as the difference in gaming media in the advantageous zone) exceeds 2400. By configuring in this way, it is possible to provide a gaming machine with improved playability compared to conventional machines while keeping gambling within a certain range. 【0265】 For example, with the gaming machine according to the present invention, when a predetermined game state (for example, AT state) is reached from a certain game in which the difference in the number of gaming media in the advantageous zone is -3000, the advantageous zone can be ended when the difference in the number of gaming media in the advantageous zone exceeds 2400, starting from the start of the advantageous zone. Therefore, it becomes possible to obtain a maximum of approximately 5400 gaming media from a game in which the difference in the number of gaming media in the advantageous zone is -3000 (the advantageous zone ends when the difference in the number of gaming media in one advantageous zone becomes +2400). 【0266】 Furthermore, if the advantageous zone is configured to end when the difference in the number of gaming media obtained in one advantageous zone (the difference between the total number of gaming media awarded in the advantageous zone and the total number of gaming media bet in the advantageous zone) exceeds a predetermined number (for example, 2400), it is acceptable to end the advantageous zone at a value less than this predetermined number. In other words, when the start of the advantageous zone is taken as the starting point (0), the maximum difference in the number of gaming media obtained in one advantageous zone becomes a predetermined number (more precisely, the predetermined number + α (α is the maximum difference in the number of gaming media in one game)). 【0267】 Furthermore, even if the advantageous zone is configured to end when the difference in the number of gaming media obtained in one advantageous zone exceeds a predetermined number, the advantageous zone can also be ended if any termination condition is met before the difference in the number of gaming media obtained in one advantageous zone exceeds the predetermined number. 【0268】 In this way, in order to terminate the game when the difference in the number of gaming media obtained in one advantageous zone exceeds a predetermined value, it is necessary to be able to store the difference in the number of gaming media in the advantageous zone even if it is a negative value. 【0269】 Below, we will use diagrams to explain the specific processing for ending the advantageous zone with the difference in the number of gaming media. 【0270】 <<Processing to end the advantageous zone with the difference in the number of gaming media (addition version)>> FIG. 53 is a diagram showing an example of a process for ending the advantageous zone with the difference in the number of gaming media. 【0271】 53 has a favorable section difference number counter. The favorable section difference number counter is one of the RWM areas of the main control board, and is a storage area that can store a value corresponding to the (total) difference number of game media in the favorable section. 【0272】 The value stored in the advantageous zone difference counter is not cleared by turning the power on or off. Also, the value stored in the advantageous zone difference counter is cleared by clearing the RWM when the advantageous zone ends. Also, the value stored in the advantageous zone difference counter is cleared by turning the power on with a setting change (clearing the RWM when a setting change occurs). Also, information indicating that the stop condition has been met is stored in the stop flag area, and is not cleared when the stop state is reached. 【0273】 Note that turning on the power with a setting change specifically corresponds to turning on the power switch while the setting key switch is on, etc. In other words, when turning on the power with a setting change is performed, the machine transitions to setting change mode, and once the conditions for ending the setting change mode (for example, the setting key switch being turned off after the start switch being turned on) are met and the setting change mode ends, play becomes possible. 【0274】 The value stored in the advantageous zone difference counter is configured to be updatable by the execution of play in the advantageous zone. 【0275】 In the following explanation, the advantageous zone difference counter is configured as 2 bytes, but the advantageous zone difference counter may be configured as 3 bytes or 4 bytes. 【0276】 First, in "Advantageous Zone Clear Counter -1", 1 is subtracted from the value stored in the advantageous zone clear counter. If the result of subtracting 1 from the value stored in the advantageous zone clear counter is less than 0 (if there is a borrow), the carry flag becomes 1. Also, if the result of subtracting 1 from the value stored in the advantageous zone clear counter is not less than 0 (if there is no borrow), the carry flag becomes 0. Also, if the result of subtracting 1 from the value stored in the advantageous zone clear counter is 0, the zero flag becomes 1. 【0277】 The advantageous zone clear counter is one of the RWM areas of the main control board, and is a memory area that can store a value corresponding to the number of times the advantageous zone has been played. 【0278】 In the question "Is the advantageous zone clear counter before subtraction = 0?", if the result of subtracting 1 from the value stored in the advantageous zone clear counter does not fall below 0, the answer is NO. Specifically, the answer is NO if the carry flag is not 1. In other words, if the answer to "Is the advantageous zone clear counter before subtraction = 0?" is NO, it means that a value of 1 or more is stored in the advantageous zone clear counter for the current game. In other words, this means that the current game is in an advantageous zone. 【0279】 On the other hand, if the answer to "Before subtracting the advantageous zone clear counter = 0?" is YES, it means that the current game is in the normal zone. 【0280】 The question "Is the next game in an advantageous zone?" is determined based on the information in the RWM area stored in the main control board. For example, a transition to an advantageous zone may be determined in the current game (a game in the normal zone), and the determination may be made based on the information in the RWM area that stores information indicating a transition to an advantageous zone. Also, for example, if a transition to an advantageous zone is determined in the current game (a game in the normal zone) and the game state to which the transition will occur is also determined, the determination may be made based on the information in the RWM area that stores the game state to which the transition will occur. In any case, it is possible to determine whether the next game will be in an advantageous zone based on information that can determine whether the next game will be in an advantageous zone. If the next game is in an advantageous zone, the answer is YES, and if the next game is not in an advantageous zone, the answer is NO. 【0281】 In the "save initial value of advantageous zone clear counter" step, an initial value is stored in an RWM area capable of storing advantageous zone clear counter values. For example, if the initial value is 1500, 1500 is stored in an RWM area capable of storing advantageous zone clear counter values. Furthermore, if the initial value is 4000, 4000 is stored in an RWM area capable of storing advantageous zone clear counter values. This initial value corresponds to the maximum number of games that can be played in one advantageous zone. Therefore, the initial value is not limited to 1500 or 4000, and may be any predetermined value. For example, a number of games that cannot be completed in one day (e.g., 65,535) may be set. 【0282】 In "Set initial value of advantageous zone difference counter", the initial value to be stored in the advantageous zone difference counter is set in the register. In other words, when the advantageous zone starts (when the current game is a game in the normal zone and the next game is a game in the advantageous zone), the initial value to be stored in the advantageous zone difference counter is set in the register. Specifically, the initial value is set to 63135 (65535 - 2400) and stored in the HL register. 【0283】 Here, the initial value of 63135 is the value obtained by subtracting the value "2400," which corresponds to the difference in the number of gaming media in the advantageous zone at which the advantageous zone ends, from the maximum value "65535" that can be stored in a 2-byte memory area (corresponding to the size of the memory area of the advantageous zone difference counter). Note that in this example, the condition for ending the advantageous zone is that the difference in the number of gaming media in the advantageous zone exceeds 2400; however, the condition for ending the advantageous zone is not limited to the difference in the number of gaming media in the advantageous zone exceeding 2400. For example, the condition for ending the advantageous zone can be set to a predetermined value, such as the difference in the number of gaming media in the advantageous zone exceeding 4800. If the condition for ending the advantageous zone is that the difference in the number of gaming media in the advantageous zone exceeds 4800, the initial value would be 60735 (65535 - 4800). 【0284】 In this example, the advantageous zone difference number counter is 2 bytes, but it can also be 3 bytes. If the advantageous zone difference number counter is 3 bytes and the condition for ending the advantageous zone is when the difference number of gaming media in the advantageous zone exceeds 2400, the initial value is set to 16774815 (16777215 - 2400). 【0285】 The effect of setting the initial value to "a value corresponding to the size of the memory area of the advantageous zone difference number counter" minus "a value corresponding to the difference number of gaming media in the advantageous zone set as the end condition of the advantageous zone" will be described later. 【0286】 In addition, the initial value of the advantageous zone difference counter may be 63120 (65535-2415) when the size of the memory area for the advantageous zone difference counter is 2 bytes. In this case, when the value of the advantageous zone difference counter becomes 65521 or more, the end process of the advantageous zone is executed. 【0287】 When configured in this manner, the value of the advantageous zone difference counter will not exceed the upper limit when the advantageous zone ends (the advantageous zone ends when the difference during the advantageous zone exceeds 2400, so the maximum value of the advantageous zone difference counter is 65534, as the maximum value can be incremented from the initial value to 2414, which is 2400-1 (1 coin bet) + 15 (15 coins paid out)), so the carry flag and zero flag will not be raised when the difference during the advantageous zone exceeds 2400 and the advantageous zone ends. 【0288】 Therefore, in the update process of the advantageous zone difference number counter, the zero flag is raised only when the value of the advantageous zone difference number counter changes from 1 to 0, and the carry flag is raised only when the value falls below the lower limit of the advantageous zone difference number counter (when the result of subtracting the difference number of the game in question from the value of the advantageous zone difference number counter is less than 0).Therefore, it is possible to determine whether the value has fallen below the lower limit of the advantageous zone difference number counter simply by checking the carry flag, and therefore, when the carry flag = 1 in the update process of the advantageous zone difference number counter, a specific value (for example, ``0'', ``1'', etc.) can be stored in the advantageous zone difference number counter. 【0289】 This allows for more accurate determination processing using the carry flag, which makes it possible to reduce the program size and improve the program readability. 【0290】 "Before subtracting advantageous zone clear counter = 1?" determines whether the advantageous zone clear counter was 1 before performing "advantageous zone clear counter -1." For example, if the result of subtracting 1 from the value stored in the advantageous zone clear counter with "advantageous zone clear counter -1" is that the value of the advantageous zone clear counter is 0 (specifically, if the zero flag is 1), the answer is YES. On the other hand, if the result of subtracting 1 from the value stored in the advantageous zone clear counter with "advantageous zone clear counter -1" is that the value of the advantageous zone clear counter is not 0 (specifically, if the zero flag is 0), the answer is NO. 【0291】 Note that after "Is the value before subtracting the favorable interval clear counter = 1?", and before "During replay operation?", a process of storing the value stored in the favorable interval difference counter in a predetermined register (e.g., HL register) is performed. 【0292】 "During replay operation?": If, as a result of this game, a symbol combination corresponding to replay stops and is displayed (on the valid line) (if the next game is a game by replay), it is determined as YES. On the other hand, if, as a result of this game, a symbol combination corresponding to replay does not stop and is displayed (on the valid line) (if the next game is not a game by replay), it is determined as NO. 【0293】 "Is IN number < OUT number?": It is determined whether the OUT number is greater than the IN number. 【0294】 For example, as a result of this game, a) When IN number = 3 and OUT number = 0, it is determined as NO. b) When IN number = 3 and OUT number = 1, it is determined as NO. c) When IN number = 3 and OUT number = 3, it is determined as NO. d) When IN number = 3 and OUT number = 10, it is determined as YES. 【0295】 Specifically, perform IN number - OUT number, and store the calculation result in a predetermined register (e.g., A register). Also, if there is a carry (when the carry flag becomes 1) as a result of performing IN number - OUT number, it is determined as YES, and if there is no carry (when the carry flag becomes 0), it is determined as NO. That is, if the difference in the game media in this game is such that the IN number is more than the OUT number, the carry flag is 0 and it is determined as YES. Also, if the difference in the game media in this game is such that the IN number is less than the OUT number, the carry flag is 1 and it is determined as NO. 【0296】 Taking a specific example, as a result of this game, a) When IN number = 3 and OUT number = 0, the A register = 3 and the carry flag = 0. (a) When IN number = 3 and OUT number = 1, the A register = 2 and the carry flag = 0. (b) When IN number = 3 and OUT number = 3, the A register = 0 and the carry flag = 0. (c) When IN number = 3 and OUT number = 10, the A register = 249 and the carry flag = 1. 【0297】 Here, when the symbol combination corresponding to replay stops and is displayed (on the valid line) as a result of the previous game, the bet amount for the current game is automatically bet (for example, "3" is set by automatic bet), and when the symbol combination corresponding to replay does not stop and is displayed (on the valid line) as a result of the current game, even if it is the bet amount set by automatic bet, it is treated as the IN number of the current game. 【0298】 On the other hand, when the symbol combination corresponding to replay stops and is displayed (on the valid line) as a result of the current game (when the next game is a replay game), the judgment of "IN number < OUT number?" is not made. In other words, when the symbol combination corresponding to replay stops and is displayed (on the valid line) as a result of the current game (when the next game is a replay game), the bet amount of the current game is not treated as the IN number. Similarly, when the symbol combination corresponding to replay stops and is displayed (on the valid line) as a result of the current game (when the next game is a replay game), the number of awards (or the automatic bet amount) of the current game is not treated as the OUT number. 【0299】 Note that in "IN number < OUT number?", IN number - OUT number is performed, but it may also be judged by OUT number - IN number. In other words, it is sufficient to calculate the difference in the game media of the current game using the IN number and the OUT number. 【0300】 In "favorable interval difference counter subtraction", the value of the operation result (IN number - OUT number) in "IN number < OUT number?" is subtracted from the value of the favorable interval difference counter stored in a predetermined register (for example, the HL register). Note that when a carry occurs due to "favorable interval difference counter subtraction", the carry flag becomes 1. For example, in a situation where the value stored in the favorable interval difference counter (the value of the HL register) is 2, a) When IN number = 3 and OUT number = 0, HL register = 65535 and carry flag = 1. Note that 2 - 3 = -1, but a register cannot store negative values. Therefore, a carry occurs and it becomes 65535. b) When IN number = 3 and OUT number = 1, HL register = 0 and carry flag = 0. c) When IN number = 3 and OUT number = 3, HL register = 2 and carry flag = 0. 【0301】 In "favorable interval difference counter < 0", it is determined whether a carry has occurred due to "favorable interval difference counter subtraction". If a carry has occurred, it is determined as YES; if no carry has occurred, it is determined as NO. In the above example, in a situation where the value stored in the favorable interval difference counter is 2, a) when IN number = 3 and OUT number = 0, it is determined as YES. Also, in the above example, in a situation where the value stored in the favorable interval difference counter is 2, b) when IN number = 3 and OUT number = 1, it is determined as NO. Similarly, in the above example, in a situation where the value stored in the favorable interval difference counter is 2, c) when IN number = 3 and OUT number = 3, it is determined as NO. 【0302】 If "advantageous section difference counter < 0" returns YES, the carry flag is set to 1, so a predetermined calculation is performed to set the carry flag to 0. For example, the predetermined calculation is an exclusive OR of the value of the A register and the value of the A register. As a result of this exclusive OR, the carry flag becomes 0. Note that although the predetermined calculation is an exclusive OR of the value of the A register and the value of the A register, any calculation can be used as long as it sets the carry flag to 0. 【0303】 In "Setting the lower limit value of the favorable section difference counter," if a carryover occurs due to "Subtracting the favorable section difference counter," a predetermined lower limit value (0) is stored in the register that stores the calculation result (in this embodiment, the HL register). In the above example, in a situation where the value stored in the favorable section difference counter is 2, if a) the IN number = 3 and the OUT number = 0, then "Subtracting the favorable section difference counter" causes the HL register to equal 65535. In such a case, "Setting the lower limit value of the favorable section difference counter" stores 0 in the HL register. 【0304】 In other words, if a carryover occurs in the value stored in the HL register and an abnormal value is stored, it is possible to calculate the difference number of gaming media in the advantageous zone as accurately as possible by storing the lower limit value of 0 in the HL register. Note that even when "Set advantageous zone difference number counter lower limit value" is executed, the advantageous zone continues, and it is possible to provide the player with play in the advantageous zone. In other words, even in games after "Set advantageous zone difference number counter lower limit value" is executed, the processing in FIG. 53 is executed as long as the advantageous zone continues. 【0305】 In addition, in FIG. 53, the process of "setting the lower limit value of the advantageous interval difference counter" was provided, but it is not necessary to have the process of "setting the lower limit value of the advantageous interval difference counter". Specifically, when it is determined to be YES by "advantageous interval difference counter < 0", it may be set to the value stored in the advantageous interval difference counter of the previous game. For example, when the value stored in the advantageous interval difference counter is 2, and the number of INs and OUTs in the game are as follows: a) when the number of INs = 3 and the number of OUTs = 0, it may be configured such that the value stored in the advantageous interval difference counter is 2 (the same value as the value of the advantageous interval difference counter of the previous game). According to such a configuration, an abnormal value (a value with a carry-down) can be prevented from being stored in the "advantageous interval difference counter". In addition, since the process corresponding to "setting the lower limit value of the advantageous interval difference counter" is eliminated, the program capacity can be reduced. 【0306】 That is, when a carry-down occurs due to "subtracting the advantageous interval difference counter", by not updating the advantageous interval difference counter using the value at the time of the carry-down, an abnormal value is prevented from being entered as the value of the advantageous interval difference counter. In other words, even when the difference in the game medium in the advantageous interval becomes a negative value, the advantageous interval can be ended using the difference in the game medium in the advantageous interval as accurately as possible. 【0307】 In "adding the advantageous interval difference counter", the complement of the value of the calculation result (the value stored in the A register) of "IN number < OUT number?" (IN number - OUT number) is calculated and stored in the A register. Then, the calculated complement (the value stored in the A register) is added to the HL register. 【0308】 Note that the complement in "adding the advantageous interval difference counter" refers to the smallest number among the numbers that cause a carry-over exceeding 1 byte (255). For example, it can be derived by 0 - the value of the A register, or by a single instruction (NEG instruction) for deriving the complement. 【0309】 For example, in a situation where the value stored in the advantageous section difference counter (value of the HL register) is 2, d) When the IN number is 3 and the OUT number is 10, the A register is 249, but the "advantageous section difference counter addition" first derives 7, which is the complement of 249. Then, by calculating 2 + 7, 9 is stored in the HL register. Note that since 2 + 7 does not exceed 65535 (there is no carry), the carry flag is 0. 【0310】 Also, for example, in a situation where the value stored in the advantageous section difference counter (value of the HL register) is 65530, d) When the IN number = 3 and the OUT number = 10, the A register = 249, but the "advantageous section difference counter addition" first derives 7, the complement of 249. Then, by calculating 65530 + 7, 2 is stored in the HL register. Note that 65530 + 7 is 65537, but since it exceeds 65535 (because there is a carry), 2 is stored in the HL register. Also, because there is a carry, the carry flag becomes 1. 【0311】 In "saving advantageous section difference number counter", the value stored in the HL register is stored in the advantageous section difference number counter. In other words, it is a process of updating the advantageous section difference number counter. 【0312】 For example, if 63135 is stored in the HL register by "Set initial value of favorable zone difference number counter," 63135 is stored in the favorable zone difference number counter by "Save favorable zone difference number counter." 【0313】 For example, if "Replay Activated" is YES, the value of the advantageous zone difference counter from the previous play is stored in the HL register, so "Save Advantageous Zone Difference Counter" stores the same value as the advantageous zone difference counter from the previous play in the advantageous zone difference counter. 【0314】 For example, if the answer to "Advantageous Zone Difference Counter < 0?" is NO, the value obtained by subtracting the difference in the gaming media for the current game (IN number - OUT number) from the value of the advantageous zone difference counter for the previous game is stored in the HL register, so "Save Advantageous Zone Difference Counter" stores the value obtained by subtracting the difference in the gaming media for the current game from the value of the advantageous zone difference counter for the previous game in the advantageous zone difference counter. 【0315】 For example, if the answer to "Is the favorable section difference counter < 0?" is YES, the lower limit value (0) is stored in the HL register, so the lower limit value (0) is stored in the favorable section difference counter by "Save favorable section difference counter." 【0316】 For example, after "addition to favorable zone difference number counter," the value obtained by adding the difference number of the medium for the current game (OUT number - IN number) from the value of the favorable zone difference number counter for the previous game is stored in the HL register, so by "save favorable zone difference number counter," the value obtained by adding the difference number of the game medium for the current game from the value of the favorable zone difference number counter for the previous game is stored in the favorable zone difference number counter. 【0317】 "Advantageous zone difference number > 2400?" determines whether the difference number of gaming media in the advantageous zone exceeds 2400. Specifically, it determines whether the carry flag is 1. If the carry flag is 1, it judges as YES, and if the carry flag is not 1 (if the carry flag is 0), it judges as NO. Note that a carry flag of 1 occurs when a carry occurs due to "advantageous zone difference number counter addition." On the other hand, if a carry occurs due to "advantageous zone difference number counter subtraction," the carry flag will temporarily become 1, but then a specified calculation is performed to set the carry flag to 0, so "Advantageous zone difference number > 2400?" can be judged as NO. 【0318】 In other words, in "Advantageous Zone Difference Number>2400?", it is possible to determine whether the difference number of gaming media in the advantageous zone exceeds 2400 depending on whether the carry flag is 1. Therefore, the program capacity can be reduced compared to when the difference number of gaming media in the advantageous zone is directly compared with the constant (2400). 【0319】 In this way, in "Advantageous Zone Difference Number > 2400?", whether the difference number of gaming media in the advantageous zone exceeds 2400 is determined depending on whether the carry flag is 1 or not, so the "Advantageous Zone Difference Number Counter Initial Value Set" stores 63135 as the initial value. 【0320】 As mentioned above, this 63135 is the value obtained by subtracting the value "2400", which corresponds to the difference in the number of gaming media in the advantageous zone that ends the advantageous zone, from the maximum value "65535" that can be stored in a 2-byte storage area (corresponding to the size of the storage area of the advantageous zone difference number counter). In other words, if the difference in the number of gaming media in the advantageous zone that ends the advantageous zone exceeds 2400, it will exceed 65535, so the carry flag will be 1. In other words, "Advantageous zone difference number > 2400?" is a process of determining whether the value of the advantageous zone difference number counter exceeds 65535. 【0321】 Also, as mentioned above, if the initial value of the advantageous zone difference counter is set to "63120", "advantageous zone difference number > 2400?" is a process of determining whether the value of the advantageous zone difference counter exceeds 65520 (whether it is 65521 or greater). 【0322】 Also, by storing 63135 as the initial value, it is possible to store a value equivalent to -63135 as the difference in gaming media, with the start of the advantageous zone as the starting point (0). For example, when the initial value is 63135, a situation in which the value of the advantageous zone difference counter is 13135 means that the difference is -50000, with the start of the advantageous zone as the starting point (0). 【0323】 As described above, by storing 63135 as the initial value, which is "a value corresponding to the size of the memory area of the advantageous zone difference number counter" minus "a value corresponding to the difference number of gaming media in the advantageous zone set as the end condition of the advantageous zone," it is possible to reduce the program capacity required to determine whether the difference number of gaming media in the advantageous zone has exceeded 2400. Furthermore, by storing 63135 as the initial value, it is possible to store values up to -63135 as the difference number of gaming media in the advantageous zone. Note that although an example is given of storing 63135 as the initial value, values other than 63135 can also be used as the initial value as long as they have the same effect. 【0324】 "RWM initialization" updates all parameters that affect the performance of the instruction function to 0, and ends the advantageous zone clear counter management process. Parameters that affect the performance of the instruction function include the number of AT games, the game status related to the AT, the advantageous zone clear counter, the advantageous zone difference counter, etc. Then, by updating the advantageous zone type to 0, the next game will be a game in the normal zone, not the advantageous zone. When playing in an advantageous zone, if "RWM initialization" is not executed, the next game will be a game in the advantageous zone (the advantageous zone will not end). 【0325】 In other words, if an abnormal value is stored in the HL register due to borrowing, it is possible to calculate the difference number of the advantageous zone as accurately as possible by storing the lower limit value of 0 in the HL register. Note that even when "Set lower limit value of advantageous zone difference number counter" is executed, the advantageous zone continues, and it is possible to provide the player with a game in the advantageous zone. In other words, even in games after "Set lower limit value of advantageous zone difference number counter" is executed, the processing in FIG. 53 is executed as long as the advantageous zone continues. 【0326】 Note that in the case of "IN number < OUT number?", the OUT number was subtracted from the IN number, but it may be configured to subtract the IN number from the OUT number. When configured to subtract the IN number from the OUT number, when it is determined as NO in "IN number < OUT number?" (when a carry occurs in the A register), in "subtraction of the advantageous interval difference counter", the complement is calculated by a predetermined operation and stored in the A register (the difference in the game media for the current game), and then the value stored in the HL register (the value stored in the advantageous interval difference counter) is subtracted from the value stored in the A register (the difference in the game media for the current game). In other words, when it is NO in "IN number < OUT number?", it may be configured to subtract the absolute value of the difference in the game media for the current game from the value stored in the advantageous interval difference counter. 【0327】 Similarly, when configured to subtract the IN number from the OUT number in "IN number < OUT number?", when it is determined as YES in "IN number < OUT number?" (when no carry occurs in the A register), in "addition of the advantageous interval difference counter", without calculating the complement, the value stored in the HL register (the value stored in the advantageous interval difference counter) is added to the value stored in the A register (the difference in the game media for the current game). In other words, when it is NO in "IN number < OUT number?", it may be configured to add the absolute value of the difference in the game media for the current game to the value stored in the advantageous interval difference counter. 【0328】 ≪Processing to end the advantageous interval with the difference in game media (subtraction version)≫ FIG. 54 is a diagram showing an example of the processing to end the advantageous interval with the difference in game media. 【0329】 In FIG. 54, there is an advantageous interval difference counter. The advantageous interval difference counter is one of the RWM areas of the main control board and is a storage area capable of storing a value corresponding to the difference in the game media in the advantageous interval. 【0330】 The value stored in the advantageous zone difference counter is not cleared by turning the power on or off. Also, the value stored in the advantageous zone difference counter is cleared by clearing the RWM when the advantageous zone ends. Also, the value stored in the advantageous zone difference counter is cleared by turning the power on with a setting change (clearing the RWM when a setting change occurs). Also, information indicating that the stop condition has been met is stored in the stop flag area, and is not cleared when the stop state is reached. 【0331】 In the following explanation, the advantageous zone difference counter is configured as 2 bytes, but the advantageous zone difference counter may be configured as 3 bytes or 4 bytes. 【0332】 First, in "Advantageous Zone Clear Counter -1", 1 is subtracted from the value stored in the advantageous zone clear counter. If the result of subtracting 1 from the value stored in the advantageous zone clear counter is less than 0 (if there is a borrow), the carry flag becomes 1. Also, if the result of subtracting 1 from the value stored in the advantageous zone clear counter is not less than 0 (if there is no borrow), the carry flag becomes 0. Also, if the result of subtracting 1 from the value stored in the advantageous zone clear counter is 0, the zero flag becomes 1. 【0333】 The advantageous zone clear counter is one of the RWM areas of the main control board, and is a memory area that can store a value corresponding to the number of times the advantageous zone has been played. 【0334】 In the question "Is the advantageous zone clear counter before subtraction = 0?", if the result of subtracting 1 from the value stored in the advantageous zone clear counter does not fall below 0, the answer is NO. Specifically, the answer is NO if the carry flag is not 1. In other words, if the answer to "Is the advantageous zone clear counter before subtraction = 0?" is NO, it means that a value of 1 or more is stored in the advantageous zone clear counter for the current game. In other words, this means that the current game is in an advantageous zone. 【0335】 On the other hand, if the answer to "Before subtracting the advantageous zone clear counter = 0?" is YES, it means that the current game is in the normal zone. 【0336】 The question "Is the next game in an advantageous zone?" is determined based on the information in the RWM area stored in the main control board. For example, a transition to an advantageous zone may be determined in the current game (a game in the normal zone), and the determination may be made based on the information in the RWM area that stores information indicating a transition to an advantageous zone. Also, for example, if a transition to an advantageous zone is determined in the current game (a game in the normal zone) and the game state to which the transition will occur is also determined, the determination may be made based on the information in the RWM area that stores the game state to which the transition will occur. In any case, it is possible to determine whether the next game will be in an advantageous zone based on information that can determine whether the next game will be in an advantageous zone. If the next game is in an advantageous zone, the answer is YES, and if the next game is not in an advantageous zone, the answer is NO. 【0337】 In the "save initial value of advantageous zone clear counter" step, an initial value is stored in an RWM area capable of storing advantageous zone clear counter values. For example, if the initial value is 1500, 1500 is stored in an RWM area capable of storing advantageous zone clear counter values. Furthermore, if the initial value is 4000, 4000 is stored in an RWM area capable of storing advantageous zone clear counter values. This initial value corresponds to the maximum number of games that can be played in one advantageous zone. Therefore, the initial value is not limited to 1500 or 4000, and may be any predetermined value. For example, a number of games that cannot be completed in one day (e.g., 65,535) may be set. 【0338】 In "Set initial value of advantageous zone difference counter", the initial value to be stored in the advantageous zone difference counter is set in the register. In other words, when the advantageous zone starts (when the current game is a game in the normal zone and the next game is a game in the advantageous zone), the initial value to be stored in the advantageous zone difference counter is set in the register. Specifically, the initial value is set to 2400 and stored in the HL register. 【0339】 Here, the initial value of 2400 is the value "2400" corresponding to the difference in the number of gaming media in the advantageous zone that ends the advantageous zone. Note that in this example, the condition for ending the advantageous zone is that the difference in the number of gaming media in the advantageous zone exceeds 2400, but the condition for ending the advantageous zone is not limited to the difference in the number of gaming media in the advantageous zone exceeding 2400. For example, the condition for ending the advantageous zone can be set to a predetermined value, such as the difference in the number of gaming media in the advantageous zone exceeding 4800. If the condition for ending the advantageous zone is that the difference in the number of gaming media in the advantageous zone exceeds 4800, the initial value would be 4800. 【0340】 In this example, the advantageous zone difference number counter is 2 bytes, but it can also be 3 bytes. If the advantageous zone difference number counter is 3 bytes and the condition for ending the advantageous zone is when the difference number of gaming media in the advantageous zone exceeds 2400, the initial value will be 2400. 【0341】 The effect of setting the initial value to "a value corresponding to the difference in the number of gaming media in the advantageous zone defined as the end condition of the advantageous zone" will be described later. 【0342】 Furthermore, without being limited to this, when the size of the memory area of the advantageous section difference number counter is 2 bytes, the initial value of the advantageous section difference number counter may be 2415. In this case, when the value of the advantageous section difference number counter becomes less than 15, the advantageous section termination process will be executed. 【0343】 When configured in this manner, the value of the advantageous period difference counter will not exceed the lower limit when the advantageous period ends (the advantageous period ends when the difference during the advantageous period exceeds 2400, so the minimum value of the advantageous period difference counter is 1 because the maximum value that can be subtracted from the initial value is 2414, which is 2400-1 (1 coin bet) + 15 (15 coins paid out)), so the carry flag and zero flag will not be raised when the difference during the advantageous period exceeds 2400 and the advantageous period ends. 【0344】 For this reason, in the update process of the advantageous zone difference number counter, the zero flag is raised only when the value of the advantageous zone difference number counter changes from 65535 to 0, and the carry flag is raised only when the upper limit of the advantageous zone difference number counter is exceeded (when the result of adding the difference number of the game in question to the value of the advantageous zone difference number counter exceeds 65535).Therefore, it is possible to determine whether the upper limit of the advantageous zone difference number counter has been exceeded simply by checking the carry flag, and therefore, when the carry flag = 1 in the update process of the advantageous zone difference number counter, a specific value (for example, "65535", "65534", etc.) can be stored in the advantageous zone difference number counter. 【0345】 This allows for more accurate determination processing using the carry flag, which makes it possible to reduce the program size and improve the program readability. 【0346】 "Before subtracting advantageous zone clear counter = 1?" determines whether the advantageous zone clear counter was 1 before performing "advantageous zone clear counter -1." For example, if the result of subtracting 1 from the value stored in the advantageous zone clear counter with "advantageous zone clear counter -1" is that the value of the advantageous zone clear counter is 0 (specifically, if the zero flag is 1), the answer is YES. On the other hand, if the result of subtracting 1 from the value stored in the advantageous zone clear counter with "advantageous zone clear counter -1" is that the value of the advantageous zone clear counter is not 0 (specifically, if the zero flag is 0), the answer is NO. 【0347】 In addition, after "Before subtracting the advantageous zone clear counter = 1?" and before "When replay is activated?", a process is performed to store the value stored in the advantageous zone difference counter in a specified register (e.g., HL register). 【0348】 In the case of "When Re - game Activates?", if as a result of this game, a symbol combination corresponding to a replay stops and is displayed (on the valid lines) (when the next game is a game by replay), it is judged as YES. On the other hand, if as a result of this game, a symbol combination corresponding to a replay does not stop and is displayed (on the valid lines) (when the next game is not a game by replay), it is judged as NO. 【0349】 In the case of "IN Number < OUT Number?", it is judged whether the OUT number is larger than the IN number. 【0350】 For example, as a result of this game, a) When IN number = 3 and OUT number = 0, it is judged as NO. b) When IN number = 3 and OUT number = 1, it is judged as NO. c) When IN number = 3 and OUT number = 3, it is judged as NO. d) When IN number = 3 and OUT number = 10, it is judged as YES. 【0351】 Specifically, perform IN number - OUT number, and store the calculation result in a predetermined register (for example, A register). Also, if there is a carry (when the carry flag becomes 1) as a result of performing IN number - OUT number, it is judged as YES, and if there is no carry (when the carry flag becomes 0), it is judged as NO. That is, when the difference in the game media of this game is such that the IN number is more than the OUT number, the carry flag is 0 and it is judged as YES. Also, when the difference in the game media of this game is such that the IN number is less than the OUT number, the carry flag is 1 and it is judged as NO. 【0352】 Taking a specific example, as a result of this game, a) When IN number = 3 and OUT number = 0, A register = 3 and carry flag = 0. b) When IN number = 3 and OUT number = 1, A register = 2 and carry flag = 0. c) When IN number = 3 and OUT number = 3, A register = 0 and carry flag = 0. E) When the number of INs = 3 and the number of OUTs = 10, the A register = 249 and the carry flag = 1. 【0353】 Here, the number of INs is the number of bets set by automatic betting (for example, "3" is set by automatic betting) when, as a result of the previous game, the symbol combination corresponding to replay stopped and was displayed (on the valid line), and, as a result of this game, the symbol combination corresponding to replay did not stop and was displayed (on the valid line), even if it is the number of bets set by automatic betting, it is treated as the number of INs for this game. 【0354】 On the other hand, when, as a result of this game, the symbol combination corresponding to replay stops and is displayed (on the valid line) (when the next game is a replay game), the number of INs and the number of OUTs do not make the judgment of "Is the number of INs < the number of OUTs?". In other words, when, as a result of this game, the symbol combination corresponding to replay stops and is displayed (on the valid line) (when the next game is a replay game), the number of bets in this game is not treated as the number of INs. Similarly, when, as a result of this game, the symbol combination corresponding to replay stops and is displayed (on the valid line) (when the next game is a replay game), the number of awards (or the number of automatic bets) in this game is not treated as the number of OUTs. 【0355】 In "Is the number of INs < the number of OUTs?", the number of INs - the number of OUTs is performed, but it may also be judged by the number of OUTs - the number of INs. In other words, it is only necessary to calculate the difference in the game media for this game using the number of INs and the number of OUTs. 【0356】 In "Adding the advantageous interval difference counter", the value of the operation result (number of INs - number of OUTs) in "Is the number of INs < the number of OUTs?" is added to the value of the advantageous interval difference counter stored in a predetermined register (for example, the HL register). When an overflow occurs due to "Adding the advantageous interval difference counter", the carry flag becomes 1. For example, in a situation where the value stored in the advantageous interval difference counter (the value of the HL register) is 65534, A) When the IN number = 3 and the OUT number = 0, the HL register = 1 and the carry flag = 1. Note that 65534 + 3 = 65537, but a 2-byte pair register (HL register) cannot store values greater than 65535. Therefore, a carry occurs, resulting in a value of 1. a) When the IN number is 3 and the OUT number is 1, the HL register is 0 and the carry flag is 1. Note that 65534 + 2 = 65536, but a 2-byte pair register (HL register) cannot store values greater than 65535. Therefore, a carry occurs and the value becomes 0. c) When the IN number = 3 and the OUT number = 3, the HL register = 65534 and the carry flag = 0. 【0357】 In "Advantageous Zone Difference Counter > Upper Limit?", "Advantageous Zone Difference Counter Addition" determines whether a carry has occurred. If a carry has occurred, it judges as YES, and if a carry has not occurred, it judges as NO. In the above example, when the value stored in the advantageous zone difference counter is 65534, if a) the IN number = 3 and the OUT number = 0, it judges as YES. Also in the above example, when the value stored in the advantageous zone difference counter is 65534, if b) the IN number = 3 and the OUT number = 1, it judges as YES. Similarly, in the above example, when the value stored in the advantageous zone difference counter is 65534, if c) the IN number = 3 and the OUT number = 3, it judges as NO. 【0358】 If the answer to "Advantageous section difference counter > upper limit?" is YES, the carry flag is 1, so a predetermined calculation is performed to set the carry flag to 0. For example, the predetermined calculation is to perform an exclusive OR of the value of the A register and the value of the A register. As a result of this exclusive OR, the carry flag becomes 0. Note that although the predetermined calculation is an exclusive OR of the value of the A register and the value of the A register, any calculation can be used as long as it sets the carry flag to 0. 【0359】 In "Setting the upper limit value of the favorable zone difference counter," if a carry occurs due to "adding the favorable zone difference counter," a predetermined upper limit value (65535) is stored in the register that stores the calculation result (in this embodiment, the HL register). In the above example, in a situation where the value stored in the favorable zone difference counter is 65534, if a) the IN number = 3 and the OUT number = 0, the HL register = 1 due to "subtracting the favorable zone difference counter." In such a case, "Setting the upper limit value of the favorable zone difference counter" stores 65535 in the HL register. 【0360】 In other words, if a carry occurs in the value stored in the HL register and an abnormal value is stored, it is possible to calculate the difference number of gaming media in the advantageous zone as accurately as possible by storing the upper limit value of 65535 in the HL register. Note that even if the "advantageous zone difference number counter upper limit value set" is executed, the advantageous zone continues, and it is possible to provide the player with play in the advantageous zone. In other words, even in games after the "advantageous zone difference number counter upper limit value set" is executed, the processing in FIG. 54 is executed as long as the advantageous zone continues. 【0361】 While FIG. 54 includes a "Set Upper Limit Value of Advantageous Zone Difference Counter" process, the "Set Upper Limit Value of Advantageous Zone Difference Counter" process need not be included. Specifically, if a "YES" is determined based on "Advantageous Zone Difference Counter > Upper Limit Value," the value stored in the advantageous zone difference counter for the previous game may be set. For example, if the value stored in the advantageous zone difference counter is 65534 and the IN number and OUT number for the game are a) IN number = 3 and OUT number = 0, the value stored in the advantageous zone difference counter may be set to 65534 (the same value as the value of the advantageous zone difference counter for the previous game). This configuration prevents abnormal values (values with borrowed digits) from being stored in the "Advantageous Zone Difference Counter." Furthermore, since the process corresponding to the "Set Upper Limit Value of Advantageous Zone Difference Counter" is eliminated, the program size can be reduced. 【0362】 That is, when an overflow occurs due to "adding the favorable interval difference counter", the value at the time of overflow is used to prevent the favorable interval difference counter from being updated, so that an abnormal value does not enter as the value of the favorable interval difference counter. In other words, even when the difference in the number of game media in the favorable interval becomes a negative value, the favorable interval can be ended using the difference in the number of game media in the favorable interval as accurately as possible. 【0363】 Also, although 65535 (the maximum value that can be stored in the favorable interval difference counter) is used as an example of the upper limit value, it is not limited to this. For example, a value such as 12400, which is a numerical value less than the maximum value that can be stored in the favorable interval difference counter, may also be used. If 12400 is adopted as the upper limit value, the favorable interval difference counter can store a value corresponding to -10000 as the difference in the number of game media in the favorable interval. 【0364】 In "subtracting the favorable interval difference counter", the complement of the value of the calculation result (the value stored in the A register) of "IN number < OUT number?" (IN number - OUT number) is calculated and stored in the A register. Then, the calculated complement (the value stored in the A register) is subtracted from the HL register. 【0365】 Note that the complement in "subtracting the favorable interval difference counter" refers to the smallest number among the numbers that overflow beyond 1 byte (255). For example, it can be derived by 0 - the value of the A register, or by a single instruction (NEG instruction) for deriving the complement. 【0366】 For example, in a situation where the value stored in the favorable interval difference counter (the value of the HL register) is 2, e) When IN number = 3 and OUT number = 10, the A register = 249. In "subtracting the favorable interval difference counter", first, 7, which is the complement of 249, is derived. Then, by calculating 2 - 7, 65531 is stored in the HL register. Note that since 2 - 7 is less than 0 (there is an overflow), the carry flag becomes 1. 【0367】 Also, for example, in a situation where the value stored in the advantageous section difference counter (value of the HL register) is 10, d) When the IN number is 3 and the OUT number is 10, the A register is 249, but the "advantageous interval difference counter addition" first derives 7, which is the complement of 249. Then, by calculating 10-7, 3 is stored in the HL register. Note that since 10-7 does not fall below 0 (there is no borrowing), the carry flag is 0. 【0368】 In "saving advantageous section difference number counter", the value stored in the HL register is stored in the advantageous section difference number counter. In other words, it is a process of updating the advantageous section difference number counter. 【0369】 For example, if 2400 is stored in the HL register by "Set initial value of favorable section difference number counter," 2400 is stored in the favorable section difference number counter by "Save favorable section difference number counter." 【0370】 For example, if "Replay Activated" is YES, the value of the advantageous zone difference counter from the previous play is stored in the HL register, so "Save Advantageous Zone Difference Counter" stores the same value as the advantageous zone difference counter from the previous play in the advantageous zone difference counter. 【0371】 For example, if the answer to "Advantageous Zone Difference Counter > Upper Limit?" is NO, the value obtained by adding the difference in the number of gaming media for the current game (IN number - OUT number) from the value of the advantageous zone difference counter for the previous game is stored in the HL register, so "Save Advantageous Zone Difference Counter" stores the value obtained by adding the difference in the number of gaming media for the current game from the value of the advantageous zone difference counter for the previous game in the advantageous zone difference counter. 【0372】 For example, if the answer to "Is the favorable zone difference counter > upper limit value?" is YES, the upper limit value (65535) is stored in the HL register, so the "Save favorable zone difference counter" command stores the upper limit value (65535) in the favorable zone difference counter. 【0373】 For example, after "subtracting the favorable zone difference number counter," the value obtained by subtracting the difference number of the gaming media for the current game (OUT number - IN number) from the value of the favorable zone difference number counter for the previous game is stored in the HL register, so by "saving the favorable zone difference number counter," the value obtained by subtracting the difference number of the gaming media for the current game from the value of the favorable zone difference number counter for the previous game is stored in the favorable zone difference number counter. 【0374】 "Advantageous zone difference number > 2400?" determines whether the difference number of gaming media in the advantageous zone exceeds 2400. Specifically, it determines whether the carry flag is 1. If the carry flag is 1, it judges as YES, and if the carry flag is not 1 (if the carry flag is 0), it judges as NO. Note that the carry flag is 1 when there is a carry down due to "advantageous zone difference number counter subtraction." On the other hand, if there is a carry up due to "advantageous zone difference number counter addition," the carry flag will temporarily become 1, but then a specified calculation is performed to set the carry flag to 0, so "Advantageous zone difference number > 2400?" can be judged as NO. 【0375】 In other words, in "Advantageous Zone Difference Number>2400?", it is possible to determine whether the difference number of gaming media in the advantageous zone exceeds 2400 depending on whether the carry flag is 1. Therefore, the program capacity can be reduced compared to when the difference number of gaming media in the advantageous zone is directly compared with the constant (2400). 【0376】 In this way, in "Advantageous Zone Difference Number > 2400?", whether the difference number of gaming media in the advantageous zone exceeds 2400 is determined depending on whether the carry flag is 1 or not, so 2400 is stored as the initial value by the "Advantageous Zone Difference Number Counter Initial Value Set." 【0377】 As mentioned above, this 2400 is a value corresponding to the difference in the number of gaming media in the advantageous zone that ends the advantageous zone. In other words, if the difference in the number of gaming media in the advantageous zone that ends the advantageous zone exceeds 2400, it will be below 0, so the carry flag will be 1. In other words, "Advantageous zone difference number > 2400?" is a process of determining whether the value of the advantageous zone difference number counter is less than 0. 【0378】 Also, as mentioned above, if the initial value of the advantageous zone difference counter is set to "2415," then "advantageous zone difference number > 2400?" is a process of determining whether the value of the advantageous zone difference counter is less than 15. 【0379】 Also, by storing 2400 as the initial value, it is possible to store a value equivalent to -63135 as the difference in gaming media, with the start of the advantageous zone as the starting point (0). For example, when the initial value is 2400, a situation in which the value of the advantageous zone difference counter is 30000 means that the difference is -27600, with the start of the advantageous zone as the starting point (0). 【0380】 As described above, by storing 2400 as the initial value, which is "a value corresponding to the difference in the number of gaming media in the advantageous zone defined as the termination condition of the advantageous zone," it is possible to reduce the program capacity required to determine whether the difference in the number of gaming media in the advantageous zone has exceeded 2400. Furthermore, by storing 2400 as the initial value, it is possible to store values up to the equivalent of -63135 as the difference in the number of gaming media in the advantageous zone. Note that although an example is given of storing 2400 as the initial value, a value other than 2400 (for example, 2401) can also be used as the initial value as long as it has the same effect. 【0381】 In "RWM initialization", all parameters that affect the performance related to the indication function are updated to 0, and the advantageous section clear counter management process is terminated. Note that the parameters that affect the performance related to the indication function include the number of AT games, the gaming state related to AT, the advantageous section clear counter, the advantageous section difference counter, etc. By updating the advantageous section type to 0, the next game will be a normal game that is not an advantageous section. In the game of the advantageous section, the next game of the game in which "RWM initialization" was not executed will be a game of the advantageous section (the advantageous section does not end). 【0382】 Note that in "IN number < OUT number?", the OUT number was subtracted from the IN number, but it may be configured to subtract the IN number from the OUT number. When configured to subtract the IN number from the OUT number, when it is determined as NO in "IN number < OUT number?" (when a carry occurs in the A register), in "advantageous section difference counter addition", the complement is calculated by a predetermined operation and stored in the A register (the difference of the game medium in this game), and then the value stored in the HL register (the value stored in the advantageous section difference counter) is added to the value stored in the A register (the difference of the game medium in this game). In other words, when it is YES in "IN number < OUT number?", it may be configured to add the absolute value of the difference of the game medium in this game to the value stored in the advantageous section difference counter. 【0383】 Similarly, when configured to subtract the IN number from the OUT number in "IN number < OUT number?", when it is determined as YES in "IN number < OUT number?" (when no carry occurs in the A register), in "advantageous section difference counter subtraction", the value stored in the HL register (the value stored in the advantageous section difference counter) is subtracted from the value stored in the A register (the difference of the game medium in this game) without calculating the complement. In other words, when it is NO in "IN number < OUT number?", it may be configured to subtract the absolute value of the difference of the game medium in this game from the value stored in the advantageous section difference counter. 【0384】 As described above, specific processing for ending the advantageous zone with the difference in the number of gaming media has been explained using Figures 53 and 54, but the present invention is not limited to these. In other words, it is sufficient if the advantageous zone can be ended with the difference in the number of gaming media. 【0385】 53 and 54, one of the conditions for ending the advantageous zone is that the number of games in the advantageous zone reaches a predetermined number, but the condition for ending the advantageous zone does not have to be that the number of games in the advantageous zone reaches a predetermined number. In that case, the advantageous zone clear counter in FIGS. 53 and 54 does not have to be provided. 【0386】 If a favorable zone clear counter is not provided, the process corresponding to "favorable zone clear counter -1" in Figures 53 and 54, the process corresponding to "favorable zone clear counter before subtraction = 0?", and the process corresponding to "save favorable zone clear counter initial value" do not need to be provided. 【0387】 <Regarding the relationship between the initialization process associated with the operation of the setting change device and the advantageous zone difference counter> In the advantageous zone difference number counter described above, the value stored in the advantageous zone difference number counter is configured to be cleared by RWM clearing at the end of the advantageous zone or by powering on with a setting change (RWM clearing at the time of setting change), but it may also be configured to be cleared only by RWM clearing at the end of the advantageous zone (not by powering on with a setting change). Note that setting changes include not only changing to a different setting value (for example, changing from setting value 1 to setting value 6), but also changing to the same setting value (for example, changing from setting value 1 to setting value 1). 【0388】 In this configuration, when the power is turned on with a change in settings while the game is in an advantageous zone and a predetermined value is stored in the value of the advantageous zone difference counter, the game will start from the normal zone. After that, in order to prevent the advantageous zone difference counter from being updated in the normal zone, the value of the advantageous zone difference counter when the game transitions to the advantageous zone will be the predetermined value before the change in settings. 【0389】 By configuring in this manner, it is possible to provide a gaming machine that keeps the gambling element within a certain range, while improving playability compared to when the value of the advantageous zone difference counter is cleared by clearing the RWM, which involves turning on the power and changing the settings. 【0390】 For example, if a game parlor closes and the difference in the number of game media in a specified advantageous zone is -3000, even if the settings are changed the next day, the game can be started again in the advantageous zone after the setting change with the difference in the number of game media being -3000. Therefore, starting from the start of the advantageous zone after the setting change, it will be possible to obtain a maximum of approximately 5400 game media in one advantageous zone. 【0391】 In addition, by clearing the value of the advantageous zone difference counter at the gaming facility, the possibility of the user suffering significant losses when the performance related to the instruction function changes based on the advantageous zone difference counter can be prevented. 【0392】 For example, if the performance of the instruction function is improved when the value of the advantageous zone difference counter is below the initial value, such as the probability of winning the AT or the rate of granting bonuses such as AT extension, compared to when the value of the advantageous zone difference counter is above the initial value, even if business ends when the value of the advantageous zone difference counter is below the initial value and the settings are changed afterwards, the value of the advantageous zone difference counter will not be cleared even when business begins the next day, so gameplay can begin in a situation where the performance of the instruction function has been improved. 【0393】 Below, we will explain the relationship between the initialization process that accompanies the operation of the setting change device and the advantageous zone difference counter. 【0394】 <<Case 1>> When the initialization process is performed due to a setting change, the advantageous zone difference counter is not initialized, but the advantageous zone type is initialized. 【0395】 When the advantageous zone (advantageous zone type = 1) and the value of the advantageous zone difference counter is a predetermined value (predetermined value ≠ 0), the power is cut off, the setting change key is turned ON when no power is supplied, and when the power is turned on, the setting change device is activated and an initialization process is executed in conjunction with the operation of the setting change device. In this initialization process, the value of the advantageous zone difference counter is not initialized, but the advantageous zone is initialized (advantageous zone type = 0). In other words, when the initialization process is executed and the operation of the setting change device is then terminated, the game state is the normal zone, and the value of the advantageous zone difference counter is a predetermined value. 【0396】 Then, the first game after the setting change device has finished operating will be played in the normal zone, and if a predetermined number (for example, 3) of bets is placed at the start of that first game, and the advantageous zone transition process determines that the next game will not transition to the advantageous zone, and no payout results from that first game, the next game will also be played in the normal zone, and the value of the advantageous zone difference counter will also be a predetermined value (the value of the advantageous zone difference counter will not be updated). 【0397】 Furthermore, the first game after the setting change device has finished operating will be played in the normal zone, and if a predetermined number of bets is placed at the start of that first game, and the advantageous zone transition process determines that the next game will not transition to the advantageous zone, and a specific number (for example, 10) is paid out as a result of that first game, the next game will be played in the normal zone, and the value of the advantageous zone difference counter will be a predetermined value. 【0398】 In addition, the first game after the setting change device has finished operating will be played in the normal zone, and if a predetermined number of bets are placed at the start of the first game, the advantageous zone transition process determines that the next game will transition to the advantageous zone, and if no payout is made as a result of the first game, the next game will be in the advantageous zone, and the value of the advantageous zone difference counter will be a predetermined value. 【0399】 In addition, the first game after the setting change device has finished operating will be played in the normal zone, and if a predetermined number of bets are placed at the start of the first game, the advantageous zone transition process determines that the next game will transition to the advantageous zone, and if a specific number of payouts is made as a result of the first game, the next game will be in the advantageous zone, and the value of the advantageous zone difference counter will be a predetermined value. 【0400】 In other words, the process of updating the value of the advantageous zone difference counter is not executed during play in the normal zone. 【0401】 Then, in the advantageous zone clear counter management process at the end of a game when the value of the advantageous zone difference counter is a predetermined value, the game is played in an advantageous zone, a predetermined number of bets are made at the start of the game, and no payout is made as a result of the game, the value of the advantageous zone difference counter can be updated (value of the advantageous zone difference counter = predetermined value - 3). 【0402】 In addition, when the value of the advantageous zone difference counter is a predetermined value, the game is played in an advantageous zone, a predetermined number of bets are made at the start of the game, and a specific number of payouts is made as a result of the game, the advantageous zone clear counter management process at the end of the game makes it possible to update the value of the advantageous zone difference counter (value of the advantageous zone difference counter = predetermined value + 10 - 3). 【0403】 In other words, when playing after transitioning to the advantageous zone, the process of updating the value of the advantageous zone difference counter is executed. 【0404】 In case 1, when the value of the advantageous zone difference counter is a predetermined value, it is an advantageous zone, and the main gaming state is AT, when the initialization process is executed in conjunction with the operation of the setting change device, the value of the advantageous zone difference counter will be a predetermined value, it will be a normal zone, and the main gaming state will be a state corresponding to the normal zone (a state that is not AT) as the state after initialization. Note that the RT state may be initialized (transitioned to non-RT) or may be maintained. This is because whether the RT state is initialized or maintained by a setting change can be determined according to the specifications of each gaming machine. 【0405】 With this configuration, even if the gaming parlor closes for the day during the AT and the settings are changed the next day, the AT state can be initialized, preventing the user from being in a state that is significantly advantageous to them when the parlor opens. 【0406】 Furthermore, in case 1, initialization of the value of the advantageous zone difference counter is performed by initialization processing due to an RWM abnormality and initialization processing by advantageous zone clear counter management processing at the end of the advantageous zone. Initialization processing due to an RWM abnormality refers to initialization processing that is executed when an irreversible error occurs and the setting change device is then activated. Note that the initialization ranges of the initialization processing that accompanies operation of the setting change device when an irreversible error occurs and the initialization processing that accompanies operation of the setting change device when no irreversible error occurs are different. Initialization processing by advantageous zone clear counter management processing refers to initialization processing that occurs when the value of the advantageous zone difference counter reaches the upper limit value (so-called ending) or when any advantageous zone end condition is met. 【0407】 Furthermore, if the initialization conditions for the value of the favorable zone difference counter in case 1 are limited to the initialization process due to an RWM abnormality and the initialization process due to the favorable zone clear counter management process at the end of the favorable zone, it will not be possible to initialize the value of the favorable zone difference counter under any other conditions.For example, since the value of the favorable zone difference counter cannot be initialized arbitrarily in a situation where the value of the favorable zone difference counter is below the initial value (a situation where the user's difference number is negative), it is possible to prevent the user from suffering significant losses. 【0408】 Furthermore, as another optional condition for initializing the value of the advantageous zone difference number counter, the advantageous zone difference number counter may be initialized by operating the advantageous zone difference number counter clear switch. 【0409】 In this case, operation of the advantageous section difference number counter clear switch means turning on the power while pressing the advantageous section difference number counter clear switch when the power is off, or pressing the advantageous section difference number counter clear switch once or holding it down when the power source is shared.The initialization range of the initialization process based on the advantageous section difference number counter clear switch may be either the advantageous section difference number counter only, or the advantageous section difference number counter and advantageous section type. 【0410】 If the value of the advantageous zone difference counter can be initialized under any other conditions, even if there is a malfunction based on the advantageous zone difference counter, the gaming facility can easily resolve the malfunction. 【0411】 In addition, the operation of the advantageous zone difference counter clear switch may be disabled or enabled when the opening of the front door is detected. 【0412】 Also, when the advantageous zone difference counter clear switch is pressed during play, operation of other main switches (start switch, stop switch, bet switch, settlement switch, reset switch, etc.) may be enabled or disabled. 【0413】 Furthermore, if the operation of the advantageous section difference counter clear switch is specified as turning on the power while pressing the advantageous section difference counter clear switch when the power is off, there is a possibility that the advantageous section difference counter clear switch may be pressed and the setting key switch may be ON when the power is off. 【0414】 In this case, if the advantageous section difference counter and advantageous section type are initialized and the setting change mode is activated, if the advantageous section difference counter and advantageous section type are initialized and the setting change mode is not activated, the advantageous section difference counter is initialized but the advantageous section type is not initialized, if the setting change mode is activated, the advantageous section difference counter is initialized but the advantageous section type is not initialized, if the setting change mode is not activated, the advantageous section difference counter is not initialized but the advantageous section type is initialized, if the setting change mode is activated, the advantageous section difference counter is not initialized but the advantageous section type is initialized, and the setting change mode is not activated. 【0415】 Also, in case 1, since the gaming facility will not be able to grasp the value of the advantageous zone difference counter, the value of the advantageous zone difference counter may be indicated by a lamp or the like in a location that is not normally visible to the user (for example, behind the front door or inside the cabinet). 【0416】 For example, when the red LED is off, the value of the advantageous zone difference counter is greater than or equal to the initial value; when the red LED is flashing at 5-second intervals, the value of the advantageous zone difference counter is less than the initial value and greater than or equal to the initial value -5000; when the red LED is flashing at 3-second intervals, the value of the advantageous zone difference counter is less than the initial value -5000 and greater than or equal to the initial value -30000; and when the red LED is lit, the value of the advantageous zone difference counter is the lower limit value (the upper limit value if the advantageous zone difference counter is a system that adds the amount of the bet). 【0417】 For example, the value of the advantageous zone difference counter may be displayed on a five-digit display (such as a display with five seven-segment displays arranged side by side). 【0418】 In addition, as a method for allowing the gaming facility to know the value of the advantageous zone difference counter, the value of the advantageous zone difference counter, or the number of inputs (number of bets) and number of payouts per game in the advantageous zone may be output to an external terminal so that they can be checked on the hall computer. 【0419】 Also, in case 1, since the value of the advantageous zone difference counter can easily become the lower limit value, in order to determine whether the lower limit value was reached through the normal route or due to fraudulent activity, the value of the advantageous zone difference counter for the previous game and the value of the advantageous zone difference counter for the current game are stored for each game, and if the difference between the value of the advantageous zone difference counter for the previous game and the value of the advantageous zone difference counter for the current game is found to be within a certain value (for example, 14), it is determined to be normal and the value of the advantageous zone difference counter is updated, and the value of the advantageous zone difference counter for the current game is saved as the value of the advantageous zone difference counter for the previous game, and if the difference between the value of the advantageous zone difference counter for the previous game and the value of the advantageous zone difference counter for the current game is found to be outside the certain value (for example, 14), it is determined to be abnormal and the value of the advantageous zone difference counter is not updated, and the game is stopped by error processing, or the value of the advantageous zone difference counter is updated but an error command is sent to the sub-control means, and the sub-control means issues an error notification. 【0420】 With this configuration, even if the value of the advantageous zone difference counter is fraudulently set to the lower limit, the gaming facility can be notified. 【0421】 In addition, in Case 1, the advantageous zone difference counter was not updated during the normal zone, but it may be updated during the normal zone. In such a case, the advantageous zone clear counter management process can be updated during the normal zone, and the bet number is subtracted and the payout number is added to the advantageous zone difference counter value as the game progresses during the normal zone. In this modified example, it is possible for the advantageous zone difference counter to reach its upper limit during the normal zone. When the upper limit of the advantageous zone difference counter is reached during the normal zone, initialization processing may be performed to initialize the advantageous zone difference counter and advantageous zone type, or the advantageous zone difference counter may be initialized but the advantageous zone type may not be initialized (because the advantageous zone type is the initial value during the normal zone). In other words, the initialization processing (initialization range) when the upper limit of the advantageous zone difference counter during the advantageous zone is reached and the initialization processing (initialization range) when the upper limit of the advantageous zone difference counter during the normal zone are reached may be the same processing or different processing. 【0422】 <<Case 2>> When neither the advantageous zone difference counter nor the advantageous zone type is initialized during the initialization process due to a setting change. 【0423】 When the game is in an advantageous zone (advantageous zone type = 1) and the value of the advantageous zone difference counter is a predetermined value (predetermined value ≠ 0), the power is cut off, the setting change key is turned ON when no power is being supplied, and when the power is turned on, the setting change device is activated and an initialization process is executed in conjunction with the operation of the setting change device. In this initialization process, the value of the advantageous zone difference counter and the advantageous zone type are not initialized (advantageous zone type = 1 remains). In other words, when the initialization process is executed and the operation of the setting change device is then terminated, the game state is in an advantageous zone, and the value of the advantageous zone difference counter is a predetermined value. 【0424】 Then, the first game after the setting change device has finished operating will be played in the advantageous zone, and if a predetermined number (for example, 3) of bets is placed at the start of that first game, and no payout results from that first game, and the advantageous zone clear counter supervision process determines that the next game will not transition to the normal zone, then the next game will also be in the advantageous zone, and the value of the advantageous zone difference counter can be updated (predetermined value - 3). 【0425】 Furthermore, the first game after the setting change device has finished operating will be played in the advantageous zone, and if a predetermined number of bets is placed at the start of the first game, and a specific number (for example, 10) is paid out as a result of the first game, and even if the advantageous zone clear counter supervision process determines not to transition to the normal zone for the next game, the next game will be in the advantageous zone, and the value of the advantageous zone difference counter can be updated (predetermined value + 10 - 3). 【0426】 In addition, the first game after the setting change device has finished operating will be played in the advantageous zone, and if a predetermined number of bets are made at the start of the first game and no payout results from the first game, and if the advantageous zone clear counter supervision process determines that the next game will move to the normal zone (initialization process is executed in the advantageous zone clear counter supervision process), the next game will be in the normal zone and the value of the advantageous zone difference counter will be set to its initial value. 【0427】 In addition, the first game after the setting change device has finished operating will be played in the advantageous zone, and if a predetermined number of bets are made at the start of the first game, and a specific number of payouts is made as a result of the first game, and if the advantageous zone clear counter supervision process determines that the next game will move to the normal zone (initialization process is executed in the advantageous zone clear counter supervision process), the next game will be in the normal zone, and the value of the advantageous zone difference counter will be set to its initial value. 【0428】 In other words, even after the initialization process when the setting change is performed in the favorable zone, the zone is still favorable, and the process of updating the value of the favorable zone difference counter is executed. 【0429】 If the setting change device is activated and the initialization process is executed in a situation where the game is in the normal zone, the first game after the activation of the setting change device is completed will be a game in the normal zone, and if a predetermined number of bets are placed at the start of that first game, and the advantageous zone transition process determines that the next game will not transition to the advantageous zone, and no payout results from that first game, the next game will also be in the normal zone, and the value of the advantageous zone difference counter will be set to its initial value (the value of the advantageous zone difference counter will not be updated). 【0430】 Furthermore, if the setting change device is activated and initialization processing is executed in a situation where the game is in the normal zone, the first game after the activation of the setting change device is completed will be a game in the normal zone, and if a predetermined number of bets is placed at the start of that first game, and the advantageous zone transition processing determines that the next game will not transition to the advantageous zone, and a specific number of payouts is made as a result of that first game, the next game will also be in the normal zone, and the value of the advantageous zone difference number counter will be set to its initial value (the value of the advantageous zone difference number counter will not be updated). 【0431】 Furthermore, if the setting change device is activated and initialization processing is executed in a situation where the game is in the normal zone, the first game after the activation of the setting change device is completed will be a game in the normal zone, and if a predetermined number of bets are placed at the start of that first game, and the advantageous zone transition processing determines that the next game will transition to the advantageous zone, and no payout results from that first game, the next game will be in the advantageous zone, and the value of the advantageous zone difference counter will be set to its initial value (the value of the advantageous zone difference counter will not be updated). 【0432】 Furthermore, if the setting change device is activated and initialization processing is executed in a situation where the game is in the normal zone, the first game after the activation of the setting change device is completed will be a game in the normal zone, and if a predetermined number of bets is placed at the start of that first game, and the advantageous zone transition processing determines that the next game will transition to the advantageous zone, and a specific number of payouts is made as a result of that first game, the next game will be in the advantageous zone, and the value of the advantageous zone difference number counter will be set to its initial value (the value of the advantageous zone difference number counter will not be updated). 【0433】 In other words, if the setting change device is activated in the normal section and the initialization process is executed, the game will start from the normal section. 【0434】 In case 2, when the value of the advantageous zone difference counter is a predetermined value, the advantageous zone is in a favorable zone, and the main gaming state is AT, when the initialization process is executed in conjunction with the operation of the setting change device, the state after initialization is such that the value of the advantageous zone difference counter is a predetermined value, the advantageous zone is in a favorable zone, and the main gaming state is another gaming state different from AT. For example, the other gaming state may be a gaming state with a high stay rate by design (for example, a normal advantageous zone state). Note that the RT state may be initialized (transitioned to non-RT) or may be maintained. This is because whether the RT state is initialized or maintained by a setting change can be determined according to the specifications of each gaming machine. 【0435】 In addition, when the main game state before the setting change was during AT, the main game state after the setting change may be a predetermined main game state (for example, a normal advantageous zone state). 【0436】 Also, even if the main gaming state before the setting change was a gaming state different from that during AT, the main gaming state after the setting change may be a predetermined main gaming state. 【0437】 With this configuration, even if the gaming parlor closes for the day during the AT and the settings are changed the next day, the AT state can be initialized, preventing the user from being in a state that is significantly advantageous to them when the parlor opens. 【0438】 Also, in case 2, when the value of the advantageous zone difference counter is a predetermined value, the advantageous zone is present, and the main game state is AT, and an initialization process is executed in conjunction with the operation of the setting change device, the state after initialization may be such that the value of the advantageous zone difference counter is a predetermined value, the advantageous zone is present, and the main game state is AT. 【0439】 With this configuration, there is no need to change the main game state during the initialization process associated with the operation of the setting change device, which reduces the program size and improves the readability of the program. 【0440】 In addition, a separate main gaming state initialization switch may be provided to allow gaming establishments to initialize the main gaming state. Examples of the main gaming state initialization switch include turning on the power while pressing the advantageous zone difference number counter clear switch when the power is off, or pressing the advantageous zone difference number counter clear switch once or holding it down when the power source is shared. Initialization of the main gaming state may be the main gaming state selected immediately after transitioning to the normal zone or advantageous zone, or a predetermined gaming state. 【0441】 In addition, in case 2, the value of the advantageous zone difference number counter is initialized by initialization processing due to an RWM abnormality and initialization processing by advantageous zone clear counter management processing at the end of the advantageous zone. The initialization processing by advantageous zone clear counter management processing is the initialization processing when the value of the advantageous zone difference number counter reaches the upper limit value (so-called ending) or when any advantageous zone end condition is met. 【0442】 Furthermore, if the initialization conditions for the value of the favorable zone difference counter in case 2 are limited to the initialization process due to an RWM abnormality and the initialization process due to the favorable zone clear counter management process at the end of the favorable zone, it will not be possible to initialize the value of the favorable zone difference counter under any other conditions.For example, since the value of the favorable zone difference counter cannot be initialized arbitrarily in a situation where the value of the favorable zone difference counter is below the initial value (a situation where the user's difference number is negative), it is possible to prevent the user from suffering significant losses. 【0443】 Furthermore, as another optional condition for initializing the value of the advantageous zone difference number counter, the advantageous zone difference number counter may be initialized by operating the advantageous zone difference number counter clear switch. 【0444】 In this case, operation of the advantageous section difference number counter clear switch means turning on the power while pressing the advantageous section difference number counter clear switch when the power is off, or pressing the advantageous section difference number counter clear switch once or holding it down when the power source is shared.The initialization range of the initialization process based on the advantageous section difference number counter clear switch may be either the advantageous section difference number counter only, or the advantageous section difference number counter and advantageous section type. 【0445】 If the value of the advantageous zone difference counter can be initialized under any other conditions, even if there is a malfunction based on the advantageous zone difference counter, the gaming facility can easily resolve the malfunction. 【0446】 In addition, the operation of the advantageous zone difference counter clear switch may be disabled or enabled when the opening of the front door is detected. 【0447】 Also, when the advantageous zone difference counter clear switch is pressed during play, operation of other main switches (start switch, stop switch, bet switch, settlement switch, reset switch, etc.) may be enabled or disabled. 【0448】 Furthermore, if the operation of the advantageous section difference counter clear switch is specified as turning on the power while pressing the advantageous section difference counter clear switch when the power is off, there is a possibility that the advantageous section difference counter clear switch may be pressed and the setting key switch may be ON when the power is off. 【0449】 In this case, if the advantageous section difference counter and advantageous section type are initialized and the setting change mode is activated, if the advantageous section difference counter and advantageous section type are initialized and the setting change mode is not activated, the advantageous section difference counter is initialized but the advantageous section type is not initialized, if the setting change mode is activated, the advantageous section difference counter is initialized but the advantageous section type is not initialized, if the setting change mode is not activated, the advantageous section difference counter is not initialized but the advantageous section type is initialized, if the setting change mode is activated, the advantageous section difference counter is not initialized but the advantageous section type is initialized, and the setting change mode is not activated. 【0450】 In addition, in case 2, since the gaming facility will not be able to grasp the value of the advantageous zone difference counter, the value of the advantageous zone difference counter may be indicated by a lamp or the like in a location that is not normally visible to the user (for example, behind the front door or inside the cabinet). 【0451】 For example, when the red LED is off, the value of the advantageous zone difference counter is greater than or equal to the initial value; when the red LED is flashing at 5-second intervals, the value of the advantageous zone difference counter is less than the initial value and greater than or equal to the initial value -5000; when the red LED is flashing at 3-second intervals, the value of the advantageous zone difference counter is less than the initial value -5000 and greater than or equal to the initial value -30000; and when the red LED is lit, the value of the advantageous zone difference counter is the lower limit value (the upper limit value if the advantageous zone difference counter is a system that adds the amount of the bet). 【0452】 For example, the value of the advantageous zone difference counter may be displayed on a five-digit display (such as a display with five seven-segment displays arranged side by side). 【0453】 In addition, as a method for allowing the gaming facility to know the value of the advantageous zone difference counter, the value of the advantageous zone difference counter, or the number of inputs (number of bets) and number of payouts per game in the advantageous zone may be output to an external terminal so that they can be checked on the hall computer. 【0454】 Also, in case 2, since the value of the advantageous zone difference counter can easily become the lower limit value, in order to determine whether the lower limit value was reached through the normal route or due to fraudulent activity, the value of the advantageous zone difference counter for the previous game and the value of the advantageous zone difference counter for the current game are stored for each game, and if the difference between the value of the advantageous zone difference counter for the previous game and the value of the advantageous zone difference counter for the current game is found to be within a certain value (for example, 14), it is determined to be normal and the value of the advantageous zone difference counter is updated, and the value of the advantageous zone difference counter for the current game is saved as the value of the advantageous zone difference counter for the previous game, and if the difference between the value of the advantageous zone difference counter for the previous game and the value of the advantageous zone difference counter for the current game is found to be outside the certain value (for example, 14), it is determined to be abnormal and the value of the advantageous zone difference counter is not updated, and the game is stopped by error processing, or the value of the advantageous zone difference counter is updated but an error command is sent to the sub-control means, and the sub-control means issues an error notification. 【0455】 With this configuration, even if the value of the advantageous zone difference counter is fraudulently set to the lower limit, the gaming facility can be notified. 【0456】 In addition, in case 2, even if the initialization process is executed due to a setting change, the type of advantageous zone does not change, so even if the setting is changed while the zone is advantageous, play immediately after the setting change will be play in the advantageous zone, and processing related to the instruction function can be executed based on the internal lottery results by the internal lottery means. 【0457】 This allows processing related to the instruction function to be executed from the game immediately after the setting change, thereby minimizing the number of games (games in the normal area) in which processing related to the instruction function cannot be executed, thereby increasing the enjoyment of the game. 【0458】 In addition, in case 2, the advantageous zone difference number counter is not updated during the normal zone, but as a variation of case 2, the advantageous zone difference number counter may be updated during the normal zone. 【0459】 In such cases, the advantageous zone clear counter management process is made capable of being updated even in the normal zone, and the number of bets is subtracted and the number of payouts is added to the value of the advantageous zone difference counter according to the progress of play in the normal zone. 【0460】 Specifically, when the game is in the normal zone, the value of the advantageous zone difference counter is a predetermined value, a predetermined number of bets are placed at the start of the game, the advantageous zone transition process determines that the game will not transition to the advantageous zone for the next game, and no payout is made as a result of that game, then the next game will also be in the normal zone, and the value of the advantageous zone difference counter can be updated (predetermined value -3). 【0461】 Furthermore, when the game is in the normal zone, the value of the advantageous zone difference counter is a predetermined value, and if a predetermined number of bets are placed at the start of the game, and the advantageous zone transition process determines that the game will not transition to the advantageous zone for the next game, and a specific number of payouts is made as a result of the game, the next game will also be in the normal zone, and the value of the advantageous zone difference counter can be updated (predetermined value + 10 - 3). 【0462】 Also, in a situation where the game is in the normal zone, the value of the advantageous zone difference counter is a predetermined value, and if a predetermined number of bets are made at the start of the game, and the advantageous zone transition process determines that the next game will transition to the advantageous zone, and no payout is made as a result of that game, the next game will be in the advantageous zone, and the value of the advantageous zone difference counter can be updated (predetermined value -3). 【0463】 Furthermore, in a situation where the game is in the normal zone, the value of the advantageous zone difference counter is a predetermined value, and if a predetermined number of bets are placed at the start of the game, and the advantageous zone transition process determines that the next game will transition to the advantageous zone, and a specific number of payouts is made as a result of the game, the next game will be in the advantageous zone, and the value of the advantageous zone difference counter can be updated (predetermined value + 10 - 3). 【0464】 With this configuration, the value of the advantageous zone difference counter can be updated regardless of whether it is a normal zone or an advantageous zone, improving playability in the normal zone.In addition, since the advantageous zone difference counter update process can be performed in a common module without determining the play zone, the program size can be compressed and the readability of the program can be improved. 【0465】 In addition, in a modified example of Case 2, the initialization conditions for the favorable zone difference counter may include the initialization process due to an RWM abnormality, the initialization process by the favorable zone clear counter management process at the end of the favorable zone, and also the transition to the favorable zone. 【0466】 The initialization process when transitioning to a favorable zone is a process that can be executed when it is decided to transition to a favorable zone for the next game during the favorable zone transition process in the normal zone, and is executed before the start of the next game. 【0467】 As a result, even if the value of the advantageous zone difference counter exceeds the initial value in the normal zone, the value of the advantageous zone difference counter can be initialized when the advantageous zone transitions, so that if the AT is won immediately after the advantageous zone starts, it is possible to prevent the advantageous zone from ending when the user wins less than 2400 coins. Note that the initialization process when the advantageous zone transitions does not necessarily have to be executed when the advantageous zone transitions, and the initialization process may be executed to set the value of the advantageous zone difference counter to the initial value only if the value of the advantageous zone difference counter when the advantageous zone transitions exceeds the initial value. 【0468】 In addition, whether or not to execute the initialization processing for any termination condition (favorable zone termination condition other than reaching the upper limit value of the favorable zone difference counter) among the initialization conditions of the favorable zone difference counter by the favorable zone clear counter management processing at the end of the favorable zone may be determined depending on the situation of the favorable zone. 【0469】 For example, if an advantageous zone is terminated by satisfying an arbitrary termination condition in the advantageous zone, and the value of the advantageous zone difference counter exceeds the initial value, an initialization process may be executed at the end of the advantageous zone, and if the value of the advantageous zone difference counter is equal to or less than the initial value, an initialization process may not be executed at the end of the advantageous zone. 【0470】 In this case, it is advantageous for the user if the value of the advantageous zone difference counter is below the initial value, so even if the user is unable to obtain any balls in the advantageous zone, the user will be able to recover the balls at the next opportunity, thereby preventing the user's interest in the game from decreasing when the advantageous zone ends. 【0471】 For example, if an advantageous zone is terminated by satisfying any termination condition in the advantageous zone, and the value of the advantageous zone difference counter exceeds the initial value, initialization processing may not be performed at the end of the advantageous zone, and if the value of the advantageous zone difference counter is equal to or less than the initial value, initialization processing may be performed at the end of the advantageous zone. 【0472】 In this case, the possibility of winning more balls than expected for the gaming establishment can be reduced, and stable operation of the gaming establishment becomes possible. 【0473】 In a modified example of Case 2, it is possible that the upper limit of the advantageous zone difference counter is reached during the normal zone. If the upper limit of the advantageous zone difference counter is reached during the normal zone, the advantageous zone difference counter and advantageous zone type may be initialized by executing an initialization process, or the advantageous zone difference counter may be initialized but the advantageous zone type may not be initialized (because the advantageous zone type is the initial value during the normal zone). In other words, the initialization process (initialization range) when the upper limit of the advantageous zone difference counter is reached during the advantageous zone and the initialization process (initialization range) when the upper limit of the advantageous zone difference counter is reached during the normal zone may be the same process or may be different processes. 【0474】 The modified example of Case 2 can be combined with other configurations in Case 2 without any problems, and is a modified example of a configuration that allows the advantageous zone difference counter to be updated in the normal zone of Case 2.It goes without saying that for changes, a configuration based on the modified example of Case 2 can be adopted, and for other common points (for example, the configuration of the advantageous zone difference counter clear switch, etc.), the configuration of Case 2 can be adopted. 【0475】 <<Common to Cases 1 and 2>> A common configuration between the above-mentioned cases 1 and 2 (including the modified examples) will be described. 【0476】 The advantageous zone clear counter management process is executed at the end of a game (processing after all reels have stopped). For this reason, in a game zone in which the advantageous zone difference counter can be updated, the value of the advantageous zone difference counter is a predetermined value, and the number of bets is a predetermined number, if power-off processing is executed during the period from the start of a game (start switch ON) to the end of a game (all reels have stopped and before the advantageous zone clear counter management process is executed) (so-called "during a game"), and then the setting key is turned ON in a situation in which the power supply is stopped, the power supply is resumed, and initialization processing is executed by operating the setting change device, the number of bets is initialized, the number of credits is initialized, the reels do not spin, and the state is restored to before the bet was made, and the value of the advantageous zone difference counter is set to the predetermined value. 【0477】 In other words, the timing for subtracting a predetermined number, which is the number of bets, from the advantageous zone difference counter is the advantageous zone clear counter management process at the end of the game, so if an initialization process is executed due to a setting change during the game, the number of bets used in that game will not be updated. 【0478】 This prevents the gaming establishment from repeatedly placing bets and changing settings to intentionally set the value of the advantageous zone difference counter below its initial value, thereby preventing excessive gambling. 【0479】 It is also possible to execute the advantageous zone clear counter management process at the start of a game. In this case, the advantageous zone clear counter management process is executed at the start of a game (start switch ON) and at the end of a game (processing after all reels have stopped). For this reason, in a game zone in which the advantageous zone difference counter can be updated, the value of the advantageous zone difference counter is a predetermined value, and the number of bets is a predetermined number, if power-off processing is executed during the period from the start of a game (start switch ON) to the end of a game (when all reels have stopped and before the advantageous zone clear counter management process is executed) (so-called "during a game"), and then, in a situation in which the power supply is stopped, the setting key is turned ON, the power supply is resumed, and initialization processing is executed by operating the setting change device, the number of bets is initialized, the number of credits is initialized, the reels do not spin, and the state before the bet was placed is restored, and the value of the advantageous zone difference counter is set to the predetermined value -3. 【0480】 This makes it possible to subtract the medals actually used from the value of the advantageous zone difference counter even if the settings are changed during play, thereby enabling accurate updating of the advantageous zone difference counter. 【0481】 Furthermore, when the advantageous zone clear counter management process is executed at the end of a game, it is executed after the payout of medals has finished. For this reason, if a game is started in a game zone where the advantageous zone difference number counter can be updated, the value of the advantageous zone difference number counter is a predetermined value, and the number of bets is a predetermined number, a small winning symbol combination that pays out a specific number when all reels are stopped is displayed as stopped, and power-off processing is executed while the specific number of medals is being paid out (including while the payout number is being added to the credits), and then the setting key is turned ON in a situation where the power supply is stopped, the power supply is resumed, and initialization processing is executed by operating the setting change device, the number of bets is initialized, the number of credits is initialized, the reels do not spin and return to the state before the bet was made, the payout of medals is not resumed, and the value of the advantageous zone difference number counter is the predetermined value. 【0482】 This means that even if an initialization process is performed due to a setting change while medals are being paid out, the value of the advantageous zone difference counter for the amount already paid out will not be updated, so the medal payout process does not become complicated. 【0483】 <<Case 3>> When both the advantageous zone difference counter and advantageous zone type are initialized during the initialization process due to a setting change. 【0484】 In Case 3, as in the past, both the advantageous zone difference counter and the advantageous zone type are initialized by the initialization process caused by a setting change, but the difference is that the advantageous zone difference counter can be updated even in normal zones. 【0485】 Specifically, when the game is in the normal zone, the value of the advantageous zone difference counter is a predetermined value, a predetermined number of bets are placed at the start of the game, the advantageous zone transition process determines that the game will not transition to the advantageous zone for the next game, and no payout is made as a result of that game, then the next game will also be in the normal zone, and the value of the advantageous zone difference counter can be updated (value of the advantageous zone difference counter = predetermined value - 3). 【0486】 Furthermore, when the game is in the normal zone, the value of the advantageous zone difference counter is a predetermined value, a predetermined number of bets are placed at the start of the game, and the advantageous zone transition process determines that the game will not transition to the advantageous zone for the next game, and a specific number of payouts is made as a result of the game, the next game will also be in the normal zone, and the value of the advantageous zone difference counter can be updated (value of the advantageous zone difference counter = predetermined value + 10 - 3). 【0487】 Also, in a situation where the game is in the normal zone, the value of the advantageous zone difference counter is a predetermined value, and if a predetermined number of bets are placed at the start of the game, and the advantageous zone transition process determines that the next game will transition to the advantageous zone, and no payout is made as a result of that game, the next game will be in the advantageous zone, and the value of the advantageous zone difference counter can be updated (value of the advantageous zone difference counter = predetermined value - 3). 【0488】 Furthermore, in a situation where the game is in the normal zone, the value of the advantageous zone difference number counter is a predetermined value, and if a predetermined number of bets are made at the start of the game, and the advantageous zone transition process determines that the next game will transition to the advantageous zone, and a specific number of payouts is made as a result of the game, the next game will be in the advantageous zone, and the value of the advantageous zone difference number counter can be updated (value of the advantageous zone difference number counter = predetermined value + 10 - 3). 【0489】 With this configuration, the value of the advantageous zone difference counter can be updated regardless of whether it is a normal zone or an advantageous zone, improving playability in the normal zone.In addition, since the advantageous zone difference counter update process can be performed in a common module without determining the play zone, it is possible to compress the program size and improve program readability. 【0490】 Furthermore, when the game is in a favorable zone, if the value of the favorable zone difference counter is a predetermined value, a predetermined number of bets are made at the start of the game, and no payout is made as a result of the game, the value of the favorable zone difference counter can be updated in the favorable zone clear counter management process at the end of the game (value of the favorable zone difference counter = predetermined value - 3). 【0491】 Furthermore, in a situation where the game is in a favorable zone, if the value of the favorable zone difference counter is a predetermined value, a predetermined number of bets are made at the start of the game, and a specific number of payouts is made as a result of the game, the value of the favorable zone difference counter can be updated in the favorable zone clear counter management process at the end of the game (value of the favorable zone difference counter = predetermined value + 10 - 3). 【0492】 In other words, when playing after transitioning to the advantageous zone, the process of updating the value of the advantageous zone difference counter is executed. 【0493】 In case 3, when the value of the advantageous zone difference counter is a predetermined value, it is an advantageous zone, and the main gaming state is AT, when the initialization process is executed in conjunction with the operation of the setting change device, the value of the advantageous zone difference counter is the initial value, it is a normal zone, and the main gaming state is a state corresponding to the normal zone (a state that is not AT) as the state after initialization. Note that the RT state may be initialized (transitioned to non-RT) or may be maintained. This is because whether the RT state is initialized or maintained by a setting change can be determined according to the specifications of each gaming machine. 【0494】 With this configuration, even if the gaming parlor closes for the day during the AT and the settings are changed the next day, the AT state can be initialized, preventing the user from being in a state that is significantly advantageous to them when the parlor opens. 【0495】 Furthermore, in case 3, in order to initialize the value of the advantageous zone difference number counter, in addition to the initialization process accompanying the operation of the setting change device, initialization process due to an RWM abnormality and initialization process by advantageous zone clear counter management process at the end of the advantageous zone are performed. The initialization process by advantageous zone clear counter management process refers to the initialization process when the value of the advantageous zone difference number counter reaches the upper limit value (so-called ending) or the initialization process when any advantageous zone end condition is met. 【0496】 Furthermore, as another optional condition for initializing the value of the advantageous zone difference number counter, the advantageous zone difference number counter may be initialized by operating the advantageous zone difference number counter clear switch. 【0497】 In this case, operation of the advantageous section difference number counter clear switch means turning on the power while pressing the advantageous section difference number counter clear switch when the power is off, or pressing the advantageous section difference number counter clear switch once or holding it down when the power source is shared.The initialization range of the initialization process based on the advantageous section difference number counter clear switch may be either the advantageous section difference number counter only, or the advantageous section difference number counter and advantageous section type. 【0498】 If the value of the advantageous zone difference counter can be initialized under any other conditions, even if there is a malfunction based on the advantageous zone difference counter, the gaming facility can easily resolve the malfunction. 【0499】 In addition, the operation of the advantageous zone difference counter clear switch may be disabled or enabled when the opening of the front door is detected. 【0500】 Also, when the advantageous zone difference counter clear switch is pressed during play, operation of other main switches (start switch, stop switch, bet switch, settlement switch, reset switch, etc.) may be enabled or disabled. 【0501】 Furthermore, if the operation of the advantageous section difference counter clear switch is specified as turning on the power while pressing the advantageous section difference counter clear switch when the power is off, there is a possibility that the advantageous section difference counter clear switch may be pressed and the setting key switch may be ON when the power is off. 【0502】 In this case, if the advantageous zone difference counter and advantageous zone type are initialized and the setting change mode is activated, it is possible that the advantageous zone difference counter and advantageous zone type are initialized and the setting change mode is not activated. 【0503】 <<Regarding the common configuration of cases 1, 2, and 3 regarding the relationship between the initialization process accompanying the operation of the setting change device and the advantageous zone difference counter>> A common configuration for the above-mentioned cases 1, 2 (including the modified examples), and 3 will be described. 【0504】 In either case, the hit difference counter for the complete function is initialized (set to an initial value) when the power is turned off or turned on. 【0505】 In either case, it is possible to transmit the value of the advantageous zone difference counter to the sub-control means. 【0506】 Therefore, when the value of the advantageous zone difference counter is a certain number lower than the initial value, a suggestive effect can be given to the user with a predetermined probability, or the value of the advantageous zone difference counter can be displayed on a screen that can only be viewed by the gaming facility while the settings are being checked or changed. 【0507】 This is expected to improve the presentation effect for users and the maintenance effect for gaming parlors. 【0508】 In the initialization process accompanying the operation of the setting change device, whether the advantageous zone difference counter is initialized or not, the initialization process accompanying the operation of the setting change device can initialize unrecoverable errors, recoverable errors, number of bets, number of credits, and play stop status. 【0509】 <Settings change process> The setting change process executed by the main control board 100 according to this embodiment will be described with reference to the flowchart of FIG. 【0510】 When the setting change mode is started (the setting change process is executed), it is determined whether the current setting value is within the normal range, and if it is within the normal range, the current setting value is acquired, and if it is outside the normal range, "1" is saved as the setting value and the setting value "1" is acquired. 【0511】 After acquiring the set value, the set value display data is saved. After saving the set value display data, the dynamic lighting control, which is a timer interrupt process, references the set value display data every five interrupts to control lighting. 【0512】 Thereafter, it is determined whether or not the start switch 12 has changed from off to on. If it is determined that the start switch 12 has not changed from off to on, it is determined whether or not the setting switch has changed from off to on. 【0513】 Here, if it is determined that the setting switch has not changed from off to on, it is determined again whether the start switch 12 has changed from off to on, and if it is determined that the setting switch has changed from off to on, it is determined whether the setting value is equal to or greater than the maximum setting value (setting 6). 【0514】 If the set value is not equal to or greater than the maximum value, the current set value is incremented, and if the set value is equal to or greater than the maximum value, the current set value is set to the initial value (0) and then incremented again. After the set value is incremented, the updated set value is displayed and the process returns to the step of determining whether the start switch 12 has changed from off to on. 【0515】 Thereafter, when the start switch sensor is detected and it is determined that the start switch 12 has changed from off to on, the setting value is confirmed and the system waits until it is determined that the setting key switch has changed from on to off. When it is determined that the setting key switch has changed from on to off, the system saves the determined setting value in the main control RAM, turns off the setting display LED, and turns on the blocker provided in the medal selector 34 (forming a path for medals to flow down to the hopper 44), thereby ending the setting change mode. 【0516】 Here, the setting change mode is a means for determining one of the setting values from 1 to 6 (displayed as 1 to 6 setting values). After determining one of the setting values, the internal lottery table (also called the role lottery table) corresponding to the determined setting value continues to be set until the setting value is next changed by the setting change means. Note that a role lottery table is provided for each setting value, with different probabilities of determining the lottery result by the internal lottery (probability of winning the role). 【0517】 When the setting key used for changing the settings is rotated by the gaming parlor manager while the slot machine PS1 is not powered on, and the slot machine PS1 is powered on with the setting key held in a rotation position where the setting key switch signal is turned on, the setting change means turns on the setting key switch signal in response to the power-on of the slot machine PS1. In this embodiment, the setting key switch signal being turned on means ...
Claims
[Claim 1] The game state has a first game state and a second game state, In the first game state, when a specific lottery result is determined, the first stop operation pattern can be notified by a predetermined display device. In the second game state, when a specific lottery result is determined in the second game, the second stop operation pattern can be notified by a predetermined display device. The notification content for the first stop operation mode and the notification content for the second stop operation mode, as displayed by the predetermined display device, are different. The notification content for the first stop operation mode by the designated display device is a notification content recommending that the stop switch corresponding to the first reel not be used as the first stop operation. The notification content for the second stop operation mode by the predetermined display device is a notification that the stop switch corresponding to the second reel will be used as the first stop operation. In the first game state, when a specific lottery result is determined, if the stop switches are operated in the order in which the stop switch corresponding to the second reel is the first stop operation, it is possible to transition to the second game state. In the first game where a specific lottery result has been determined in the first game state, it is possible to execute processes for outputting a first test signal and processes for outputting a second test signal. In the second game state, when a specific lottery result is determined, it is possible to execute processes for outputting a first test signal and processes for outputting a second test signal. In the first game in which a specific lottery result has been determined in the first game state, when a predetermined display device notifies the first stop operation pattern, the first test signal includes information regarding the operation sequence of stop switches, with the stop switch corresponding to the second reel being the first stop operation. In the first game in which a specific lottery result has been determined in the first game state, when a predetermined display device notifies the first stop operation pattern, the second test signal includes at least information regarding the operation sequence of stop switches, with the stop switch corresponding to the first reel being the first stop operation. In the second game state, when a specific lottery result is determined and the second stop operation pattern is notified by a predetermined display device, the first test signal includes information regarding the operation sequence of stop switches, with the stop switch corresponding to the second reel being the first stop operation. In the second game state, when a specific lottery result is determined and the second stop operation pattern is notified by a predetermined display device, the second test signal includes information regarding the operation sequence of stop switches, with the stop switch corresponding to the second reel being the first stop operation. A gaming machine characterized by the following features.