Game machine

The gaming machine addresses payout restrictions and player disengagement in rotary gaming machines by implementing a system with variable assist bonuses and media retrieval, enhancing player satisfaction and maintaining high-probability gaming states.

JP2025106059APending Publication Date: 2025-07-11NET SA
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Patent Information

Application Number
JP2023223854
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-31
Publication Date
2025-07-11

AI Technical Summary

Technical Problem

Conventional rotary gaming machines face issues such as restricted payouts, loss of gaming properties due to regulatory measures, and lack of player engagement, particularly in bonus games like ART and RB, where players lose motivation and cannot reverse losses effectively.

Method used

The gaming machine incorporates a system with rotating drums displaying symbols, a winning/losing determination mechanism, bonus determination, and pseudo-game execution, allowing for varied assist bonuses with different continuation probabilities, including a high-probability mode and a mechanism to reset and retrieve all inserted game media.

Benefits of technology

Enhances player engagement by ensuring players feel they win independently, maintains high-probability gaming states, and allows for significant payouts even after substantial losses, while efficiently managing communication between gaming components to prevent errors and maintain gameplay integrity.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine for improving game properties by exercising ingenuity in how to impart a game privilege.SOLUTION: A game machine includes pattern display control means for rotating multiple rotary reels in each game, and individually stopping a corresponding rotary reel with reception of operation of a stop switch provided in accordance with the respective rotary reels as an opportunity, and displaying a pattern according to a determined winning combination, bonus determination means for determining multiple kinds of assist bonuses in which an advantageous operation mode of the stop switch is reported, and pseudo game execution means for executing a pseudo game using multiple rotary reels, the assist bonuses have an assist bonus having the most advantageous continuation probability, winning / losing for displaying a predetermined display mode in the pseudo game is determined, the winning / losing probability is the maximum in a specific state, and the bonus determination means determines an assist bonus having the most advantageous continuation probability when winning either assist bonus in the specific state.SELECTED DRAWING: Figure 151
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Description

Technical Field

[0001] The present invention relates to pachislot machines that use medals or coins as gaming media, pachilot machines that use pachinko balls as gaming media, and slot machines (rotary gaming machines) that conduct games using substitute coins (gaming values or gaming-use values) called electronic data or tokens without using a physical gaming media.

[0002] The present invention also relates to a program (for example, game software) recorded on an information storage medium such as a semiconductor memory, a memory stick, an HD (hard disk), or a Blu-ray disk, which is a control step or control procedure for realizing the gaming method.

Background Art

[0003] In recent years, games using rotary gaming machines called pachislot machines have been actively played in conventional pachinko parlors and pachislot dedicated halls. There is also a rotary gaming machine called a pachilot (or parrot) that conducts the above-described rotary gaming using pachinko balls used in pachinko machines (pinball gaming machines) as gaming media. In video game machines in amusement facilities and the like, and personal computers and game machines in ordinary households via the Internet, simulation games that simulate rotary gaming are conducted using substitute coins called tokens (that is, "gaming media", "credits"). And in the near future, rotary gaming machines are also planned to and are scheduled to record gaming values such as electronic data, tokens, and credits equivalent to medals or coins on an IC card and use them for gaming (so-called medal-less gaming machines).

[0004] For example, in the normal game of the above-described rotary gaming machine, after a player inserts a predetermined number of game medals (game media, media number data, or tokens, credits), when the start lever is operated, an internal lottery (also described as "internal draw") for a bonus, a plurality of minor winning combinations, or a replay winning combination (replay game) is executed at that timing, and a plurality of drums (in most cases, three or four reel drums) are rotated from top to bottom to start a variable display game in which a plurality of symbols (usually, these plurality of symbols are drawn on a reel tape and attached to each drum) displayed (drawn) on the drums are varied. At the same time, when the player operates the stop button corresponding to each drum, if the symbols such as bells, watermelons, and cherries of the internally winning minor winning combination stop and are displayed on the valid line, it is a winning, and about 1 to 15 game medals are paid out. On the other hand, when a replay symbol is displayed on the valid line and the replay (replay game) is activated, a replay game state is entered in which the next normal game can be played without inserting game medals (or by inserting the same number of inserted medals as in the previous game). However, although the symbols on the reels are displayed on the valid line, actually, the symbols that stop on the valid line are stored in memory and the winning determination is made, so the reel display is different from the actual display. That is, even if the reels are moved after stopping, it does not result in a win.

[0005] In particular, when a bonus combination (one type or two types of special accessory continuous activation devices) is internally selected as a result of the internal lottery in the normal game, and specific symbols (for example, red 7 symbols or blue 7 symbols) are aligned, stopped, and displayed on the effective line (the effective line can be a straight line or an irregular line) by the stop operation of the reel drum, the player enters the big bonus game mode (BB game mode: accessory continuous activation device), which is the most advantageous game mode for the player, and a large number of game medals can be obtained all at once. Also, when a regular bonus (one type of special accessory) is selected and bar symbols are aligned on the effective line as the specific symbols, a regular bonus game (RB game) is executed. Although it does not reach the level of the BB game, the player can obtain corresponding game medals. In any case, for the player, making these bonus games occur is the biggest concern in the rotary gaming machine. When a bonus game is selected or released as a result of the internal lottery, a bonus flag is set and stored in a data storage area such as a RAM or RWM, and the flag is carried over to subsequent variable display games until the predetermined specific symbols (7 symbols or bar symbols) are aligned.

[0006] By the way, the conventional rotary gaming machine (Model 4) had a relatively high degree of gambling nature. To suppress this, the Law Concerning Regulation of Amusement Business, etc. and the Rectification of Business, etc. (Last Amendment: Law No. 55 of May 30, 2003) was enacted and applied to the latest rotary gaming machine called Model 5.

[0007] For example, in the rotary gaming machines of Model 5 or Model 6, the payout rate (short-term, medium-term, long-term) is very finely regulated by the rules. In the big bonus game (BB game), when the quantity of obtained game medals, etc. exceeds a predetermined number (for example, 360 or 480), it ends. In the regular bonus game, although it does not reach the level of the BB game, it ends when about 100 to several hundred medals are obtained. That is, due to the rule amendment, the upper limit of the number of payouts in one bonus game and the acceleration rate (net increase number) of medals per game are restricted to be low.

[0008] In addition, as a result of the bonus stock function for continuously releasing bonuses (continuous chain), which can be said to be the greatest feature of conventional spinning reel gaming machines (Machine No. 4), being prohibited under the same regulations, the ingenuity and performance originally possessed by conventional slot machines themselves have been lost. Naturally, the gaming properties and probability of winning have extremely declined, and players (slotters), who were excellent customers, are leaving.

[0009] However, even in such a strict regulatory situation, there has been some relaxation of regulations. As a result of new ingenuity, slot machines equipped with an ART function (assist replay time function) or an AT function (assist time function), which are referred to as the third bonus, have been developed. This ART function, etc., is a function that, in a high-probability replay state where replay is likely to win (that is, a state where it is difficult to lose), notifies the symbol stop operation procedure (the operation order and mode of the stop switch, the operation timing for notifying the color of the bonus symbol to aim for, etc.) for winning small winning combinations internally selected by lottery, and assists (assist) button operations, and currently ART machines and AT machines are the mainstream of slot machines of Machine No. 5 or 6.

[0010] And especially recently, instead of increasing the number of medals obtained by the big bonus or regular bonus by the above-mentioned main control, ART (pseudo bonus, third bonus) is activated at a desired timing (the timing of winning in the AT lottery by rare small winning combinations, the timing of release when the number of played games reaches the ceiling game number) by sub-control, and the push order is notified to win the push order small winning combination with a high probability, creating a wave of medal output. Furthermore, by internally selecting a two-type big bonus (two-type BB) where the number of medals does not increase or decrease even when winning, a high-probability replay state is maintained, and games are constantly played in this state. Many models that control medal output only with the ART function have been successful, and spinning reel gaming machines with various gaming properties are continuously emerging.

[0011] Furthermore, in a certain type of bonus (RB), there are provided three or more minor winning combinations (e.g., a bell minor winning combination with a payout of 9 tokens) where the number of payout tokens (e.g., 9 tokens) is more than the number of inserted tokens (e.g., 3 tokens). By overlapping the winning areas of three or more types of bell minor winning combinations during the bonus winning combination lottery of this certain type of bonus, a bonus with the property of reducing the number of balls coming out, resulting in a decrease in the number of balls, has emerged.

[0012] This reducing bonus (RB) is not beneficial to the player and may seem meaningless at first glance. However, this bonus has the advantage that the amount by which the number of balls coming out is reduced can be intensively added to the assist bonus. That is, it can effectively create a wave of balls coming out, and thus has the effect of significantly improving the reduced probability of winning.

[0013] Regarding Patent Documents 1 and 2 below, they may be somewhat similar. However, the "main control state 1" and "main control state 2" in Cited Document 1 are information notified to a dedicated unit (the information to be transmitted described in the dedicated unit connection specification), while the "game state command" in the present application includes a lever press command when the start lever is operated, a full-rotation reel stop command when all reels stop, an insertion request command when the insertion button is operated, a settlement request command when the settlement button is operated, a payout request command during the payout process after all reels stop, and the like. Also, the key point of the process related to the "game state command" in the present application is to detect an error when an unexpected request is received from the game state command received last time due to some cause of communication abnormality (or the like) (e.g., a settlement request comes when no tokens have been inserted, a payout request comes when all reels have not stopped, etc.).

[0014] The "ID number of the main control CPU" described in Cited Document 1 is information to be notified to the dedicated unit (information to be transmitted as described in the dedicated unit connection specification). However, the "constant command" of the present application is a command transmitted to the medal count control board (payout control device 92) by timer interruption to confirm whether the medal count control CPU is operating normally. Further, in response to the "constant command" transmitted by the main control CPU by timer interruption, the medal count control CPU returns a response command to notify the main control CPU that the medal count control CPU is operating normally. When the medal count control CPU stops operating due to some factor, an error is output on the condition that a response to the "constant command" transmitted by the main control CPU by timer interruption cannot be obtained. In response to the "constant command", the medal count control CPU includes information on the game points currently stored and information on whether communication with the gaming device is normal in the response command, thereby being able to convey "the role of notifying the main control CPU that the medal count control CPU is operating normally" and "information on the game points currently stored and information on whether communication with the gaming device is normal" in one command. That is, it is firmly believed that it does not serve as a basis for denying the novelty and inventiveness of the present invention.

Prior Art Documents

Patent Documents

[0015]

Patent Document 1

Patent Document 2

Patent Document 3

Patent Document 4

Patent Document 5

Patent Document 6

Patent Document 7

Patent Document 8

Patent Document 9

Patent Document 10

Patent Document 11

Non-Patent Document

[0016]

Non-Patent Document 1

Non-Patent Document 2

Non-Patent Document 3

Summary of the Invention

Problems to be Solved by the Invention

[0017] By the way, as the original technology of ART newly developed by the applicant (Patent No. 5433889), there is a technology that causes a 6-choice pressing order minor winning combination to be won, and when both the first operation and the second operation of the stop button operation procedure are correct, a predetermined symbol (for example, a bell symbol) is made to win on the effective line in a straight line, while performing stop control so that an incorrect target minor winning combination is not won. And when ART (assist function and high-probability actual gaming state) wins, the correct operation procedure is notified to the player, creating a large difference in the number of medals obtained. As a result, by creating a high-probability actual gaming state to eliminate misses and notifying the advantageous pressing order in AT, a large number of medals can be obtained, and thus a wave of medal payouts can be created.

[0018] However, in conventional ART machines and AT machines, when MY exceeds 2,400, the advantageous section is once terminated, the notification function is reset to the initial value, and it has no choice but to start again from the non-advantageous section. As a result, the number of balls discharged is restricted, and there is a problem that it is impossible to reverse all the inserted gaming media at once and retrieve everything.

[0019] In addition, in the conventional decreasing bonus (RB), when RB wins, the number of balls discharged always only decreases. Therefore, during RB, it is not beneficial for the player at all, and as a result, there is a problem that the player loses motivation. And in the ART bonus, since the conventional losing area is changed to a replay win, there is a frustration that a replay in which medals do not increase during the game is highly likely to win, and the player consumes that much wasted time.

[0020] The present invention is generally common and aims to improve the gaming performance (including the probability of winning). Specifically, it is to provide gaming machines and the like described below (including the natural effects and purposes described in the specification).

[0021] The present invention (the invention described in the claims) is to provide a gaming machine and the like that can emphasize that the player has independently obtained the winning of a special game and give a sense of satisfaction.

[0022] As another invention described in the present specification, due to the difference in the player's pressing technique, a difference can be made in obtaining in-game benefits, so that a skilled player can show off the superiority of their technical ability to a beginner.

[0023] The present invention is to provide an attractive gaming machine and the like that can retrieve the loss in one blow even if losing, and the greater the gaming media is sucked in, the greater the return and the higher the operation (aiming for a hyena).

[0024] Also, as another invention described in the specification of the present application, although the communication signal between the medal-less gaming machine and the dedicated unit is specified in the connection specification defined in the industry, the main control unit that controls the execution of the game and the communication between the dedicated unit and the game point control unit that controls the communication of information related to the game points are efficiently performed with one response command, and a gaming machine or the like that can determine whether the communication between the dedicated unit and the game point control unit is normal is provided. The main control unit monitors the state of the dedicated unit (commonly called "sand") as much as possible through communication with the game point control unit, determines whether the dedicated unit is normal, and decides whether to execute various games or process them as an error, and provides a gaming machine or the like that can cause the sub-control unit to perform appropriate error processing.

[0025] Also, as another first invention described in the specification of the present application, in the big bonus game, by lottery of an unfavorable RB1 and a favorable RB2 and changing the degree of benefit given to the player according to the internally winning RB (decreasing bonus), a gaming machine or the like that can increase the interest is provided. Also, a gaming machine or the like provided with a difference counter (generally, a difference number counter) that efficiently counts the number of benefits (payout numbers) given to the player in the AT game and the ART game (game in a favorable section) is provided.

[0026] As another second invention described in the specification of the present application, by returning all the inserted game media at once, a gaming machine that is attractive to the player is provided, which makes it possible to turn positive even if the player is greatly losing. Also, in a rotating drum type gaming machine (especially a medal-less gaming machine), by creating a large wave of winning balls, a gaming machine that is attractive to the player is provided.

[0027] And as another third invention, a battle-type special game (assist game or chance zone game) is provided, the degree of expectation of which increases as it goes on later.

Means for Solving the Problems

[0028] In order to achieve the above object, the gaming machine according to claim 1 includes a plurality of rotating drums having a plurality of types of symbols arranged on the outer peripheral surface thereof, a winning / losing determination means for performing a lottery for a combination of symbols for each game to determine the winning or losing of the combination of symbols, a drum rotation means for rotating the plurality of rotating drums for each game, and a symbol display control means for individually stopping the corresponding rotating drum upon receiving an operation of a stop switch provided corresponding to each rotating drum and displaying a symbol according to the determined combination of symbols. The gaming machine further includes a bonus determination means for determining a plurality of types of assist bonuses for which an advantageous operation mode of the stop switch is notified, and a pseudo-game execution means for executing a pseudo-game using the plurality of rotating drums. The assist bonuses have different continuation probabilities, and there is an advantageous assist bonus having the most advantageous continuation probability. In the pseudo-game, a win / loss for displaying a predetermined outcome is determined, and in a specific state, the win / loss probability is the maximum. In the specific state, when any one of the assist bonuses is won, the bonus determination means determines the assist bonus having the most advantageous continuation probability.

Effect of the Invention

[0029] According to the gaming machine and the like according to the present invention, when the winning / losing determination means wins a special combination of symbols in the lottery for a combination of symbols in the current game, the determination means determines the winning of the special game when the winning / losing determination means wins a confirmed combination of symbols in the lottery for a combination of symbols in the next game following the current game. Therefore, it is possible to strongly appeal to the player that the player has won by himself / herself.

[0030] In addition, according to the gaming machine according to another invention described in the present specification, when winning in a payout lottery, the main control unit (main control unit 100) continuously (or intermittently) executes an assist game until the difference exceeds the allowable maximum number. Therefore, even if 10,000 game media are sucked in, it is possible to pay out up to plus 2,400 sheets at once (up to a total of 12,400 sheets acquired). After that, since this difference is reset, it is possible to continue to acquire up to 19,000 sheets, which is the limit value that can be paid out in a day, exceeding 6,600 sheets.

[0031] When the game state control unit (credit control unit 165) receives either a game state command or a constant command from the main control unit (main control unit 100), it includes information regarding the game points currently stored and information on whether the communication with the gaming device (sand device 300) is normal in a single response command and transmits it to the main control unit (main control unit 100). Therefore, the main control unit (main control unit 100) that controls the execution of the game can efficiently communicate with the game point control unit and provide a gaming machine or the like capable of determining whether the communication between the dedicated unit incorporated in the sand device 300 and the game point control unit (credit control unit 165) is normal.

[0032] The main control unit can monitor the state of the dedicated unit (commonly known as sand) as much as possible through communication with the game point control unit and determine whether to execute various games or handle them as errors. That is, the game point control unit that communicates bidirectionally with the dedicated unit can efficiently transmit and receive information necessary for the game to the main control unit, and the main control unit can display and warn important information by instructing the sub-control unit.

[0033] Also, when the power of the island where the pachislot is installed is turned on by the hall staff and the rotating body gaming machine main body 1 (pachislot main body 1) starts up before the sand device 300, even if the connection with the sand device 300 is correct, it will result in a VL abnormality (VL error). Therefore, it is possible not to sound an error tone at the first detection of VLOFF. That is, even if there is a VL abnormality (VL error), if VLON has not been detected even once, the main control unit 100 detects the VL error and displays the fact, but the sub-control unit 160 does not give a warning sound or warning display of the lamp with reference to this information (or performs a cautious error display). If this function or specification is not provided, it is expected that the error sound will continue to sound in the hall, and this can be eliminated.

[0034] According to the gaming machine according to another invention described in the present specification, a winning or losing lottery is conducted at 1 / n of the remaining game count, and the winning probability increases as the remaining games decrease, so it is possible to give the player an expectation.

[0035] According to the gaming machine related to another invention described in the present specification, while performing lottery for roles using the same lottery data, in the normal game and the normal regular bonus internal game during BB game, when a composite minor role is won, a common minor role is awarded, but in the advantageous regular bonus internal game, when a composite minor role is won, the pattern is drawn so that a rare minor role is awarded. As a result, the winning probability of the assist game based on the winning of the rare minor role is greatly improved, so a difference in the degree of advantage can be created. In addition, it becomes possible to increase the number of activations (additional number) of the assist function at once.

[0036] According to the gaming machine related to another invention described in the present specification, it is possible to provide a difference count counter (2 bytes) that efficiently counts the number of paid-out medals in AT games and ART games (games in advantageous sections). Also, while performing lottery for roles using the same lottery data, in the normal game and the normal regular bonus internal game during BB game, when a composite replay role is won, a normal replay role is awarded, but in the advantageous regular bonus internal game, when a composite replay role is won, the pattern is drawn so that a special replay role is awarded. As a result, the winning probability of the assist game based on the winning of the special replay role is greatly improved, so a difference in the degree of advantage can be created. In addition, it becomes possible to increase the number of activations (additional number) of the assist function at once. In summary, according to the gaming machine according to the present invention, when the same composite role (composite minor role or composite replay role) is won, different roles (normal minor role and rare minor role, or normal replay role and special replay role) can be awarded in the normal regular bonus internal game and the advantageous regular bonus internal game, and the degree of advantage of the assist game can be changed regardless of the setting difference.

[0037] According to the gaming machine or the like related to another invention described in the present specification, it is possible to provide a battle-type special game (assist game or chance zone) in which the degree of expectation increases as it progresses in the second half. By retrieving all the inserted game media in one blow, it becomes possible to turn positive even if the player is losing significantly.

Brief Description of the Drawings

[0038]

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Mode for Carrying Out the Invention

[0039] Definition: In this specification, for the sake of convenience, the situation where the combination of symbols related to the replay is displayed on the winning line is referred to as "winning of the replay winning combination". However, the original "winning" means that a combination defined in advance as a necessary combination for obtaining game medals or the like for the symbols is displayed.

[0040] The push order winning combination is a winning combination in which the winning target combination and the inhibiting combination are elected simultaneously, and the inhibiting combination is composed of one type or a plurality of types. When the stop button is operated in the winning push order (winning operation mode) of the winning target combination, the winning target combination wins, while when the stop button is operated in an operation order different from the winning push order, the inhibiting combination wins or nothing wins. That is, the inhibiting combination is a combination for inhibiting the winning of the winning target combination. For example, in the case of the push order bell winning combination, the bell small combination (15 - coin payout) of the winning target combination, three types of 1 - coin small combinations (1 - coin payout) of the first inhibiting small combination, and five types of 2 - coin small combinations of the second inhibiting small combination are simultaneously internally elected. When the stop button is operated in the winning push order, the bell symbol is stopped on the effective line, and the bell small combination wins. On the other hand, when the first stop operation is not in the winning push order, the symbol of the first inhibiting small combination is stopped on the effective line, and then either the first inhibiting small combination wins or there is no winning (a miss). When the first stop operation is in the winning push order and the second stop operation is not in the winning push order, the symbol of the second inhibiting small combination is stopped on the effective line, and then the second inhibiting small combination wins. Note that the payout of the second inhibiting small combination can be set to 1 coin or it can be made a miss. Other than the push order bell winning combination, there is the push order replay winning combination as a push order winning combination.

[0041] Basic Example: As an example of a gaming machine or the like according to the present invention, a rotary gaming machine will be taken up. This embodiment details the basic configuration and basic operation of the rotary gaming machine.

[0042] FIG. 1 is a front schematic view of the rotary gaming machine ((A) is an overall view, (B) is an upper front view), FIG. 2 is a right side view thereof, and FIG. 3 is a perspective view of the design panel.

[0043] 1 is a rotary gaming machine main body generally referred to as a "pachislot machine", and is roughly divided into a housing 1a incorporating a rotating drum (drum unit 2) and a front door 1b (see particularly FIG. 2).

[0044] The front door 1b is a main part that can also be said to be the face of the rotary gaming machine, and a unique metallic feeling is required in terms of creating a sense of luxury and design requirements. By adding ordinary chrome plating, dark chrome plating, hard gold plating, metallizing (plating), satin finish (plating), etc. to the resin material, the appearance is given a gorgeous and substantial feeling.

[0045] A transparent panel 21 is fitted on the front surface of the front door 1b. Also, a design panel 22 is attached to the front door 1b inside the transparent panel 21.

[0046] The design panel 22 has an upper surface portion 22a to which a display effect device 11 (or a video display device) that performs various effects according to the game situation is fixed by screwing, a middle surface portion 22b in which a window portion 3 (symbol display window) is formed, and a lower surface portion 22c to which a light-emitting display device (display LED block 4) is attached. A bottom surface portion 22d bent inward in the direction of the housing 1a is formed, and a substantially box-shaped shape is formed by a left side surface portion 22e and a right side surface portion 22f connecting the left and right of the bottom surface portion 22d, creating a recessed space (see particularly FIG. 3).

[0047] On this bottom surface portion 22d, there is a three-dimensionally protruding ornament 23 or a three-dimensional electric drive unit 24 driven according to the progress of the game (for example, in order to arouse anticipation, there are electric toys, opening and closing doors, vertically moving bumpers, rocking boats, etc. used for effects related to internal winning combinations. However, there may also be effects that have nothing to do with internal winning combinations.).

[0048] The front door 1b and the design panel 22 are integrally formed from a resin material using a mold. Generally, the molding methods include injection molding, extrusion molding, foam molding, vacuum molding, etc., and various general-purpose resins such as ABS are used as the resin material.

[0049] 2 is a drum unit (reel drum) built into the housing 1a, and is composed of three drums: a left drum 2a, a middle drum 2b, and a right drum 2c. Inside each drum, a rotating body symbol display LED (not shown) is provided, and it emits light (lights up or blinks) or turns off according to various effects. That is, each drum is a symbol row that displays a plurality of symbols in a column from top to bottom. In this case, a variable display game that varies three symbol rows (multiple rows) is started. Note that when using a liquid crystal display device or the like to display symbols instead of each drum, it corresponds to a variable display game that varies a symbol row on which a plurality of symbols are drawn.

[0050] 3 is a window portion provided at the center of the front surface of the design panel 22, and the symbols on the reel tape attached (arranged, or applied) to the outer periphery of the drum unit 2 can be visually observed through the transparent panel 21. In this window portion 3, a total of five effective lines, which are three effective lines extending in the horizontal direction and two effective lines intersecting in the diagonal direction, are prominently displayed as lines connecting the left drum 2a, the middle drum 2b, and the middle drum 2b and the right drum 2c. However, the effective lines are not limited to the horizontal direction, the diagonal direction, or this number, and are appropriately determined at the design stage, such as in a V shape or the reverse hill shape. Note that below this effective line, a rotating body line display LED is embedded, and it lights up or blinks when winning or operating.

[0051] 4 is a display LED block provided below the window portion 3 and on the lower surface portion of the design panel 22, and is composed of a display LED group including an inserted number LED 4a, a medal storage number display LED 4b, a medal payout number display LED 4c, a replay display LED 4d, an error display LED 4e, and a performance-in-progress display LED 4f as will be described later.

[0052] 5 is a medal insertion unit, and is provided with a medal insertion slot for inserting a game medal (a game medium, which may also be referred to as a "coin" or simply a "medal") to start a variable display game for rotating and stopping the drum unit 2 (rotating drum). Note that left light transmission portions 5a and right light transmission portions 5b are provided on both sides of the medal insertion unit 5, and when a medal cannot be inserted, it lights up in red (the first color), when a medal can be inserted and is additively displayed for the game, it lights up in blue (the second color), and when it is additively displayed in the medal storage device, it lights up in green (the third color) by the light from a plurality of light sources (for example, LEDs) attached to the lower left and right. However, when a medal cannot be inserted, it may be turned off. In the game software, the game medium means data (for example, the number of inserted medals, credit value data, or tokens) representing a game medal or a game coin, and no actual game medal or game coin is inserted from the medal insertion unit 5.

[0053] The medals inserted from the medal insertion slot are counted by a medal sorting device (or also referred to as a "selector", not shown), and the number of normally inserted medals is added and displayed on the inserted number LED 4a or the medal storage number display LED 4b of the display LED block 4.

[0054] 6 is a settlement button (or credit return switch), which is used for starting and releasing a medal storage device (not shown) and for paying out and settling (returning) the inserted medals and stored medals. In particular, as will be described later, the total value of the inserted medals and stored medals (game value) is output to a sand device connected to the main body of the gaming machine, thereby settling or returning the game value. For example, assuming that 3 inserted medals and 40 stored medals (a total of 43 credits) are present, and the settlement button is operated in this state, the gaming machine main body 1 returns a total of 43 game values by transmitting game value data. When the sand device receives game value data corresponding to a total of 43 medals from the gaming machine main body, it records the game value information on a built-in membership card or a card-shaped information recording medium and discharges it outside the sand device. Naturally, if 100 stored medals are recorded on the membership card, the new number of stored medals will be recorded as 143 medals.

[0055] 7 is a 1-bet button, which is used when inserting 1 stored medal from the medal storage device to play a game. Recently, there may be cases where the 1-bet button 7 is not provided. Also, to the left of the 1-bet button 7, there may be provided a cross key (not shown) necessary for cursor operations in the up, down, left, and right directions and for viewing history information.

[0056] 8 is a max bet button, which is used when inserting the maximum number of 3 stored medals from the medal storage device to play a game, or when inserting the maximum number of inserted medals (1 or 2: optimal number) defined according to the game state, such as during a bonus game. Note that an LED is provided inside the max bet button 3, and it is designed to light up when the max bet button 3 is operable.

[0057] 9 is the start lever (a part of the cylinder rotation starting device) and is used when starting the drum unit 2 all at once after inserting a predetermined number of game medals required for playing the game. LEDs are provided around the start lever 9 and are designed to light up when the start operation is possible. Also, when performing step setting of the payout rate, the start lever 9 is used when determining (re - setting) a desired set value selected from step values 1 to 6 (or, for example, four - step skip numbers of 1, 3, 5, 7, etc.).

[0058] 10 is the stop button section (also referred to as the "stop switch" as a synonymous name) and is used when stopping the rotating drum unit 2. This stop button section 10 is composed of three button groups: the left stop button 10a, the middle stop button 10b, and the right stop button 10c (although there are rarely four cases). By operating the stop button section 10 while the drum unit 2 is rotating, the left drum 2a, the middle drum 2b, and the right drum 2c corresponding to each button can be stopped. When the rotation speeds of the three drums, i.e., the left drum 2a, the middle drum 2b, and the right drum 2c, reach a predetermined speed (about 80 rotations per minute) and the stop button section becomes operable, the LEDs built into the stop button 10a, the stop button 10b, and the stop button 10c light up. Also, when using the left stop button 10a, the middle stop button 10b, and the right stop button 10c as direction input means, they can be respectively made to correspond to left - direction, up - direction, and right - direction inputs in order.

[0059] Reference numeral 11 denotes a display effect device including an FPD (Flat Panel Display) such as a color display using a cathode ray tube, an LCD (Liquid Crystal Display), a PDP (Plasma Display Panel), or an organic EL (Electro Luminescence). By the control of an effect control unit (not shown), various video effects related to a rotating body game and notification of required information can be performed. Note that, regardless of whether or not special glasses are used, recently, display effect devices capable of three-dimensional display have been manufactured at low cost, and gaming machines adopting a 3D display device in which effect videos such as 7 symbols pop out in a reach state or a jackpot state are becoming mainstream. The effect control unit includes a ROM and a RAM, performs two-way communication with the sub-control unit 160, and executes various effects according to the received effect commands.

[0060] Reference numeral 12 denotes a speaker unit, which is composed of four speakers: an upper left speaker 12a, an upper right speaker 12b, a lower left speaker 12c, and a lower right speaker 12d, and generates sound effects corresponding to various effects, warning sounds during the change of stage setting values, or when the front door 1b is open or a trouble occurs. Note that when a serious trouble (selector error, hopper error, or RAM error. However, door open is not included.) occurs, the error display LED 4e lights up together with the warning sound.

[0061] Reference numeral 13 denotes a gaming state display LED unit, which is composed of an upper state display LED 13a provided at the upper part of the display effect device 11, an upper left state display LED 13b and an upper right state display LED 13c provided on both side surfaces, a left middle state display LED 13d and a right middle state display LED 13e, and a lower left state display LED 13f, a lower right state display LED 13g, and a middle lower state display LED 13h, and can effectively perform various light effects. Also, during the change of stage setting values, or when the front door 1b is open or a trouble occurs, it repeats blinking as a warning display.

[0062] Since this gaming state display LED unit 13 (13a to 13h) is arranged to substantially encircle the outer periphery of the front door 1b, it is possible to effectively perform a lighting effect in which colorful light rotates around the outer peripheral edge without interruption for the player. In particular, the upper state display LED 13a provided at the upper center position of the front door 1b (the upper center position on the front surface of the gaming machine main body) is called a top lamp, and emits light in a unique color corresponding to a rare minor winning combination that has been internally won or a winning combination, playing a central role in the lighting effect of notifying the player of winning combinations and the like and arousing anticipation.

[0063] FIG. 1(B) shows an embodiment of a rotating body type gaming machine housing in which the logo panel unit 17 described later is eliminated and the top lamp 13a becomes larger as a result. This top lamp 13a is used in a variable display game that varies the drum unit. By lottery, an internally winning combination is determined in advance. When the three drum units stop by operating the stop switch, it emits light in a unique color corresponding to the internally winning combination or a winning combination (cherry is red, plum is purple, bell is yellow, replay is blue), and then enters a non-lighting state or a lighting state in a neutral color such as white different from the unique color during the interval period until the next variable display game starts.

[0064] In addition, a plurality of state display LEDs for notifying bonus winning and necessary information may be provided in the left and right spaces (on the upper surface portion 22a) of the display effect device 11. Also, an AT stock notification lamp for notifying an AT stock winning is provided in the left and right spaces (on the middle surface portion 22b) of the drum unit 2. The left AT stock notification lamp lights up when the AT stock number wins in the range of 1 to 9, and when the AT stock number is 10 or more, the two left and right AT stock notification lamps light up.

[0065] Reference numeral 14 denotes a special button, which is used to input information (such as an increase in the power level gauge, display of a bonus winning symbol, input information such as the operation of a fighter plane's machine gun, dropping of a bomb, or the moving direction of an on-stage character) required according to various games and their video effects displayed on the display effect device 11 by one operation or continuous pressing by the player himself / herself. In particular, when winning in the AT stock lottery, the special button 14 blinks with the sound effect of "bee bee bee" to prompt the operation. When the player hits the special button 14 with high expectations, a sound effect of "paki paki pakkeen" is generated and the AT stock notification lamp lights up. Note that the information input by this special button 14 is given to a sub-board (sub-block) described later and is only used for various video and audio effects, and thus does not affect the game result.

[0066] Reference numeral 15 denotes a tray, into which game medals paid out from the medal payout device 18 (see FIG. 4) are discharged from the medal payout port 16 and can be received up to about several hundred pieces as the quantity.

[0067] Reference numeral 17 denotes a logo panel part, which is used to display various trademarks as required, such as a manufacturer name or a model name.

[0068] Reference numeral 19 denotes a door keyhole, which is used when opening the front door 1b of the rotary gaming machine main body 1 with a door key, when releasing the stopped state (a state in which operations for medal-based gaming are disabled), and when releasing the game suspension due to an error.

[0069] Reference numeral 20 denotes a return button (formally called "jammed inserted medal return button"), which is used to return the game medals jammed in a game medal selector (not shown) through which the game medals pass following the medal insertion part 5 from the medal payout port 16.

[0070] Referring now to FIG. 3, the design panel 22 shown in FIG. 3(A) has an upper surface portion 22a formed with a display effect device mounting portion 22j for mounting the display effect device 11, a middle surface portion 22b formed with a window portion 3 (pattern display window 3), and a lower surface portion 22c to which the aforementioned display LED block 4 is attached, forming a bottom surface portion 22d. A decoration or a three-dimensional electric drive object that protrudes three-dimensionally is provided on the upper surface thereof.

[0071] Further, a substantially box-shaped (or substantially boat-shaped) shape is formed by the left side surface portion 22e and the right side surface portion 22f connecting the bottom surface portion 22d, and a recessed space is formed inside. An upper mounting portion 22g and a lower mounting portion 22h having a plurality of mounting holes for attaching to the front door 1b are provided at the upper and lower portions thereof. By attaching a decorative seal to the five inner surfaces composed of the bottom surface portion 22d, the left side surface portion 22e, and the right side surface portion 22f, three substantially flat surfaces are formed particularly on the bottom surface portion 22d. However, since the decoration 23 and the electric drive object 24 are provided, it is natural that there are irregularities.

[0072] 4a is an inserted coin number LED, which displays the number of game medals inserted from the medal insertion unit 5 or by the max bet button 8 or the 1 bet button 7 for playing the game.

[0073] 4b is a medal storage number display LED, which displays the credit number (storage number) of game medals, for example, within a range of a predetermined maximum number of 50 medals. Also, a payout effect display at the time of settlement of the stored medals is performed.

[0074] 4c is a medal payout number display LED, which displays the number of payout medals at the time of winning. Also, it displays the step setting value of the payout rate and the error code during the hold or when an error occurs.

[0075] 4d is a replay display LED, which lights up when a replay is activated in the variable display game.

[0076] 4e is an error display LED, which lights up when a serious trouble (for example, a trouble other than door open) occurs.

[0077] 4f is an effect display LED, which lights up when indicating that an effect is being performed by the drum unit 2. That is, it indicates that a drum effect is in progress.

[0078] The design panel 22 shown in Fig. 3(B) is different from that in Fig. 3(A) in that the uppermost surface portion 22i is provided as a further bent surface (rim). By providing this uppermost surface portion 22i, it is advantageous in that the attached display effect device 11 can be made more visible to the player and the design panel itself becomes stronger.

[0079] Fig. 4 is a schematic diagram of the internal structure of a rotary gaming machine.

[0080] At the center of the housing 1a of the rotary gaming machine main body 1, a drum unit 2 and a medal payout device 18 (medal hopper 18) are arranged below it.

[0081] A reflector 27 is provided at the upper right part of the housing 1a, and a photosensor is provided at the corresponding position of the front door 1b. When the front door 1b is closed, the LED light emitted from the photosensor is reflected by the reflector and detected by the phototransistor, while when it is open, the reflected light is not detected, so the opening and closing state of the front door 1b can be detected.

[0082] 28 is a power supply unit. When the power switch 28c is turned on, power is supplied to each circuit block, and after initial checks and initial settings, a variable display game can be played.

[0083] 28a is a setting key switch (also referred to as a setting change permission switch), which is used when performing a step setting operation of the medal payout rate or checking the step setting value. By inserting the operation key into the keyhole 28d and rotating it, it can be switched from the OFF state to the ON state or vice versa from the ON state to the OFF state.

[0084] 28b is an error reset switch and is used when performing step setting of the payout rate or when canceling the suspension of the game due to an error.

[0085] 4c is a medal payout number display LED, which displays the step setting value of the payout rate. Each time the error reset switch 28b is pressed, the value is incremented by 1. After the "6" display, it returns to "1" and performs a turnaround display.

[0086] Figure 5 is a block diagram of the control circuit system of the rotary gaming machine.

[0087] The control circuit system is roughly divided into a main block (main board: the part not surrounded by a broken line) and a sub-block (sub-board: the part surrounded by a broken line). The main block controls the game results, while the sub-block is in charge of controlling various effects that arouse the player's interest, such as the progress of the game and the notification and display of the internal lottery results. Note that the sub-block notifies the stop operation procedure (operation order and operation timing of the stop button unit 10) for small winning or avoiding falling replay when the ART is activated.

[0088] 100 is the main control unit, which is an integrated one-chip microcomputer (LE4380A-PA-S manufactured by Elitac) equipped with a microprocessor with a built-in CPU. It has a ROM101 that stores a predetermined data table area and a control program describing the control procedure of the entire device, and a RAM102 (also called a rewritable memory, which forms counters, registers, etc. and temporarily stores information necessary for control. It includes not only the built-in RAM but also an external RAM). As will be described later, all control data stored in this RAM102 is retained by the RAM backup power supply that is constantly supplied via the power connector even when the power switch 28c is turned off or the power cord is unplugged. However, if the power connector itself is unplugged, the power supply stops, so the control data is erased (all cleared or reset to 0) or becomes meaningless information.

[0089] Connected to the main control unit 100 are a start SW sensor 110 (start switch sensor 110), a stop button sensor 120, a medal detection sensor 130, a bet button sensor 140, a stage setting unit 150, a stop setting unit 180, and a settlement button sensor via an I / O port (not shown) and a data bus. The main control unit 100 is configured to receive input signals from these components.

[0090] Also, connected to the main control unit 100 are a drum unit 2, a medal payout device 18, a display LED block 4, and an external centralized terminal board 170 via an I / O port (not shown) and a data bus. The main control unit 100 is configured to control each of these devices by transmitting and receiving input / output signals. Index signals of 1 pulse per rotation are input from respective index sensors provided in the drum unit 2 to the main control unit 100.

[0091] The main control unit 100 outputs information necessary for aggregating and managing the operating status of the gaming machine at a pachislot parlor or the like from the external centralized terminal board 170, but does not receive any information from the external centralized terminal board 170. The signals output by the main control unit 100 to the outside are a medal input signal, a medal payout signal, an external output signal 1 (e.g., a BB signal or a pseudo-BB signal), an external output signal 2 (e.g., an RB signal or a pseudo-RB signal), an external output signal 3 (e.g., an AT signal), an external output signal 4 (e.g., a signal indicating that various errors have occurred), an external output signal 5 (e.g., a signal detecting cheating behavior), and a relay comm signal. In particular, the BB signal and the RB signal are not only aggregated and managed by the hall computer as a bonus combination and the AT signal is an assist bonus combination (referred to as the "third bonus combination") for a special combination, but are also output to a data counter installed near the top of the pachislot machine and used to display the main information of the pachislot game (number of game plays, number of BBs, number of ARTs, and payout information) to the player.

[0092] When the player operates the start lever 9, the main control unit 100 executes an internal lottery by extracting one of the random numbers (values from 0 to 65535) continuously generated by the built-in random number generator 103, and starts a symbol variation display game by rotating the drum unit 2 (left drum 2a, middle drum 2b, and right drum 2c), which is a symbol column of three columns (multiple columns) with a plurality of (usually 20 or 21) symbols drawn. For example, when any of the small winning combinations with payouts such as bell, cherry, watermelon, or plum is internally won in this random number lottery, and the player operates the stop button section 10 to stop, the main control unit 100 sequentially stops the drum unit 2 at a predetermined position according to the order of operations. As a result, if a predetermined symbol is arranged and displayed on any of the five effective lines of the window section 3, it is a winning. However, the number of effective lines is not limited to five, and it may change according to the number of medals inserted, or may be appropriately increased or decreased according to the design specifications and game states.

[0093] For example, assuming that the payout numbers of the game media defined according to the types of winning are 1 for bell, 2 for cherry, 5 for watermelon, and 8 for plum, if only the bell symbol is arranged and displayed on the second line, the main control unit 100 pays out 1 as a bell win. If the specified number of inserted medals is 3, even if the bell wins, it will be a minus of 2 after subtraction. So, even if the bonus combination and the small winning combination are internally won at the same time, and the small winning combination symbol during internal winning is preferentially stopped on the effective line, medals can be consumed. On the other hand, if the bell symbol is arranged and displayed on the second line and the plum symbol is arranged and displayed on the third line, the main control unit 100 pays out a total of 9, which is the 1 bell for the winning and 8 plums, resulting in a plus payout of 6 after subtraction.

[0094] The main control unit 100 is connected to the sub-control unit 160 and the credit control unit 165 via an I / O port (not shown) and a data bus. Basically, various information can be transmitted from the main control unit 100 to both control units, but conversely, the main control unit 100 cannot receive information from both control units (i.e., it is connected for one-way communication from the main control unit 100 to both control units). However, only credit data consisting of 2 bits can be received from the credit control unit 165 via the data input circuit 166 (for example, two NOT circuits). This credit data is 2-bit data of 00 indicating 0 credits, 01 indicating 1 credit, 10 indicating 2 credits, and 11 indicating 3 or more credits, and is input as a High or Low signal to two input ports of the main control unit 100 in the same way as various sensor input signals.

[0095] The main control unit 100 outputs control data (for example, coin insertion data, lottery result and winning status data, stage setting value data, data indicating the switch operation state of the stage setting unit 150, etc.) necessary for various controls of the sub-block to the sub-control unit 160. This sub-control unit 160 is an integrated one-chip microcomputer equipped with a microprocessor incorporating a CPU, and has a ROM 161 that stores a control program describing the control procedure for the entire sub-block, and a RAM 162 and the like that are formed by a counter, a timer, a register, etc. and temporarily store information necessary for the control received from the main control unit 100. A plurality of BGM (Background Music) data is stored in this ROM 161, and particularly during the bonus game, specially arranged BGM is appropriately selected and played according to the production scene in order to boost the player's mood. Note that it is not necessary to provide the main control unit 100 and the sub-control unit 160 separately, and it is also possible to use one control unit.

[0096] The sub-control unit 160 is connected to the display effect device 11, the speaker unit 12, the gaming state display LED unit 13, the input SW unit 25 (input switch unit 25), the timing unit 26, the operation direction sensor 111, the special button sensor 112, and the door abnormality signal output device 113 via an I / O port (not shown) and a data bus. The sub-control unit 160 can receive input signals from these various devices and output necessary data and signals to perform various controls.

[0097] Based on the inserted number data, paid-out number data, and variable display game count data in the control data transmitted from the main control unit 100, the sub-control unit 160 counts the difference in the number of coins after initialization and the number of variable display games played after the bonus. When the counted difference in the number of coins or the number of games reaches a predetermined number, it activates the AT stock lottery or the selection game. At this time, the sub-control unit 160 displays on the display effect device 11 "Do you want to start the selection game? If you want to start, please repeatedly press the special button." and blinks the special button 14.

[0098] This AT stock lottery, for example, selects the stock number within the range of 0 to 127. 0 is a losing number, while 1 to 127 are winning numbers. If 127 is selected, at least 127 consecutive wins are determined. However, since the AT stock lottery is executed even when AT is stocked, it can be additionally added and stored up to MAX10000. However, these are merely examples based on the design specifications and are not limited to these numerical values.

[0099] In addition, the sub-control unit 160 checks whether to execute the selection game. When the player repeatedly presses the special button, it receives a pulse signal corresponding to the number of times of repeated pressing. When the number of pulses reaches 8 or more times a predetermined number, it conducts a selection game lottery to determine a winning number (for example, "0" or "1"). Then, when the selection game is activated, the display effect device 11 displays "○ or ×", "left or right", etc. corresponding to the left stop button 10a and the right stop button 10c respectively, prompting the player to make a selection operation. For example, when "0" wins in the selection game lottery result, if the player operates the left stop button 10a to select the corresponding "○" or "left", the player wins the selection game. Then, when the sub-control unit 160 determines a win, in the subsequent variable display game, until the number of game media corresponding to the number of inserted coins, the difference in coins, or the number of times of the variable display game increases, or for the number of times won in the AT stock lottery (1 to 127 pieces), it activates the AT function (the function of notifying auxiliary information by the notification means).

[0100] On the other hand, if the player operates the right stop button 10c to select the corresponding "×" or "right", the player loses the selection game. Then, when the sub-control unit 160 determines a loss, without activating the AT function, it initializes the difference in coins or the number of times of the variable display game and returns to the start. As a result, even if the player is in a stuck state, if the player wins the selection game, it is possible to recover more than the amount lost so far or achieve a big win streak, and a one-shot comeback can be expected. In the above, it was a two-choice situation where winning doubles the return. However, for example, if it is a five-choice situation, it is also possible to make the return five times when winning, and if the player can select the multiplier, the interest will increase even more.

[0101] When the start lever 9 is operated to start, the sub-control unit 160 performs a production lottery on whether to perform production on the display production device 11, the speaker unit 12, and the game state display LED unit 13 before notifying the player of the lottery result, when the main control unit 100 executes random number lottery internally and receives a result notification of a big win, a replay, a small combination, or a loss. When winning the production lottery, the sub-control unit 160 selects a production video to be displayed from among a plurality of production videos stored in the ROM 161 and outputs it to the display production device 11.

[0102] In particular, as will be described later, when there is an AT stock and a push-order small combination (a plurality of parts among the first small combination and a plurality of push-order regulated small combinations) wins internally, the sub-control unit 160 displays assist information (auxiliary information) for aligning the first small combination symbol (for example, a bell symbol) of the winning combination on the active line on the display production device 11. As a result, the player can easily win the first small combination.

[0103] Returning to FIG. 5 here, the credit control unit 165 is connected to the sand device 300. When set to the sand mode described later, it receives frequency information corresponding to the cash inserted by the player or credit information such as a membership card, visitor card, cash card, or prepaid card, which are recording media, and displays the frequency information or credit information. When the player operates the lending button 167, 50 for 1000 yen is added to the stored credit display unit and displayed. For example, if the stored credit display unit is displaying 1, 50 is added to this 1 to display 51, but it is set to display up to a maximum of 99. Also, the credit control unit 165 changes from the state of inputting data 01 to the data input circuit 166 to the state of inputting data 11 indicating a credit number of 3 or more. When the max bet button 8 is operated in this state, the main control unit 100 lights up three of the inserted number LEDs 4a and outputs input data indicating that 3 credits have been bet as the bet number to the credit control unit 165. The credit control unit 165 causes the stored credit display unit to display 48, which is the value obtained by subtracting 3 credits. In this state, when the player operates the settlement button 190 (credit return switch), the main control unit 100 transmits bet number data indicating a bet number of 3. When the credit control unit 165 receives this bet number data, it transmits return credit information (game value) indicating that the return credit is 51 (48 + 3) to the sand device 300. The sand device 300 adds 51 of the return credit to the membership card or the like, records the remaining cash balance, and discharges it. Incidentally, when a replay winning combination (re - game winning combination) wins and the player operates the settlement button in a state where the next game can be executed, the main control unit 100 transmits bet number data indicating a bet number of 0, and the credit control unit 165 transmits return credit information (game value) indicating that the return credit is 48 to the sand device 300. The sand device 300 adds 48 of the return credit to the membership card or the like, records the remaining cash balance, and discharges it outside, but the main control unit 100 outputs a warning command to the sub - control unit 160. The sub - control unit 160 causes the display effect device 11 to display a warning screen and generates a warning sound from the speaker unit 12 to notify the player that re - gaming is possible.

[0104] The operation direction sensor 111 outputs a direction signal corresponding to the up, down, left, or right direction in which the start lever 9 is operated. The sub-control unit 160 receives this direction signal and causes the display effect device 11 to display various video effects, winning notifications, etc. according to the direction signal. Further, a sound effect is generated from the speaker unit 12.

[0105] The special button sensor 112 outputs an ON signal (for example, a HIGH signal) when the special button 14 is operated and an OFF signal (for example, a LOW signal) when it is released. The sub-control unit 160 receives this ON signal and, according to the timing of receiving the ON signal and the number of times the pulse is received (referred to as continuous pressing), causes the display effect device 11 to display various games, their video effects, winning notifications, etc. Further, a sound effect such as bomb dropping or machine gun operation is generated from the speaker unit 12.

[0106] The door abnormality signal output device 113 is a device that detects the open / closed state of the door and outputs a control signal to the sub-control unit 160. When the main power supply is ON, it outputs an ON / OFF signal according to the opening / closing of the front door 1b. On the other hand, when the main power supply is OFF, it is driven by the power supplied from the sub-power supply (backup battery), detects and stores the abnormal opening / closing of the front door 1b when the main power supply is turned off, and then, even when the main power supply is turned ON, notifies the sub-control unit 160 of the abnormal opening / closing when the main power supply was turned off. As a result, even if the front door 1b appears to be closed and there is no abnormality at all, the sub-control unit 160 generates a warning sound when the main power supply is turned on, so that the administrator of the game hall can recognize the abnormal situation and take appropriate measures such as checking and inspecting the gaming machine.

[0107] The medal detection sensor 130 is composed of a medal passage sensor and a proximity sensor (not shown) and outputs a number of pulse signals corresponding to the number of medals inserted from the medal insertion port 5. The main control unit 100 receives this pulse signal and executes counter logic processing at the rising and falling edges of the pulse signal to control the display LED block 4 to display the inserted number or credit number increased by the number corresponding to the number of pulses in the inserted number LED 4a or the medal storage number display LED 4b.

[0108] The bet button detection sensor 140 is composed of a single bet button detection sensor 140a that outputs a pulse signal in response to the operation of the single bet button 7, and a max bet button detection sensor 140b that outputs a pulse signal in response to the operation of the max bet button 8, and is separately connected to two ports of the main control unit 100 (not shown in detail). The main control unit 100 controls the number display of the inserted number LEDs 4a to correspond to the obtained pulse signal.

[0109] Also, when the player operates the start lever 9 after inserting a predetermined number of medals, the start SW sensor 110 outputs a start signal, and the main control unit 100 starts a variable display game by performing random number extraction and the like upon receiving this start signal, and outputs a drive pulse signal to the drum unit 2. Note that the game performed by one operation of this start lever 9 is a variable display game of one game, and the player repeats the game for the purpose of obtaining a bonus game (big bonus or regular bonus) and increasing the number of medals. Note that the bonus game means, for example, a first type special accessory (RB), continuous operation of the first type special accessory, or continuous operation of the second type special accessory.

[0110] Then, when the stop buttons 10a, 10b, and 10c are operated during the variable display game, the main control unit 100 stops the rotation of the rotating drum. When a predetermined winning combination is established (winning occurs when the symbols of each rotating drum are displayed in a predetermined combination determined in advance), and medal payout is performed, the payout number is displayed on the medal payout number display LED 4c in the display LED block 4, and this is added to the credit number and displayed on the medal storage number display LED 4b. When a payout operation is performed by the settlement button 6 or when the credit number exceeds, for example, the maximum number of 50, the main control unit 100 drives and controls the medal payout device 18 to discharge the required number of medals from the medal payout port 16 and accumulate them in the tray 15.

[0111] Furthermore, when a replay, a minor winning combination, particularly a bonus is internally won, the main control unit 100 outputs control data (event data) regarding the internal winning and the like to the sub-control unit 160. Then, when receiving the control data from the main control unit 100, the sub-control unit 160 performs various effect operations such as lighting control of the game state display LED unit 13, control of a voice synthesis LSI (not shown) for generating an effect sound from the speaker unit 12, and display control of characters and background images within the display screen of the display effect device 11.

[0112] 150 is a stage setting unit that, by performing a stage setting operation of the ball payout rate described later, allows the hall side to select a desired set value from among stage values 1 to 6 (or, for example, 1, 3, 5, 7, etc. of skip numbers) according to events, a large medal release at the opening of a new installation, or the recovery status for profit improvement.

[0113] If the stop setting unit (not shown) is on (or "1"), after the bonus game ends, the total number of medals displayed on the inserted medal number LED 4a and the medal storage number display LED 4b is forcibly paid out, the operation for performing the variable display game is set to the disabled state (stop state), and a warning sound is generated from the speaker unit 12. Note that recently, many slot machines do not have this stop setting unit, and it is provided as needed.

[0114] 25 is an input SW unit (input switch unit) for inputting various data. For example, when a stage setting operation of the ball payout rate is performed, it sets the warning mode and the time zone for generating or not generating a warning. As this warning mode, there are three modes: the on state or off state of the warning generation function, and the timer state in which a warning is generated only in the set time zone. Note that the input SW unit 25 consists of an initialization switch for initializing the sub-block and a volume switch used when switching the volume of the speaker unit 12, and it functions when both are pressed simultaneously.

[0115] 26 is a timekeeping unit composed of a radio clock that receives absolute time data from a satellite or the like and marks the accurate time, and continuously outputs the measured time to the sub-control unit 160.

[0116] FIG. 6 is a block diagram of a control circuit system that controls the drum unit.

[0117] The drum unit 2 includes stepping motors 30a, 30b, and 30c for rotationally controlling three drums: a left drum 2a, a middle drum 2b, and a right drum 2c. Each stepping motor 30a, 30b, and 30c is driven in response to a drive pulse signal from the main control unit 100. When the drive pulse signal is continuously supplied to the three phases simultaneously, an attraction force is generated and it is designed to stop suddenly.

[0118] These stepping motors 30a, 30b, and 30c operate in a 4-phase 1-2 excitation mode with 252 steps per revolution (1.43 degrees / step). When the main control unit 100 inputs 504 pulses of the drive pulse signal, it rotates exactly one revolution. The main control unit 100 can accurately grasp the position of each drum because index signals (reference signals or reference position signals) return as 1 pulse from the rotary sensors 31a, 31b, and 31c, each consisting of a photointerrupter provided for each drum. That is, the resolution by one input pulse is 0.714 (degrees / pulse). In addition, when further increasing the resolution, the rotational position can be finely grasped by managing the time from one input pulse to the next input pulse and the rotational speed.

[0119] FIG. 7 is a block diagram of the configuration of the drum unit.

[0120] To the rotation axes of step motors 30a (not shown), 30b (not shown), and 30c, the centers of the left drum 2a, the middle drum 2b, and the right drum 2c, which are thick disk-shaped rotating bodies, are respectively connected and rotate in the direction of the illustrated arrow (i.e., downward from above). Also, on the outer peripheral portions of the respective drums, left revolving belts 32a, middle revolving belts 32b, and right revolving belts 32c with a plurality of types of patterns drawn thereon are attached. In a variable display game, if the same pattern (a predetermined pattern determined in advance) is aligned on the valid line and displayed in the window portion 3, it is considered a win (winning or activation). Note that the star mark, + mark, plum mark (black circle mark), and triangle mark in the same figure are shown for convenience and are different from the actual ones. Generally, 7 patterns, bar patterns, bell patterns, watermelon patterns, and cherry patterns are used. Also, generally, the revolving belt is called a reel tape.

[0121] For each of the step motors 30a, 30b, and 30c, revolving sensors 31a, 31b, and 31c (not shown) are provided, and an index signal returns as 1 pulse from each revolving sensor every time the step motor makes one rotation. The main control unit 100 always grasps the pattern number and the rotation angle (24 divisions / pattern) at the reference position (for example, the lowermost position of the window portion 3) based on this index signal and the number of drive pulse signals output.

[0122] Figure 8 is a diagram showing the pattern arrangement of the drums.

[0123] On each of the left drum 2a, the middle drum 2b, and the right drum 2c, revolving belts (not shown) with the left drum pattern, the middle drum pattern, and the right drum pattern drawn thereon are attached so as to wind around the outer peripheral portion of each drum.

[0124] As exemplified, each revolving belt has 21 symbols in different arrangements drawn thereon, including the "Red 7" and "Blue 7" of the big bonus symbols that activate the bonus, the cherry, watermelon, bell of various small winning symbols, and the replay that activates the replay game. Note that the discard symbol does not form any winning combination even if it stops on the active line, and in order not to attract the player's attention, for example, an "N" is printed in a thin gray circle.

[0125] FIG. 9 is a configuration block diagram of the drum unit, and FIGS. 9(A) and 9(B) show the state in which the right drum 2c is retraction-controlled in chronological order.

[0126] The main control unit 100 receives the start signal of the variable display game, and when the lottery result is a win and a winning combination is internally won, it performs retraction control to retract the symbol of that winning combination onto the active line as much as possible.

[0127] For example, when the big bonus winning combination is internally won and in a so-called reach state where the symbols "7, 7" are aligned on the right diagonal lower active line of the stopped left drum 2a and middle drum 2b, and when the symbol "7" is located within 4 frames above this active line (that is, within 5 frames including the symbols on the active line), when the right stop button 10c is operated to stop (see FIG. 9(A)), the main control unit 100 performs retraction control to forcibly retract the symbol "7" onto the active line so as to form a combination of "7, 7, 7" (see FIG. 9(B)).

[0128] On the other hand, even if any winning combination is internally won by lottery, if the predetermined symbol corresponding to the winning combination is not displayed on the active line, it will not be an advantageous state for the player. For example, the big bonus game (BB game) is designed not to operate unless it is displayed as shown in FIG. 9(B). Note that this retraction control is performed not only for the right drum 2c but also for any symbols on the left drum 2a and middle drum 2b. The main control unit 100 performs stop control by referring to the stop table that defines the stop positions of each drum according to the random lottery situation (internal win or loss).

[0129] In the example of Fig. 9, in the reach state, the symbol "7" on the right drum 2c is exactly 4 frames above and will line up on the effective line as the target of the retraction control. However, this retraction control is not limited to 4 frames, and it is possible to increase or decrease the number of retraction frames by software control so as to adapt to the design specifications or regulations. Note that when the random number lottery result is a winning result in a general game, the sub-control unit 160 notifies auxiliary information (assist information such as operation sequence and operation timing: AT) for stopping the rotation of the rotating drum so that the symbols are displayed in a predetermined combination by the retraction control.

[0130] Fig. 10 is a configuration block diagram of the drum unit, and Figs. 10(A) and 10(B) show the state in which the right drum 2c is under avoidance control (or kick-off control) in chronological order.

[0131] The main control unit 100 receives the start signal of the variable display game, and when the lottery result is a loss and the combination fails (when not all combinations are internally winning), it performs avoidance control to prevent the symbols of the winning or active combinations (bonus, small combination, replay) from lining up on the effective line.

[0132] For example, in a reach state (tenpai state) where the big bonus combination is not internally winning and the symbols "7, 7" are lined up on the effective line diagonally below the right of the stopped left drum 2a and middle drum 2b, when the player operates the stop button 10c in a state where the symbol "7" is located within 1 frame from this effective line by "eye pressing" (for example, it is called "vita pressing". See Fig. 10(A)), the main control unit 100 performs avoidance control to move the symbol "7" one frame forward to force a loss so that "7, 7, 7" does not line up on the effective line (see Fig. 10(B)). Note that this avoidance control is performed not only on the right drum 2c but also on any symbols of the left drum 2a and middle drum 2b, and avoidance control is also performed so that the small combination symbols of non-winning do not win. These retraction control and avoidance control (kick-off control) are performed by the main control unit 100 referring to the stop table according to the internal winning situation or by program control.

[0133] Figure 11 is a timing chart showing the relationship between the index signal, the symbol position data (frame data), the drive pulse signal, and the stop button sensor signal.

[0134] Figure 11(A) shows the index signal output from each reel sensor 31a, 31b, and 31c, and is controlled by the main control unit 100 so that T1 is constant at 0.751 seconds (that is, 79.9 revolutions per minute).

[0135] Figure 11(B) shows the symbol position data of the rotating drum and Figure 11(C) shows the drive pulse signal.

[0136] The symbol position data is generated by dividing the drive pulse signal, and the data is decremented by 1 every 24 pulses of the drive pulse signal. That is, based on the index signal, the symbol position data is "21" when the drive pulse signal is in the range of 1 pulse to 24 pulses, the symbol position data is "20" when the drive pulse signal is in the range of 25 pulses to 48 pulses, the symbol position data is "19" when the drive pulse signal is in the range of 49 pulses to 72 pulses,..., the symbol position data is "1" when the drive pulse signal is in the range of 481 pulses to 504 pulses, and the symbol position data turns around from 21 to 1. That is, the symbol position data returns to "21" after "1".

[0137] The drive pulse signal is a drive pulse of a specified pattern input to the motor coil to rotate the rotating drum in a certain direction, and there are 8 pattern numbers from pattern 0 to 7 as can be seen from the figure. When pattern numbers 0 to 7 are repeatedly added to the motor coil phases 1 to 4 three times as this drive pulse signal (that is, when 24 pulses are input), the rotating drum rotates from top to bottom by one symbol (one frame).

[0138] In particular, the input pulse phase data input to the stepper motor is 5-bit data from 0 to 23 that drives the rotary drum by one frame. Pattern numbers 0 to 7 are the lower 3-bit phase data, and the drive pulses corresponding to the pattern numbers are actually applied to motor coils 1 to 4. Therefore, even when only the pattern number is stored in the work RAM (RAM102), it corresponds to the phase data storage means for storing the input pulse phase data.

[0139] Figure 11(D) shows the stop button sensor signal output when each stop button is operated. In the case of this figure, the main control unit 100 recognizes the symbol position data "11" and the input pulse phase data "10" (or pattern number "2") at the rising edge of the stop button sensor signal.

[0140] Figure 12 is a schematic diagram of the left drum 2a included in the drum unit.

[0141] As shown in Figure 12(A), this left drum 2a rotates in the direction of the arrow (from top to bottom). When the cherry symbol stops in any of the upper, middle, or lower sections of the three window portions 3 shown by the solid line, a winning occurs and a predetermined number of game medals are paid out. Note that Figure 12(A) shows a state where the cherry symbol has stopped in the upper section of the window portion 3.

[0142] When the main control unit 100 performs a start operation of the variable display game by the player, it conducts an internal lottery. As a result, when the upper cherry (cherry 1) is selected, depending on the position (timing) at which the stop button is operated, pull-in control (see Figure 9) or avoidance control (see Figure 10) of the cherry symbol is performed.

[0143] Fig. 12(B) shows the range where pull-in control is possible. When the stop button 10a is operated while the cherry symbol is at a position four frames above the exact middle upper position, the main control unit 100 stops the cherry symbol at the upper part of the window 3 (assuming the vita symbol is at the upper position). In reality, since it takes about 36 ms to stop, it is located higher by that amount, but it is described in this way for the convenience of explanation. Also, since it is stipulated that it must stop within 190 ms from the stop operation, it may not slide four frames.

[0144] On the other hand, Figs. 12(C) and 12(D) show the range where avoidance control and the like are performed. Even when the upper cherry is selected, if the stop button 10a is operated while the cherry symbol is at a position more than four frames above the upper position (that is, a position higher than 4 in Fig. 12(A)) or a position slightly past the upper position, the main control unit 100 stops the cherry symbol at a position one above the upper position or one below the lower position to make it a loss. That is, since the middle cherry (cherry 2) or the lower cherry (cherry 3) is not selected, the cherry symbol must be forcibly stopped outside the window 3.

[0145] Fig. 13 is a schematic diagram showing the relationship between the left drum 2a, the window 3, and the symbol position data.

[0146] As shown in Figs. 13(A) and 13(B), since the cherry symbols on the left drum 2a are at frame numbers 8 and 19 (see Fig. 8), when the upper cherry is internally selected, taking the lowermost position of the window 3 as the measurement reference, when the stop button 10a is operated within the range of symbol position data "15" and input pulse phase data "0" to symbol position data "11" and input pulse phase data "23", or symbol position data "5" and input pulse phase data "0" to symbol position data "1" and input pulse phase data "23", the main control unit 100 stops the cherry symbol at the upper part to make it a winning. That is, not only can one win with a probability of 10 / 21 by appropriately operating the stop button 10a, but when a winning notification is given, an experienced player can perform eye pressing to win with a probability close to 100%.

[0147] Figure 14 is a determination diagram of symbol combinations for display.

[0148] When all three drums have stopped, the main control unit 100 determines the display of symbol combinations related to winning and activation on the valid lines according to the number of inserted game medals. For example, when three game medals are inserted and the cherry symbol for a payout of two medals on the left drum 2a is displayed in the window 3, if it is in the upper row, four medals (2 medals × 2 lines: the second line and the fourth line) will be paid out, if it is in the middle row, two medals (2 medals × 1 line: the first line), and if it is in the lower row, four medals (2 medals × 2 lines: the third line and the fifth line). However, these valid lines are common ones that have been adopted conventionally, and in recent times, as will be described later, there are also many irregular lines.

[0149] Also, when the bell symbols for an eight - medal payout are aligned and displayed on the valid lines of the window 3, if it is only in the middle row, eight medals (8 medals × 1 line: the first line) will be paid out, and if it is in the upper row and the lower right diagonal, 15 medals (8 medals × 2 lines, but MAX 15 medals: the second line and the fourth line) will be paid out. That is, the number of game media corresponding to the payout amount defined according to the type of winning is totaled for each winning and paid out, but the maximum for one payout is 15 medals.

[0150] Figure 15 is a configuration block diagram of the display effect device.

[0151] The display effect device 11 includes a command receiving unit 11a that receives effect commands from the sub - control unit 160, a display effect control unit 11b (including a ROM 11c and a RAM 11d), and a display panel 11e such as an LCD, an organic EL, or an LED. In this case, a ROM 11c is separately provided in the display effect control unit 11b, but there is no problem even if all the video data is stored in the ROM 161. Therefore, the ROM 11c can be considered as a part of the ROM 161.

[0152] Figure 16 is an effect pattern table that associates the effect commands with the effect pattern data stored in the ROM.

[0153] The performance command consists of 1-byte mode data and 1-byte event data, and is stored in association with performance pattern data (mainly videos, but also still images) which is the content of the performance.

[0154] When the sub-control unit 160 receives control data (especially including various data indicating a big win, a small win, a replay, or a loss in the random number draw result) necessary for various controls from the main control unit 100, before notifying the result of the random number draw, it transmits an appropriate performance command corresponding to the control data to the display performance device 11 side, and the command receiving unit 11a receives this performance command and transmits it to the display performance control unit 11b.

[0155] When the display performance control unit 11b receives a performance command, it reads out the performance pattern data corresponding to the performance command from the ROM 11c, expands the data in the RAM 11d, and transmits it to the display panel 11e, thereby being configured to display a performance image corresponding to the performance command on the display screen.

[0156] Figures 17 to 19 are schematic diagrams of the performance screens displayed by the display performance device.

[0157] When the sub-control unit 160 transmits, for example, ($Z0$00) as a performance command, the display panel 11e displays the "day performance pattern 0" of the low-probability stage mainly indicating a state without an AT stock or a state where it is difficult for an AT to be selected (see Fig. 17(A)). On the other hand, when the sub-control unit 160 transmits ($Y0$00) as a performance command, the display panel 11e is configured to display the "night performance pattern 0" of the high-probability stage suggesting a state with an AT stock or a high-probability state where an AT is likely to be selected (see Fig. 17(B)). Therefore, the player eagerly hopes that the "night performance stage" mainly suggesting a high-probability state will be displayed during the game. However, there may also be a fake performance that displays the "night performance stage" even in a state without an AT stock or a non-high-probability state, or conversely, displays the "day performance stage" in a state with an AT stock or a high-probability state, which is designed to arouse the player's interest.

[0158] Furthermore, when the sub-control unit 160 transmits ($S0$00) as a production command, the display panel 11e overlays and displays the "Dracula Castle", which is an image corresponding to the "Castle Production Pattern 0", on the background screen of the blue sky (see Fig. 17(A)) or on the background screen of the moonlit night (see Fig. 17(B)). Then, bats of yellow, red, blue, etc. fly out from the Dracula Castle, and a notification video corresponding to the established role (minor role or replay) is displayed (see Fig. 17(C)).

[0159] If the production in Fig. 17(B) occurs frequently and then develops in multiple stages, it becomes a precursor production (extremely exciting production) with an AT stock or a high expectation of AT release. For example, in Fig. 18(A), the "Dracula Castle" is enlarged and displayed, and the iron gate is open. Then the door further expands (see Fig. 18(B)), gradually opens (see Fig. 18(C)), and the magnificent interior of the "Dracula Castle" is displayed (see Fig. 18(D)). Then, it develops into a battle between the protagonist and Count Dracula, the vampire. If the protagonist wins, there is an AT stock, the AT release is confirmed, and it is also confirmed that a bonus is won during the bonus internal selection.

[0160] Starting from the state of displaying the normal night screen in Fig. 19(A) (the same as Fig. 17(B)), scroll the display screen to the right, expand the cemetery, and have the character of the butler emerge from the grave in the center of the dug-up screen with a scream of "Orya" and the sound effect of "Tirororororon" along with the protagonist's character (see Fig. 19(B)), or display the word "BONUS" meaning "big win" (see Fig. 19(C)). This can also be an extremely exciting premiere production. All of these display productions are also executed by the sub-control unit 160 outputting production commands according to the program.

[0161] Fig. 20 is a conceptual diagram of a general lottery table.

[0162] The lottery table is stored in a predetermined area of the ROM 101 and defines the relationship between the winning role and the number of digits used for random lottery.

[0163] In the case of the rotating reel gaming machine of the present invention, the main control unit 100 generates a random number value. This random number value periodically and randomly generates all values from 0 to 65535 (m7) only once in one cycle. FIG. 20(A) is a lottery table used in the normal state (non-RT state). When the main control unit 100 conducts an internal lottery in accordance with the timing when the start lever 9 is operated, if the random number value is in the range of 0 to m1, the big bonus (BB) is won. That is, this internal lottery is to pick up (extract) only one random number value in accordance with a predetermined timing at the start operation, compare it with the lottery table, and determine the winning combination.

[0164] Similarly, when the random number value is in the range of m1 + 1 to m2, the regular bonus (RB) is won; when the random number value is in the range of m2 + 1 to m3, a cherry is won; when the random number value is in the range of m3 + 1 to m4, a watermelon is won; when the random number value is in the range of m4 + 1 to m5, a bell is won; and when the random number value is in the range of m5 + 1 to m6, a replay is won. On the other hand, when the random number value is in the range of m6 + 1 to m7, it is a loss.

[0165] Normally, these numerical values of m1 to m7 are appropriately set in consideration of legal regulations (gambling business law) and game properties. In the case of type A normal machines, the BB winning probability is about "1 / 200", the RB winning probability is about "1 / 400", the winning probabilities of cherries and watermelons are about "1 / 50", the winning probability of the bell is about "1 / 6", and the winning probability of a replay is 1 / 7.3.

[0166] On the other hand, FIG. 20(B) is a lottery table used in the high-probability replay state (RT state). During the replay time, the winning range of the replay expands by α, while the losing range narrows by α, so that the winning probability of the replay is about "1 / 2". As a result, the probability of winning a replay corresponding to three-coin payout significantly increases, while the probability of losing decreases. Therefore, during the replay time, the expected value of the payout of game medals is significantly improved or increased as a result. Also, the main control unit 100 can set the expected value of the replay time to a desired value by increasing or decreasing this α value.

[0167] Although the detailed drawing of the lottery table is omitted, there are six lottery tables 1, lottery table 2... lottery table 6 corresponding to the stage setting values 1 to 6 of the winning rate and the number of inserted medals (prescribed number). The main control unit selects a lottery table according to the stage setting value set by the stage setting unit 150 and the number of inserted medals, and executes an internal lottery for a bonus game or a plurality of small winning combinations in the variable display game. Note that the expected value of winning the bonus game in the internal lottery is generally lottery table 1 < lottery table 2 <... < lottery table 6, so players pursue high-setting machines. However, for a dedicated three-coin machine, the lottery table for one inserted medal is unnecessary.

[0168] Figure 21 is a payout table showing the relationship between the combination of symbols and the number of medals obtained.

[0169] BB (Big Bonus) is the name of the role when the BB symbols of "Red 7" are aligned on the effective line. When this alignment occurs, the number of medals obtained is 0, a flag 1 is set in the corresponding flag area, and it enters the Big Bonus game (BB game: operation of the continuous operating device of the accessory), and ends with a payout exceeding 360 medals.

[0170] RB (Regular Bonus) is the name of the role when the RB symbols of "Blue 7" are aligned on the effective line. When this alignment occurs, the number of medals obtained is 0, a flag 1 is set in the corresponding flag area, and it enters the Regular Bonus game (RB game: operation of the continuous operating device of the accessory), and ends with a payout exceeding 120 medals. Note that these continuous operating devices of the accessories may be either the first type of special accessory or the second type of special accessory, and are appropriately selected according to the design specifications.

[0171] When the cherry symbol stops on the effective line of the left drum, one medal is obtained for each effective line. For example, if the effective line is the display determination diagram of FIG. 14, if it stops in the middle stage of the left drum, it is 1 medal (short cherry), but if it is in the upper or lower stage, the number of effective lines becomes 2, and the total payout is 2 medals (corner cherry).

[0172] When the watermelon symbols are aligned on the effective line, 5 medals are obtained.

[0173] When the bell symbols are aligned on the effective line, eight medals are obtained.

[0174] When the replay symbols are aligned on the effective line, a replay game in which no medals are obtained is activated, flag 1 is set in the flag area, and the replay operation is performed by the player's operation of the start lever 9 to lower the flag (i.e., set it to 0). That is, the next game can be played without inserting medals.

[0175] Next, the basic operation of the rotary gaming machine configured as described above will be described in detail with reference to a flowchart or the like.

[0176] First, assume that in the state where the rotary gaming machine is shipped from the factory, by default, the warning mode is in the "on state", the stop setting unit 180 (stop setting switch) is "off", and the stage setting value is set to the lowest "1".

[0177] Before allowing the player to play, when the game hall side opens the front door of the rotary gaming machine main body 1 and turns on the power switch 28c, power is supplied to each circuit block, and the main control unit 100 performs an initial check (such as checking for hardware abnormalities) and initial settings (for example, writing the stop setting flag "1", the stage setting value "1" stored in the ROM 101, and the initial values of the control data to the RAM 102) in step S100 described later. The sub-control unit 160 sets the warning mode to the "on state", and when the front door 1b is closed, the variable display game can be performed.

[0178] In this playable state, even if the game hall side opens the front door 1b again and operates the input SW unit 25 (an operation of pressing the initialization switch and the volume switch simultaneously), since the sub-control unit 160 has not received control data meaning the stage setting mode of the ball payout rate from the main control unit 100, it does not change the warning mode from the "on state" to another state ("off state" or "timer state"). Therefore, there is a unique effect that a cheater or the like cannot easily change the warning mode. Note that the stop setting flag "1" corresponds to the stop setting unit 180 being "on", and "0" corresponds to "off".

[0179] And assume that the game hall side is trying to change the setting of the ball payout rate for a grand opening, a new store opening, or an event in this setting state.

[0180] Figure 22 is a flowchart showing the main operation processing procedure of the rotary drum type gaming machine.

[0181] An employee of the game hall opens the front door of the rotary drum type gaming machine main body 1, turns off the power switch 28c once, inserts the setting change key into the setting key switch 28a and turns it to the right to the ON state (refer to the enlarged view of the setting key switch in FIG. 4), and then turns on the power switch 28c again. After power is supplied to each circuit block and initial checks and initial settings are executed in step S100, the main control unit 100 determines in step S110 whether the setting key switch 28a is in the ON state.

[0182] If the setting key switch 28a is not in the ON state, the main control unit 100 transfers to step S130. On the other hand, if it is in the ON state, it calls the setting change subroutine in step S120 (transfers to the setting change mode).

[0183] In the setting change mode of step S120, before the game hall allows the player to play, the game hall inputs the stage setting value "6" of the medal payout rate, presses the start lever 9 once to confirm the setting value, and turns off the setting key switch 28a. Then, the main control unit 100 returns to step S100, sets the setting value to "6", and performs necessary processes such as hardware initial check and initial setting again.

[0184] Also, when the main control unit 100 outputs control data to the sub-control unit 160 to perform the display setting of the initial screen in step S100, the sub-control unit 160 transmits, for example, ($Y0$01) as an effect command to the display effect device 11. As a result, the display panel 11e displays "Night Effect Pattern 1" composed of a full moon, a Dracula castle, and a cemetery screen in the night sky as the start screen (not shown).

[0185] When the main control unit 100 proceeds to step S130 after changing the stage setting value, it checks for the occurrence of abnormalities such as door open, hopper error, selector error, etc. If there is an abnormality, it proceeds to step S140, performs abnormality processing, and then returns to step S100 again. On the other hand, if there is no abnormality, it proceeds to step S150. In particular, as an abnormality check, the main control unit 100 confirms whether the data of the stage setting value stored in the work RAM area is within the range of 0 to 5 (the stage setting values displayed on the medal payout number display LED 4c correspond to 1 to 6 respectively). If the stage setting value is not within the predetermined range, a warning (character display, light emission, and warning sound of "EE" error) is generated by the display effect device 11, the speaker unit 12, and the game state display LED unit 13 to perform error processing (abnormality processing in step S140).

[0186] When the main control unit 100 proceeds to step S150, it determines whether the player has inserted the required number of game medals for the game by the medal detection sensor 130 or the bet button sensor 140. If the player has inserted a predetermined number, it proceeds to step S160. On the other hand, if not, it returns to step S130 and waits in a loop for each step until there is a medal insertion operation.

[0187] When the main control unit 100 proceeds to step S160, it checks whether the player has operated the start lever to start the variable display game. If the game has been started, it proceeds to step S170. On the other hand, if the game has not been started, it returns to step S130 and waits in a loop for a start operation, repeating each step until a start operation occurs.

[0188] In step S170, the main control unit 100 executes the main process of the variable display game, performs a random number draw according to the reception timing of the start signal, compares the picked (extracted) random number value with the draw table of the current internal state (RT or non-RT), and determines whether an internal winning has occurred (see the explanation of FIG. 20).

[0189] The main control unit 100 transmits a draw result command and a game start signal to the sub-control unit 160, and at the same time, rotates the drum unit 2 all at once to start a variable display game in which a plurality of symbols displayed on the left drum 2a, the middle drum 2b, and the right drum 2c are varied at a predetermined speed.

[0190] As described with reference to FIGS. 9 and 10, when the player operates the left stop button 10a, the middle stop button 10b, or the right stop button 10c of the stop button unit 10 to stop each symbol column (rotating belt), the main control unit 100 performs pull-in control to align the symbols corresponding to the internal winning combination on the effective line, or conversely, performs avoidance control to prevent the symbols from being aligned. Also, when the sub-control unit 160 receives a draw result command and a game start signal from the main control unit 100, it performs a production lottery to determine whether to perform production displays such as on the display production device 11, the speaker unit 12, and the game state display LED unit 13, and notifies the player of the draw results of a big win (bonus win), small combinations, replay, or loss.

[0191] In each variable display game of general gaming, if a predetermined symbol is arranged and displayed on the effective line of the window unit 3, the combination is considered to be established, and according to the payout table shown in FIG. 21, game medals are paid out from the medal payout device 18 and discharged from the medal payout port 16.

[0192] In the Big Bonus Game (BB Game) where three red 7s are aligned, the accessory continuous operation device operates, and when the number of acquired medals exceeds 360, the BB Game mode ends. Also, in the Regular Bonus Game (RB Game) where three blue 7s are aligned, the accessory continuous operation device operates, and when the number of acquired medals exceeds 120, the RB Game mode ends.

[0193] Then, when the main control unit 100 finishes the game main process in step S170, it returns to step S130 and sequentially repeats the process.

Example

[0194] Figure 23 is a diagram showing the symbol arrangement of the drums.

[0195] On each of the left drum 2a, the middle drum 2b, and the right drum 2c, a rotating belt (not shown) with the left drum symbol, the middle drum symbol, and the right drum symbol drawn thereon is attached so as to go around once on the outer peripheral portion of each drum.

[0196] On each rotating belt, 21 symbols with different arrangements are drawn, including the "pentagon (red)", "pentagon (blue)", "pentagon (white)" which are symbols for the bonus to activate although irregular, the "red 7", "bell", "square (red)", "square (blue)", "square (white)" which are symbols constituting various small winning combinations, and the replay which is a symbol for the replay game to activate. Note that the three types of pentagon symbols also serve as small winning combination symbols.

[0197] Figure 24 is a diagram for determining the combination display of symbols.

[0198] When all three drums stop, the main control unit 100 performs determination of the combination display of symbols related to winning and activation on the effective lines of the window 3 according to the number of inserted game medals (exclusively for 3 general game medals).

[0199] FIG. 24(B) shows the active lines when the specified number of three game medals are inserted. In the order of the left drum 2a, the middle drum 2b, and the right drum 2c, four lines become active: the first line (upper, middle, lower: diagonally downward to the right), the second line (lower, middle, upper: diagonally upward to the right), the third line (upper, middle, upper: V-shaped), and the fourth line (lower, middle, lower: mountain-shaped or inverted V-shaped). In the bonus game (RB: when the first type of special accessory is activated), the specified number of game medals is two, but the active lines are exactly the same as the first to fourth lines.

[0200] FIG. 25 shows the payout table when the accessory is not activated (during normal game play, with the specified number of three).

[0201] When all three drums have stopped, the main control unit 100 determines the combination display of symbols related to winning or activation on the active lines (see FIG. 24) according to the number of inserted game medals. In this case, regardless of the number of inserted medals (three or two), the active lines are the same.

[0202] (1) Bonus Role (RB: First Type of Special Role Item): It is the name of the role when any one of (pentagon (red), pentagon (blue), pentagon (white)) stops on the valid line of the left drum 2a, any one of (pentagon (red), pentagon (blue), pentagon (white)) stops on the middle drum 2b, and any one of (pentagon (red), pentagon (blue), pentagon (white)) stops on the right drum 2c. The number of medals obtained is 0, and then a Regular Bonus Game is awarded. There are 27 types (3×3×3) of combined symbols for the bonus role. When winning internally alone, regardless of the stop operation order and timing of the stop button part 10, the symbols are arranged so that the predetermined bonus role symbol stops on any one of the valid lines and always wins. This Regular Bonus Game is set to end when winning 8 times at most in 8 attempts. However, since the number of inserted medals is 2 and always 2 small roles win, there is no change in the number of medals. On the other hand, if the expected value of the increase or decrease in the number of medals for the Regular Bonus Game is set to 0 and configured to miss the winning small role, the number of medals will decrease as usual, putting the player in an unfavorable state. In the initial state (RT0 state: replay probability is approximately 1 / 7.3), when the bonus role (RB) wins internally (condition device activates), the winning probability of replay changes from the next game and enters the high-probability replay state (RT1 state: replay probability approximately 1 / 1.8). When the Regular Bonus Game triggered by the activation of this bonus role ends (activation ends), the winning probability of replay changes and returns to the initial state (RT0 state). That is, the player will play the variable display game in any of the game states of the RT0 state, RT1 state, and Regular Bonus Game state. Note that this initial state is the normal general game in the game (see Figure 26).

[0203] (2) Red 7 Minor Winning Combination (FR1: First Target Minor Winning Combination): This is the name of the winning combination when the red 7 symbol stops on the effective line in the left drum 2a, the bell symbol stops on the effective line in the middle drum 2b, and the bell symbol stops on the effective line in the right drum 2c. The number of winning coins (payout coins) is 15. When the red 7 minor winning combination is internally selected by lottery, one condition device of FR1 (Fruit 1) is activated. Assuming that FR1 has only one type of combined symbol and is internally selected alone, regardless of the stop operation order and timing of the stop button section 10, the symbols are arranged such that the predetermined red 7 minor winning combination symbols stop on any one of the effective lines and always result in a win. As will be described later, in the RT0 state or the RT1 state, the red 7 minor winning combination can be simultaneously selected with any one of the single minor winning combinations on the left 1 - 3, single minor winning combinations in the middle 1 - 3, and single minor winning combinations on the right 1 - 3 for controlling the pressing order. The first target minor winning combination is the minor winning combination that should result in a win and is advantageous to the player.

[0204] (3) Bell Minor Winning Combination (FR2: Second Target Minor Winning Combination): This is the name of the winning combination when the bell symbols stop on the effective line. The number of winning coins is 2. When the bell minor winning combination is internally selected by lottery, one condition device of FR2 (Fruit 2) is activated. Assuming that FR2 has only one type of combined symbol and is internally selected alone, regardless of the stop operation order and timing of the stop button section 10, the symbols are arranged such that the bell symbol stops on any one of the effective lines and always results in a win. As will be described later, in the RT0 state or the RT1 state, the bell minor winning combination can be simultaneously selected with any one of the single minor winning combinations on the left 1 - 3, single minor winning combinations in the middle 1 - 3, and single minor winning combinations on the right 1 - 3 for controlling the pressing order. The second target minor winning combination is the minor winning combination that should result in a win and is advantageous to the player.

[0205] The single minor winning combination for controlling the pressing order is a minor winning combination (bonus attracting minor winning combination) for attracting the above - mentioned bonus winning combination. In this embodiment, there are 9 types. When the pressing order of the stop button section is correct and the red 7 minor winning combination (first target minor winning combination) or the bell minor winning combination (second target minor winning combination) that is simultaneously selected wins, while in the case of incorrect pressing, a single minor winning combination or the bonus winning combination that is simultaneously selected wins. In the case of incorrect pressing, the probability of the bonus winning combination winning is 2 / 3.

[0206] (4) Single Small Bonus Left 1 (FR3): This is the name of the winning combination when a specific pattern on the left drum 2a (a square (brown) pattern), one of the patterns on the middle drum 2b (a pentagon (red), pentagon (blue), or pentagon (white)), and one of the patterns on the right drum 2c (a pentagon (red), pentagon (blue), or pentagon (white)) (there are 9 types of pattern combinations) align and stop on the active line. The number of winning tokens is 1. When Single Small Bonus Left 1 is internally selected by lottery, one condition device of FR3 (Fruit 3) activates. FR3 has 9 types of combined patterns. Assuming it is internally selected alone, if the left stop button 10a is operated at the timing when the square (brown) pattern can be drawn in, regardless of the stop operation order and timing of the other stop button parts 10, the patterns are arranged such that a predetermined Single Small Bonus Left 1 pattern stops on any one of the active lines and wins. Conversely, if the left stop button 10a is operated at a timing when the square (brown) pattern cannot be drawn in, it is a loss. In addition, in association with Single Small Bonus Left 1, 1 is stored as the push order data indicating that the first stop operation means the left stop button 10a (01 in 2-bit binary). However, although it is possible to configure the logic so that the push order discrimination program leads to the conclusion that the first stop operation is the left stop button 10a if it is Single Small Bonus Left 1, generally, due to the processing time and the required data capacity, the push order data is stored.

[0207] (5) Single Small Bonus Left 2 (FR4): It is the same as Single Small Bonus Left 1 except that the pattern on the left drum 2a has changed to a square (blue) pattern, so the explanation is omitted.

[0208] (6) Single Small Bonus Left 3 (FR5): It is the same as Single Small Bonus Left 1 except that the pattern on the left drum 2a has changed to a square (white) pattern, so the explanation is omitted.

[0209] (7)One Minor Prize 1 (FR6): This is the name of the winning combination when any of the symbols (pentagon (red), pentagon (blue), pentagon (white)) on the left drum 2a, a square (brown) symbol on the middle drum 2b, and any of the symbols (pentagon (red), pentagon (blue), pentagon (white)) on the right drum 2c line up on the active line and stop. The number of winning tokens is 1. When One Minor Prize 1 is internally selected by lottery, one condition device of FR6 (Fruit 6) activates. FR6 has 9 types of combined symbols. Assuming it is internally selected alone, if the middle stop button 10b is operated at the timing when the square (brown) symbol can be drawn in, regardless of the stop operation order and timing of the other stop button parts 10, the symbols are arranged so that a predetermined One Minor Prize 1 symbol stops on any one of the active lines and wins. Conversely, if the middle stop button 10b is operated at a timing when the square (brown) symbol cannot be drawn in, it is a losing combination. As described above, in association with One Minor Prize 1, 2 is stored as the push order data meaning the middle stop button 10b for the first stop operation (10 in 2-bit binary).

[0210] (8)One Minor Prize 2 (FR7): It is the same as One Minor Prize 1 except that the symbol on the middle drum 2b has changed to a square (blue) symbol, so the explanation is omitted as the rest is the same.

[0211] (9)One Minor Prize 3 (FR8): It is the same as One Minor Prize 1 except that the symbol on the middle drum 2b has changed to a square (white) symbol, so the explanation is omitted as the rest is the same.

[0212] (10)Single Small Winning Right 1 (FR9): This is the name of the winning combination when any of the symbols (pentagon (red), pentagon (blue), pentagon (white)) stops aligned on the valid line on the left drum 2a, any of the symbols (pentagon (red), pentagon (blue), pentagon (white)) stops aligned on the middle drum 2b, and the square (brown) symbol stops aligned on the right drum 2c. The number of winning medals is 1. When Single Small Winning Right 1 is internally selected by lottery, one condition device of FR9 (Fruit 9) is activated. FR9 has 9 types of combined symbols. Assuming it is internally selected alone, if the right stop button 10c is operated at the timing when the square (brown) symbol can be drawn in, regardless of the stop operation order and timing of the other stop button parts 10, the symbols are arranged so that a predetermined Single Small Winning Middle 1 symbol stops on any one of the valid lines and wins. Conversely, if the right stop button 10c is operated at the timing when the square (brown) symbol cannot be drawn in, it is a losing result. As described above, corresponding to Single Small Winning Right 1, 3 is stored as the push order data meaning the right stop button 10c for the first stop operation (11 in 2-bit binary).

[0213] (11)Single Small Winning Right 2 (FR10): It is the same as Single Small Winning Right 1 except that the symbol on the right drum 2c has changed to the square (blue) symbol, so the description is omitted.

[0214] (12)Single Small Winning Right 3 (FR11): It is the same as Single Small Winning Right 1 except that the symbol on the right drum 2c has changed to the square (white) symbol, so the description is omitted.

[0215] (13)Replay: This is the name of the winning combination when three replay symbols stop aligned on the valid line. No medals are obtained for this, an RP flag is set in the flag area, and when this is selected alone or simultaneously with other small winning combinations or bonus winning combinations, the replay always activates. Replay has 1 type of combined symbol, and by operating the player's start lever 9, the next game can be played without inserting medals. Note that even if the replay activates, it does not trigger a change in RT (the winning probability of replay).

[0216] This embodiment describes the basic configuration. In addition to the winning roles described above, it is also possible to provide rare minor roles such as cherries and watermelons, other special replay roles, and a red 7 replay role (a replay role in which red 7 symbols appear to be aligned on the upper horizontal line, the middle horizontal line, or the lower horizontal line, which are invalid lines) that is only selected during other special replay roles or bonus games. When these rare minor roles are internally selected, an ART lottery is conducted, or when the red 7 replay role is internally selected, the ART is determined, and multiple sets of ART are awarded by lottery.

[0217] FIG. 26 is a game state transition diagram and a conceptual diagram showing the lottery probabilities of various roles. FIG. 26(B) shows the lottery probability during normal games, FIG. 26(C) shows the lottery probability during RB internal operation, and FIG. 26(D) shows the lottery probability during RB operation.

[0218] In FIG. 26(A), from the next game after the regular bonus game (RB game) ends or the next game after the stage setting value is reset, a general game (described as "normal game" in the figure) starts. The replay probability (the probability of winning a replay) in this general game is approximately 1 / 7.3.

[0219] When the bonus role RB is internally selected and RB wins in that game, the RB game starts from the next game. The RB game ends after 8 games or 8 wins, and from the next game, the winning probability of the replay role becomes a normal replay state with a low probability. During the player's addictive game, the following sequence occurs: normal game (medal reduction in the normal replay state) → RB is internally selected → RB wins → 8 RB games → RB game ends → normal game.

[0220] On the other hand, even if RB is internally selected in a normal game, if the winning of RB is avoided, it enters the RT state where the bonus role is internally selected (RB is in progress) (see the shaded part in FIG. 26(A)). Since there is no loss (non-winning) in this RT state as described later, the player can play the variable display game in an advantageous game state.

[0221] During normal gaming (refer to Fig. 26(B)), the setting number of RB is 12,000, and the winning probability is 12,000 / 65,536. The setting number when RB, small bell combination and single-symbol combination win simultaneously is 6,000, and the winning probability is 6,000 / 65,536. The setting number when red 7 combination and single-symbol combination win simultaneously is 23,000, and the winning probability is 23,000 / 65,536. The setting number of replay is 8,978, and the winning probability is 8,978 / 65,536 (1 / 7.3). On the other hand, the probability of non-winning (losing) is 15,558 / 65,536 (1 / 4.2).

[0222] During the internal RB (refer to Fig. 26(C)), since the lottery of RB is not conducted, the winning probability is 0. Note that the internal RB means the state where the RB flag is set and RB has already won. This internal RB state becomes a high-probability replay state (RT state) where the winning probability of replay fluctuates. The lottery areas of the RB setting number 12,000 and the non-winning (losing) setting number 15,558 shown in Fig. 26(B) newly become the winning areas of replay. Therefore, the setting number becomes 36,536, which is the sum of the original replay setting number 8,978, the setting number 12,000 and the setting number 15,558. The winning probability of replay is 36,536 / 65,536 (about 1 / 1.8), and the probability of non-winning is 0. That is, in the internal RB without losing, by activating the AT function and notifying the pressing order for winning the red 7 combination or the small bell combination, the player can efficiently obtain medals.

[0223] Calculating the expected value in the internal RB, the probability of the red 7 combination winning is 23,000 / 65,536, and the increased number of medals is 12 (payout 15 - input 3), so it is 4.2 medals / game. On the other hand, the probability of the small bell combination winning is 6,000 / 65,536, and the increased number of medals is -1 (payout 2 - input 3), so it is -0.09 medals / game. Since a replay win allows the next game to be played without inserting medals, there is no change in the expected value. Therefore, if AT is activated in the internal RB and the red 7 combination and the small bell combination win, on average, about 4.1 medals / game will increase, and the maximum net increase in medals in Machine No. 5 can be achieved.

[0224] In RB (see Fig. 26(D)), the number of placements for the bell minor role is 65536, and the winning probability is 100%. Since both the payout and the input are 2 medals, there is no increase or decrease in the number of medals during this period. However, if multiple types of minor roles are selected by lottery and the specification is such that they are missed in the pressing order, the expected value of the number of acquired medals can be intentionally reduced.

[0225] Fig. 27 is a conceptual diagram showing the simultaneous winning state of roles.

[0226] Fig. 27(A) shows a state where RB, the bell minor role (FR2), and the single-piece minor role (FR3) are simultaneously won during general gaming (normal time) (see Fig. 26(B)). Since the pressing order data for the single-piece minor role (FR3) is 1, the left stop button 10a is the correct operation order.

[0227] Fig. 27(B) shows a state where the red 7 minor role (FR1) and the single-piece minor role (FR7) are simultaneously won during general gaming (see Fig. 26(B)). Since the pressing order data for the single-piece minor role (FR7) is 2, the middle stop button 10b is the correct operation order.

[0228] Fig. 27(C) shows a state where the red 7 minor role (FR1) and the single-piece minor role (FR11) are simultaneously won inside RB (see Fig. 26(C)). Inside RB, of course, the RB flag is set, and RB is in a winning state without the need for lottery. Since the pressing order data for the single-piece minor role (FR11) is 3, the right stop button 10c is the correct operation order.

[0229] Fig. 28 is a schematic diagram showing the symbol display state of the window part in time series.

[0230] For example, during general gaming, when RB, the bell minor role (FR2), and the single-piece minor role (FR3) shown in Figs. 26(B) and 27(A) are simultaneously won by random number lottery, the RB flag, the FR2 flag, and the FR3 flag are set.

[0231] When the main control unit 100 determines that the control information stored (drawing in the bell symbol at the first left stop) matches (the pressing order is "correct") when the player operates the left stop button 10a at the first stop while all the drums in the drum unit 2 are rotating, regardless of the order of the subsequent second stop operation and third stop operation, the stop control process always awards only the small bell combination and pays out two medals. That is, the main control unit 100 starts a variable display game that varies three symbol columns, and simultaneously internally wins RB, the small bell combination (the second target small combination), and a single-symbol small combination (there are nine symbol combinations) which is a small combination that stipulates the pressing order, by a combination draw (also referred to as "symbol draw"). When the stop button unit 10 is operated in the pressing order (left first) stored corresponding to this single-symbol small combination, the bell symbol is stopped on the active line to award the small bell combination. Also, as will be described later, if the pressing order is correct, stop control is performed so that neither the simultaneously internally won RB nor the single-symbol small combination wins.

[0232] Figure 28(A) shows a state where all the drums in the drum unit 2 are rotating. In this state, when the player operates the left stop button 10a at the first stop when the red 7 of No. 9 is at the reference position (the red 7 of No. 9 can be immediately stopped at the lower position of the left drum 2a. Refer to Figure 28(B)), the main control unit 100 performs draw control so that only one bell symbol stops on any of the active lines. In this case, the bell symbol of No. 5 located on the 4th frame is stopped at the lower position of the left drum 2a (refer to Figure 28(C)). As a result, the left drum 2a will stop after slipping 4 frames. Note that the main control unit 100 can also stop the square (brown) symbol of the single-symbol small combination (FR3) that is simultaneously won on the active line, but it stops the bell symbol that constitutes the small bell combination with a larger number of paid-out medals. However, the main control unit 100 is configured to perform stop control so as to prioritize aligning the small combination symbols over the bonus combination symbols when any symbol can be drawn for both the bonus combination and the small combination.

[0233] Figure 29 is a schematic diagram showing the symbol display state of the window portion in chronological order.

[0234] Figure 29(A) is the same as Figure 28(C). When the player performs a stop operation on the middle stop button 10b at the second stop in a state where the left drum 2a has stopped and the bell symbol is displayed in the lower stage, the main control unit 100 stops, for example, the bell symbol No. 8 in the middle stage of the middle drum 2b (see Figure 29(B)). Since the five bell symbols on the middle drum 2b are arranged at intervals of at most four frames, it is possible to stop any of the bell symbols within the drawing-in range in the middle stage of the middle drum 2b to bring it into the ready state. Also, the ready state in Figure 29(B) is also referred to as the "reach state" of a predetermined winning combination as a synonym.

[0235] In the ready state of Figure 29(B), when the player performs a stop operation on the right stop button 10c at the third stop, the main control unit 100 stops, for example, the bell symbol No. 7 in the upper stage of the right drum 2c (see Figure 29(C)). Since the six bell symbols on the right drum 2c are arranged within intervals of four frames, it is possible to arbitrarily stop any of the bell symbols in the upper or lower stage of the right drum 2c to achieve a winning (the second line in the figure). When it stops in the upper stage, it becomes a strong bell, and an AT lottery is performed with a high probability.

[0236] Figure 30 is a schematic diagram showing the symbol display state of the window portion in chronological order.

[0237] Figure 30(A) is the same as Figure 29(A). When the player performs a stop operation on the right stop button 10c at the second stop in a state where the left drum 2a has stopped and the bell symbol is displayed in the lower stage, similar to Figure 29(C), the main control unit 100 stops the bell symbol No. 7 in the upper stage of the right drum 2c (see Figure 30(B)). Since the six bell symbols on the right drum 2c are arranged within intervals of four frames, it is possible to stop any of the bell symbols within the drawing-in range in the upper or lower stage of the right drum 2c to bring it into the ready state.

[0238] In the tent state of FIG. 30(B), when the player performs a stop operation on the middle stop button 10b at the third stop, the main control unit 100 stops, for example, the bell symbol No. 8 in the middle row of the middle drum 2b (see FIG. 30(C)). Since the five bell symbols on the middle drum 2b are arranged at intervals of at most four frames, it is possible to stop any bell symbol within the drawing range in the middle row of the middle drum 2b to achieve a winning (the second line in the figure). That is, when any one of RB, the small bell combination, and the one-card small combination of the left first (FR3 to FR5) wins simultaneously, if the first button pressed is the left stop button 10a, then no matter how it is operated thereafter, the small bell combination wins, while RB or the one-card small combination does not win. As a result, in the variable display game after the next game, it enters the high-probability replay state (RT state) with RB internally winning, so that the player can play the game without losing (missing). The sub-control unit 160 notifies, in the AT state, a predetermined first order (in this case, the left first) for winning the small bell combination using the display effect device 11 and the speaker unit 12.

[0239] FIG. 31 is a schematic diagram showing the symbol display state of the window portion in chronological order.

[0240] FIG. 31(A) shows a state in which all the drums of the drum unit 2 are rotating, similar to FIG. 28(A). In this state, when the player performs a stop operation on the middle stop button 10b at the first stop, for example, when the No. 1 pentagon (red) is at the reference position (the No. 1 pentagon (red) can stop immediately at the lower position of the middle drum 2b. Refer to FIG. 31(B)), the main control unit 100 stops the No. 17 pentagon (white) symbol, which is five frames above, at the middle position of the middle drum 2b through which the active line passes (refer to FIG. 31(C)). As a result, the middle drum 2b will stop after slipping four frames. Note that the main control unit 100 can also stop the bell symbol (No. 19) of the small bell winning combination (FR2) that is currently winning on the active line. However, since the push order data is 1, which means left first, and the push order is incorrect, the pentagon (white) symbol of the single-frame winning combination (FR3) within the draw-in frame number range is stopped on the active line. Also, no matter at what timing the player operates the middle drum 2b at the first stop, any one of the pentagon (red) symbol, pentagon (blue) symbol, or pentagon (white) symbol that constitutes the single-frame winning combination (FR3) arranged at the maximum interval of four frames can be stopped at the middle position. However, the reason why the main control unit 100 does not draw in the bell symbol is that the number of symbol combinations when the single-frame winning symbol is drawn in is 3 (square (brown) · pentagon (white) · pentagon (red / blue / white)), while the number of symbol combinations when the small bell winning symbol is drawn in is 1. In either case, the single-frame winning combination (FR3) has more symbol combinations than the small bell winning combination. That is, if the push order at the first stop is incorrect, the symbol that constitutes the single-frame winning combination (FR3) can be drawn in and stopped on the active line. And since this single-frame winning symbol also doubles as the RB symbol, as a result, the symbols of both winning combinations are drawn in.

[0241] FIG. 32 is a schematic diagram showing the symbol display state of the window portion in chronological order.

[0242] Figure 32(A) is the same as Figure 31(C). When the player performs a stop operation on the right stop button 10c at the second stop in the state where the middle drum 2b has stopped and the replay symbol is displayed in the lower stage, the main control unit 100 stops, for example, the pentagon (red) symbol No. 3 at the lower stage of the right drum 2c (see Figure 32(B)). Note that the pentagon (red) symbol, pentagon (blue) symbol, or pentagon (white) symbol that constitutes a single small winning combination (FR3) is arranged at intervals of 6 frames on the right drum 2c. Therefore, it is possible to stop any of the pentagon (red / blue / white) symbols within the drawing range at the upper or lower stage of the right drum 2c to bring it into a tenpai state. In this case, not only the single small winning combination (FR3), but also the RB winning combination becomes a tenpai state (double tenpai state).

[0243] In the double tenpai state shown in Figure 32(B), when the player performs a stop operation on the left stop button 10a at the third stop when the bell symbol No. 5 is at the reference position, the main control unit 100 stops the square (brown) symbol No. 4, which is 1 frame above, at the lower stage position of the left drum 2a, and causes the single small winning combination (FR3) to win on the 4th line (see Figure 32(C)). Note that when the left stop button 10a is operated to stop when the discard symbol No. 10 to the square (brown) symbol No. 4 is at the reference position, the square (brown) symbol No. 4 can be stopped on the 1st line or the 4th line to cause the single small winning combination (FR3) to win. That is, since it is only necessary to perform a stop operation within the range of 7 out of 21 frames, the winning probability is 1 / 3. As a result, in the variable display game after the next game, it becomes a high-probability replay state (RT state) in which the RB internal winning is in progress, so the player can play the game without losing (missing the winning).

[0244] Figure 33 is a schematic diagram showing the symbol display state of the window part in chronological order.

[0245] Figure 33(A) is the same double tenpai state as Figure 32(B). When the player performs a stop operation on the left stop button 10a at the third stop when the discard symbol No. 3 is at the reference position, the main control unit 100 stops the pentagon (red) symbol No. 1, which is 2 frames above, at the lower stage position of the left drum 2a, and causes the RB winning combination to win on the 4th line (see Figure 33(B)).

[0246] Also, in the state of FIG. 33(A), when the player performs a stop operation on the left stop button 10a at the third stop with the No. 11 square (blue) at the reference position, the main control unit 100 stops the No. 8 pentagon (blue) symbol, which is three frames above, at the lower position of the left drum 2a, and causes the RB combination to win on the fourth line (see FIG. 33(C)). That is, when any of the symbols from No. 1 to No. 3 or from No. 11 to No. 21 is at the reference position and the player performs a stop operation on the left stop button 10a, the RB symbol stops on the first line or the fourth line, and the RB combination wins. That is, when a stop operation is performed within the range of 14 frames out of 21 frames, the RB combination wins, and the winning probability is 2 / 3. As a result, the next game becomes a bonus game, and the game is played without increasing the number of medals. Note that even when the left stop button 10a is operated at the second stop, the winning mode is the same as a result, so the explanation is omitted.

[0247] FIG. 34 is a schematic diagram showing the symbol display state of the window portion in time series.

[0248] For example, during general gaming, when the red 7 minor combination (FR1) and the single-symbol minor combination (FR7) shown in FIGS. 26(B) and 27(B) are simultaneously selected by random number lottery, the FR1 flag and the FR7 flag are set.

[0249] When the player operates the center stop button 10b at the first stop while all the drums of the drum unit 2 are rotating, the main control unit 100 judges that the operation matches the stored control information (pulling in a bell symbol at the center first stop) (the push order is "correct"), and therefore, regardless of the order of the subsequent second and third stop operations, the main control unit 100 ensures that only the red 7 minor symbol wins and pays out 15 medals by the stop control process. That is, the main control unit 100 starts a variable display game that varies the three symbol rows, and simultaneously wins the red 7 minor symbol (first target minor symbol) and the one-coin minor symbol (there are nine symbol combinations) that is the push order specified minor symbol by lottery. When the stop button unit 10 is operated in the push order (center first) that is stored in correspondence with this one-coin minor symbol, the bell symbol is stopped on the active line and the red 7 minor symbol wins. Also, as described later, if the push order is correct, the stop control is performed so that the one-coin minor symbol that is also an internal winner is not won.

[0250] FIG. 34(A) shows a state in which all the drums of the drum unit 2 are rotating. In this state, if the player operates the center stop button 10b at the first stop to stop when the No. 8 bell symbol is in the reference position (the No. 7 pentagon (blue) symbol can immediately stop at the middle position of the middle drum 2b. See FIG. 34(B)), the main control unit 100 performs pull-in control so that the bell symbol stops on the effective line. In this case, the No. 3 bell symbol, which is five frames above, is stopped at the middle position of the middle drum 2b (see FIG. 34(C)). As a result, the middle drum 2b slides four frames before stopping. In this case, the main control unit 100 cannot stop the square (blue) symbol of the simultaneously winning 1-piece minor role (FR7) on the effective line because it is not in the pull-in range.

[0251] FIG. 35 is a schematic diagram showing the pattern display state of the window portion in time series.

[0252] FIG. 35(A) is the same as FIG. 34(C). When the player performs a stop operation on the right stop button 10c at the second stop in a state where the middle drum 2b has stopped and the bell symbol is displayed in the middle stage, the main control unit 100 stops, for example, the No. 11 bell symbol at the upper stage of the right drum 2c (see FIG. 35(B)). Since the six bell symbols on the right drum 2c are arranged at intervals of at most three frames, it is possible to stop any of the bell symbols within the draw range at the upper or lower stage of the right drum 2c to enter the tempai state.

[0253] In the tempai state of FIG. 35(B), when the player performs a stop operation on the left stop button 10a at the third stop, the main control unit 100 stops, for example, the No. 2 red 7 symbol at the lower stage of the left drum 2a (see FIG. 35(C)). Since the three red 7 symbols on the left drum 2a are arranged at intervals of six frames, it is possible to stop any of the red 7 symbols at the upper or lower stage of the left drum 2a to win the red 7 minor combination (FR1) (the second line in the figure). Even if the player operates the left stop button 10a at the second stop → the right stop button 10c at the third stop, the red 7 minor combination (FR1) will surely win, and the winning mode will be the same as a result, so the description is omitted.

[0254] FIG. 36 is a schematic diagram showing the symbol display state of the window portion in chronological order.

[0255] FIG. 36(A) shows a state in which all the drums of the drum unit 2 are rotating, similar to FIG. 34(A). In this state, when the player performs a stop operation on the left stop button 10a at the first stop, for example, when the replay symbol No. 7 is at the reference position (the replay symbol No. 7 can stop immediately at the lower position of the left drum 2a. Refer to FIG. 36(B)), the main control unit 100 stops the pentagon (red) symbol No. 1 that is six frames above at the upper position of the left drum 2a through which the valid line passes (refer to FIG. 36(C)). As a result, the left drum 2a will stop after slipping four frames. Note that the main control unit 100 can also stop the red 7 symbol (No. 2) of the red 7 minor winning combination (FR1) that is currently winning on the valid line. However, since the push order data means medium first with a value of 2 and the push order is incorrect, the pentagon (red) symbol of the single symbol minor winning combination (FR7) within the draw frame number range is stopped on the valid line. Also, no matter at what timing the player performs a stop operation on the left drum 2a at the first stop, any one of the pentagon (red), pentagon (blue), or pentagon (white) symbols that make up the single symbol minor winning combination (FR7) arranged at intervals of up to six frames can be stopped at the upper or lower position. However, the reason why the main control unit 100 does not draw in the red 7 symbol is that the number of symbol combinations when drawing in the single symbol minor winning combination is 3 (pentagon (red), square (blue), pentagon (red / blue / white)), while the number of symbol combinations when drawing in the red 7 minor winning combination is 1. In either case, the single symbol minor winning combination (FR7) has more symbol combinations than the red 7 minor winning combination. That is, when the push order at the first stop is incorrect, the symbol that makes up the single symbol minor winning combination (FR7) can be drawn in and stopped on the valid line. Note that this single symbol minor winning combination also doubles as the RB symbol. So, if RB is internally winning, as a result, the symbols of both winning combinations are drawn in.

[0256] FIG. 37 is a schematic diagram showing the symbol display state of the window portion in chronological order.

[0257] Figure 37(A) is the same as Figure 36(C). When the player performs a stop operation on the right stop button 10c at the second stop in the state where the left drum 2a has stopped and the pentagon (red) symbol is displayed in the upper stage, the main control unit 100 stops, for example, the pentagon (red) symbol No. 3 at the lower stage of the right drum 2c (see Figure 37(B)). Note that the pentagon (red) symbol, pentagon (blue) symbol, or pentagon (white) symbol that constitutes a single small combination (FR7) is arranged on the right drum 2c at intervals of 6 frames. Therefore, it is possible to stop any of the pentagon (red / blue / white) symbols within the draw range at the upper or lower stage of the right drum 2c to enter the ready state. Note that the single small combination symbol in the ready state also serves as the RB symbol. If RB is internally winning, as a result, it will enter the double ready state where the symbols of both combinations are drawn in.

[0258] In the ready state of the single small combination (FR7) shown in Figure 37(B), when the player performs a stop operation on the middle stop button 10b at the third stop when the square (white) symbol No. 16 is at the reference position, the main control unit 100 stops the square (blue) symbol No. 11, which is 5 frames above, at the middle stage position of the middle drum 2b to win the single small combination (FR7) on the first line (see Figure 37(C)). Note that when the stop operation is performed on the middle stop button 10b when the square (white) symbol No. 16 to the square (blue) symbol No. 11 is at the reference position, the square (blue) symbol No. 10 or No. 11 can be stopped on the first line to win the single small combination (FR7). That is, since it is only necessary to perform the stop operation within the range of 6 frames out of 21 frames, the winning probability is 3 / 7, but if the operation is performed at other timings, it will be a miss. Note that even if the middle stop button 10b is operated at the second stop and the right stop button 10c is operated at the third stop, the single small combination (FR7) will either win or miss in the same way, and the winning mode will be the same as a result, so the explanation is omitted.

[0259] Figure 38 is a schematic diagram showing the symbol display state of the window portion in chronological order.

[0260] In the game within the RB shown in FIG. 26(C), the RB flag is set. In the RB, for example, when the red 7 minor winning combination (FR1) and the single-symbol minor winning combination (FR11) shown in FIG. 27(B) are simultaneously selected by random number drawing, the FR1 flag and the FR11 flag are set. Therefore, as the internal state, as a result, the RB flag, the FR1 flag, and the FR11 flag are set (see FIGS. 26(C) and 27(C)).

[0261] When the player operates the right stop button 10c at the first stop while all the drums of the drum unit 2 are rotating, the main control unit 100 determines that it matches the control information stored (pulling in the bell symbol at the right first stop), that is, the pressing order is "correct". Therefore, regardless of the order of the subsequent second stop operation and third stop operation, only the red 7 minor winning combination is surely made to win by the stop control process, and 15 medals are paid out. That is, the main control unit 100 starts a variable display game in which three symbol columns are varied, and simultaneously internally selects RB, the red 7 minor winning combination (the first target minor winning combination), and the single-symbol minor winning combination (there are 9 types of symbol combinations), which is the minor winning combination that defines the pressing order, by lottery (also referred to as "symbol lottery"). When the stop button unit 10 is operated in the pressing order (right first) stored corresponding to this single-symbol minor winning combination, the bell symbol constituting the red 7 minor winning combination is stopped on the effective line to make the red 7 minor winning combination win. Also, as will be described later, if the pressing order is correct, stop control is performed so that neither the simultaneously internally selected RB nor the single-symbol minor winning combination wins.

[0262] FIG. 38(A) shows a state where all the drums of the drum unit 2 are rotating. In this state, when the player performs a stop operation on the right stop button 10c at the first stop when the No. 4 bell symbol is at the reference position (the No. 4 bell symbol can be immediately stopped at the lower position of the right drum 2c; refer to FIG. 38(B)), the main control unit 100 performs pull-in control so that only one bell symbol stops on any of the active lines. In this case, the No. 21 bell symbol on the 4th frame is stopped at the lower position of the right drum 2c (refer to FIG. 38(C)). It is also possible to stop the bell symbol at the upper or lower position on the active line with a vit stop or a 2-frame slip, but since it is a particularly strong combination of "sliding red 7 small combination", as a result, the right drum 2c will stop after slipping 4 frames, and the player who confirms this will expect to win the ART. Similarly, there is also a strong combination of "sliding 1 symbol small combination". Note that the main control unit 100 can also stop the square (white) symbol of the one-symbol small combination (FR11) that is currently winning at the upper position on the active line, but it stops the bell symbol that constitutes the red 7 small combination with a large number of payout symbols on the active line. However, the main control unit 100 is configured to perform stop control so as to prioritize aligning the small combination symbols over the bonus combination symbols when any symbol can be pulled in for both the bonus combination and the small combination.

[0263] FIG. 39 is a schematic diagram showing the symbol display state of the window portion in chronological order.

[0264] FIG. 39(A) is the same as FIG. 38(C). In the state where the right drum 2c has stopped and the bell symbol is displayed at the lower position, when the player performs a stop operation on the middle stop button 10b at the second stop, the main control unit 100 stops, for example, the No. 8 bell symbol in the middle section of the middle drum 2b (refer to FIG. 39(B)). Note that since the five bell symbols on the middle drum 2b are arranged at intervals of up to 4 frames at the farthest, it is possible to stop any bell symbol within the pull-in range in the middle section of the middle drum 2b at any timing of the stop operation to bring it into a tenpai state.

[0265] In the temporary state of FIG. 39(B), when the player performs a stop operation on the left stop button 10a at the third stop, the main control unit 100 stops, for example, the red 7 symbol of No. 2 at the upper stage of the left drum 2a (see FIG. 39(C)). Since the three red 7 symbols on the left drum 2a are arranged at intervals of 6 frames, it is possible to stop any of the red 7 symbols at the upper or lower stage of the left drum 2a to achieve a winning (the first line in the figure). When aiming for the red 7 symbol at the upper stage and getting a "vitato" stop, it becomes the strongest red 7 minor winning combination, and an AT lottery is conducted with a high probability (for example, a winning rate of 50%). On the other hand, in the case of a weak red 7 minor winning combination, the red 7 symbol is set to stop at the lower stage in a slipping manner. Therefore, if the pressing order is correct, the RB internal winning state is maintained, and the player can play the game without losing.

[0266] FIG. 40 is a schematic diagram showing the symbol display state of the window portion in chronological order.

[0267] FIG. 40(A) shows a state where all the drums of the drum unit 2 are rotating, similar to FIG. 38(A). In this state, when the player performs a stop operation on the left stop button 10a at the first stop, for example, when the replay symbol No. 7 is at the reference position (the replay symbol No. 7 can be immediately stopped at the lower position of the left drum 2a; refer to FIG. 40(B)), the main control unit 100 stops the pentagon (red) symbol No. 1, which is 6 frames above, at the upper position of the left drum 2a through which the active line passes (refer to FIG. 40(C)). As a result, the left drum 2a will stop after slipping 4 frames. Note that the main control unit 100 can also stop the red 7 symbol (No. 2) of the red 7 minor winning combination (FR1) that is currently winning on the active line. However, since the push order data is 3, which means right first, and the push order is incorrect, the pentagon (red) symbol of the 1-symbol minor winning combination (FR11) within the draw frame number range is stopped on the active line. Also, no matter at what timing the player performs a stop operation on the left drum 2a at the first stop, any one of the pentagon (red), pentagon (blue), or pentagon (white) symbols that make up the 1-symbol minor winning combination (FR11) arranged at 6-frame intervals can be stopped at the upper or lower position. However, the reason the main control unit 100 does not draw in the red 7 symbol is that the number of symbol combinations when drawing in the 1-symbol minor winning combination symbols is 3 (pentagon (red) · pentagon (red / blue / white) · square (white)), while the number of symbol combinations when drawing in the red 7 minor winning combination symbols is 1 (red 7 · bell · bell). In either case, the 1-symbol minor winning combination (FR11) has more symbol combinations than the red 7 minor winning combination. That is, when the push order at the first stop is incorrect, any one of the symbols that make up the 1-symbol minor winning combination (FR11) can be drawn in and stopped on the active line. Note that since this 1-symbol minor winning combination symbol also doubles as an RB symbol, if RB is internally winning, as a result, the symbols of both winning combinations are drawn in.

[0268] FIG. 41 is a schematic diagram showing the symbol display state of the window part in chronological order.

[0269] Fig. 41(A) is the same as Fig. 40(C). When the left drum 2a stops and the pentagon (red) symbol is displayed in the upper stage, if the player operates the middle stop button 10b at the second stop, for example, when the No. 1 pentagon (red) symbol is at the reference position (the No. 1 pentagon (red) symbol can stop immediately at the lower position of the middle drum 2b. Refer to Fig. 41(B)), the main control unit 100 stops the No. 17 pentagon (white) symbol in the middle stage of the middle drum 2b (refer to Fig. 41(C)). Note that the pentagon (red) symbol, pentagon (blue) symbol, or pentagon (white) symbol that constitutes the single small combination (FR11) is arranged within a 4-frame interval on the middle drum 2b. Therefore, it is possible to stop any of the pentagon (red / blue / white) symbols within the drawing-in range in the middle stage of the middle drum 2b to enter the ready state. Note that the single small combination symbol in the ready state also serves as the RB symbol, and since RB is internally winning, as a result, it enters the double ready state in which the symbols of both combinations are drawn in.

[0270] Fig. 42 is a schematic diagram showing the symbol display state of the window portion in chronological order.

[0271] Fig. 42(A) is the same as Fig. 41(C). When the left drum 2a stops and the pentagon (red) symbol is displayed in the upper stage, and the middle drum 2b stops and the pentagon (white) symbol is displayed in the middle stage, if the player performs a stop operation on the right stop button 10c at the third stop, for example, when the replay symbol No. 5 is at the reference position (the replay symbol No. 5 can be immediately stopped at the lower position of the right drum 2c. Refer to Fig. 42(B)), the main control unit 100 stops the square (white) symbol No. 20 at the upper stage of the right drum 2c to cause a small winning combination (FR11) of one symbol to win on the third line (refer to Fig. 42(C)). When the right stop button 10c is operated to stop when the replay symbol No. 5 to the square (white) symbol No. 20 is at the reference position, the square (white) symbol No. 20 can be stopped on the first line or the third line to cause a small winning combination (FR11) of one symbol to win. That is, if the stop operation is performed within the range of 7 frames out of 21 frames, a small winning combination (FR11) of one symbol wins, and the winning probability is 1 / 3. However, if the operation is performed at other timings, RB wins as described later. When the right stop button 10c is operated at the second stop and then the middle stop button 10b is operated at the third stop, similarly, a small winning combination (FR7) of one symbol wins or RB wins, and the winning modes are the same as a result, so the description is omitted.

[0272] Fig. 43 is a schematic diagram showing the symbol display state of the window portion in chronological order.

[0273] FIG. 43(A) is the same as FIG. 42(A). When the left drum 2a stops and the pentagon (red) symbol is displayed in the upper stage and the middle drum 2b stops and the pentagon (white) symbol is displayed in the middle stage, if the player operates the right stop button 10c at the third stop, for example, when the bell symbol No. 7 is at the reference position (the bell symbol No. 7 can stop immediately at the lower position of the right drum 2c), the main control unit 100 slides the pentagon (red) symbol No. 3 by 4 frames and stops it at the lower stage of the right drum 2c, and makes RB win on the first line (see FIG. 43(B)). Also, in the state of FIG. 43(A), if the player operates the right stop button 10c at the third stop, for example, when the red 7 symbol No. 16 is at the reference position (the red 7 symbol No. 16 can stop immediately at the lower position of the right drum 2c), the main control unit 100 slides the pentagon (blue) symbol No. 10 by 4 frames and stops it at the upper stage of the right drum 2c, and makes RB win on the third line (see FIG. 43(C)). That is, if the operation order of the stop button unit 10 is incorrect, there is a 1 / 3 probability that a small winning combination of one symbol wins and the internal winning state of RB is maintained, while there is a 2 / 3 probability that RB wins and the RB game starts, and when it ends, it returns to the general game and enters a stuck state where there is a loss. That is, if a red 7 small winning combination (FR1), a bell small winning combination (FR2), or a small winning combination of one symbol (FR3 to FR11) wins while RB is internally winning, in the variable display game of the next game, it becomes a high-probability replay state (RT state) while RB is internally winning, so the player can play the game without losing (missing).

[0274] FIG. 44 is a flowchart showing the symbol stop processing subroutine. The solid line indicates the process executed by the main control unit 100, and the broken line indicates the process executed by the sub-control unit 160.

[0275] In the game main process of step S170 in FIG. 22, the main control unit 100 executes a random number lottery (winning combination lottery or symbol lottery) in accordance with the operation of the start lever 9 of the player (the reception timing of the start signal), calls this subroutine, and then starts the symbol variable display game by rotating the drum unit 2.

[0276] The main control unit 100 outputs an announcement signal (such as a command or data) in step S200, notifies the sub-control unit 160 of the lottery result and the internal state (bonus flag, normal replay state or RT state, number of games cleared after bonus, etc.), and then proceeds to step S210 described below.

[0277] When the sub-control unit 160 receives the announcement signal, it checks in step SS100 whether any of the composite minor winning combinations (see FIGS. 25, 26(B), and 26(C)) have won based on the command, data, etc. If none have won, it performs an effect according to the other winning combinations and then ends. On the other hand, if a win has occurred, it proceeds to step SS110.

[0278] In step SS110, the sub-control unit 160 checks whether it is during AT and whether there is a remaining game count. If there is no remaining game count, it proceeds to step SS120. On the other hand, if there is an AT stock, it proceeds to step SS130.

[0279] In step SS120, the sub-control unit 160 checks whether there is an AT stock and whether the condition for releasing (activating the AT function) is satisfied. If not, it ends. On the other hand, if it is satisfied, it proceeds to step SS130.

[0280] In step SS130, the sub-control unit 160 activates the AT function and announces the order of pressing the stop button corresponding to the internally won composite minor winning combination, and then ends this process. Specifically, this AT function is displayed on the display effect device 11 in video along with voices such as "It's on the left", "It's in the middle", "It's on the right" in a male voice or "On the left", "In the middle", "On the right" in a female voice.

[0281] When the main control unit 100 proceeds to step S210, if the internally won combination is a composite minor winning combination and a stop operation is performed in the order corresponding to that composite minor winning combination (i.e., if the order of pressing is correct), it causes the target minor winning combination to win in step S220 and then ends. On the other hand, if the order of pressing is incorrect, it proceeds to step S230. Although not shown in the figure, if the internally won combination is not a composite minor winning combination, it performs predetermined stop control according to the other internally won combinations and then ends.

[0282] When the main control unit 100 shifts to step S230, it first surely stops one symbol constituting a bonus attracting minor winning combination on the active line. When shifting to step S240, if the subsequent stop operation timing matches, the main control unit 100 causes the bonus attracting minor winning combination to win in step S250 and ends. On the other hand, if the stop operation timing does not match, it shifts to step S260.

[0283] When the main control unit 100 shifts to step S260, if a bonus is internally winning, it causes the bonus winning combination to win in step S270. On the other hand, if a bonus is not internally winning, it stops the drum unit 2 with a losing symbol in step S280 and ends.

[0284] FIG. 45 is a schematic diagram of a presentation screen displayed by the presentation display device.

[0285] The sub-control unit 160 switches and displays the presentation video displayed on the presentation display device 11 according to the game state. FIG. 45(A) is a daytime stage screen and is used in a state where the winning probability of AT is low. FIG. 45(B) is a nighttime stage screen and is mainly used in a state where the winning probability of AT is high. So, when this screen is displayed, the player's mood is elevated with the expectation of AT release. When a rare minor winning combination (for example, middle row cherry, strong watermelon, strong bell, etc.) wins, the sub-control unit 160 performs an AT lottery (lottery for releasing an AT bonus) and a high probability lottery thereafter. When winning in this high probability lottery, it switches from the normal daytime screen to the nighttime screen. On the other hand, every time a replay wins during AT high probability, a fall lottery is performed with a predetermined probability. So, during general gaming, the normal daytime screen and the nighttime screen are alternately displayed at a predetermined frequency. Generally, these display screens are changed according to the stay mode such as a low probability state, a high probability state, or RB internally winning, as well as time, weather, etc., in order to give the player a correct mode suggestion. Also, a fake presentation can be appropriately performed to further arouse the player's expectation. In addition, a normal notification presentation according to various winning combinations is executed.

[0286] Fig. 45(C) shows a thunder screen at night. When the player operates the start lever from the night stage screen to start the variable display game, the sub-control unit 160 conducts an assist lottery (AT lottery) each time a predetermined condition is satisfied, such as when a rare minor winning combination is selected. When the sub-control unit 160 conducts an AT lottery, in order to inform the player to that effect, it performs an effect of dropping a thunderbolt onto the night stage screen along with thunderclaps in accordance with the operation timing of the stop button unit 10. Also, when an AT is selected while the day stage is being displayed, the screen changes rapidly from the day stage screen to the night stage screen, and at least two consecutive thunder effects are performed to suggest the precursor of AT release. Then, when three consecutive thunder effects are performed from the day stage screen and the thunderbolt is dropped three times in accordance with the operation timing of the stop button unit 10, the confirmation of AT release (confirmation of AT bonus) is announced. Therefore, by appropriately generating thunderclaps and thunderbolts, the player's sense of anticipation can be stimulated.

[0287] As another precursor effect for releasing an AT, the night thunderbolt screen is continuously used along with the sound effect of "gorogoro dokkan". In particular, during the precursor effect in general gaming shown in Fig. 26, when "RB + bell minor winning combination + single-card minor winning combination" is internally selected, along with the extremely exciting effect of AT activation, after setting it to a freeze state where the stop button unit 10 cannot be operated to stop for a while, the pushing order for winning the bell minor winning combination is notified. By this, it is possible to guide the player to the internal winning state of the bonus. Also, during the precursor of AT bonus release, when "red 7 minor winning combination and single-card minor winning combination" shown in Fig. 26 is internally selected, the pushing order for winning the red 7 minor winning combination is notified.

[0288] The above-mentioned AT lottery is also called a navigation lottery (abbreviated name for "navigation lottery"). When the AT function is activated, in order to win the small winning combination in the pressing order (target small winning combination), the sub-control unit 160 notifies the operation order of the stop button unit 10. Also, when winning in the AT lottery, instead of immediately activating the AT function, it is added and stored as AT stock, and by releasing it all at once at a desired timing, it is possible to allow the player to obtain a large number of medals. For example, in the RT state (high-probability replay state) after winning a special replay with all red 7s (a red 7 replay combination where the red 7 symbols seem to line up on the upper horizontal line, middle horizontal line, or lower horizontal line, which are invalid lines), if all 50 games' worth of AT stock are released and an AT lottery is conducted during ART, without reducing the hold count due to RT, ART can continue indefinitely, thus creating a large outpouring of medals.

[0289] Figure 46 is a schematic diagram of the effect display screen displayed by the display effect device.

[0290] When the sub-control unit 160 notifies an AT win, in the next variable display game after the lightning effect shown in Fig. 45(C), the night stage screen is displayed again (see Fig. 46(A)). In response to the operation of the stop button unit 10, two bats with plates approach from afar, and gradually the characters "BONUS" are displayed so that they can be recognized (see Fig. 46(B)), and finally, a bat departure notification effect is performed.

[0291] Also, from the state where the night stage screen is being displayed, scrolling the display screen to the right, expanding the cemetery, and having the character butler of the character emerge from the grave in the center of the raised screen with a scream of "Orya" and the sound effect of "Tirororororon" can also be an extremely exciting premiere effect for the player (see Fig. 46(C)).

[0292] Figures 47 to 48 are schematic diagrams of the effect display screens displayed by the display effect device.

[0293] As described above, after notifying the winning of the AT bonus, when the first game is started by the operation of the player, the sub-control unit 160 displays the remaining game number and the acquired number of medals in the upper right of the display effect device 11, and also displays a preparation state screen before the activation of ART (see Fig. 47(A)).

[0294] When the first game during the ART preparation starts and a composite minor winning (red 7 minor winning + 1 - medal minor winning) is internally won at that time, the sub-control unit 160 displays the order of pressing the stop button unit 10 necessary to win the red 7 minor winning, which is the target minor winning, as the number 1. In this case, the number 1 representing the first stop operation is displayed in a large circle, and it is pronounced as "Naka" with the voice of Dracula or the protagonist (see Fig. 47(B)). Note that the red 7 minor winning wins as long as the first stop operation is correct, but if the stop operation is incorrect, either the 1 - medal minor winning (bonus draw-in minor winning) wins or it is a loss.

[0295] When the player correctly operates the middle stop button 10b, the sub-control unit 160 changes the character in the central large circle to "OK" and makes it a small circle (see Fig. 47(C)).

[0296] When the player operates the right stop button 10c for the second stop and then the left stop button 10a for the third stop in the state of Fig. 47(C), the sub-control unit 160 changes the character "ANY" in the right circle to "OK" (see Fig. 48(A)), and then changes the character "ANY" in the left circle to "OK". Finally, since the red 7 minor winning wins, it changes "15GET" and the acquired number of medals to "15" (see Fig. 48(B)). For example, if the first stop operation is incorrect and the incorrect left stop button 10a is operated, the character "ANY" in the left circle is changed to "×", and the information necessary for winning the 1 - medal minor winning is notified. In this case, the "blue" meaning the square (blue) of the middle drum 2b to be aimed at is enlarged and displayed (see Fig. 48(C)). If the middle stop button 10b is operated at the correct timing, the square (blue) symbol is drawn in and the 1 - medal minor winning wins. So, if it is inside the bonus, the winning of the bonus combination can be avoided. This point is an epoch-making original technology with inventiveness.

[0297] FIG. 49 is a schematic diagram of a production screen displayed by the display production device.

[0298] In the state of FIG. 48(B), when the next game is started by the player's MAX bet operation, the number of acquired medals is changed to "12". At that time, if "RB + bell minor combination + 1 medal minor combination" is internally elected, the order of pressing the stop button unit 10 necessary to win the bell minor combination, which is the target minor combination, is displayed as the number 1. In this case, the number 1 indicating the first stop operation is displayed in the large right circle, and it is pronounced as "right" in the voice of Dracula or the protagonist (see FIG. 49(A)).

[0299] When the player correctly operates the right stop button 10c, the sub-control unit 160 changes the character in the large right circle to OK and makes it a small circle (see FIG. 49(B)).

[0300] In the state of FIG. 49(B), when the player operates the left stop button 10a at the second stop → the middle stop button 10b at the third stop, the sub-control unit 160 changes the character "ANY" in the left circle to "OK", and then changes the character "ANY" in the middle circle to "OK". Finally, the bell minor combination wins, and the bonus combination enters the RT state of the internally elected state (high probability replay state. See FIGS. 26(A) and 26(C)). The sub-control unit 160 changes the screen display of the display production device 11 to "2GET·ART start", the remaining number of games to "50", and the number of acquired medals to "14" (see FIG. 49(C)). On the other hand, for example, if the first stop operation is incorrect and the incorrect middle stop button 10b is operated, the character "ANY" in the central circle is changed to "×", and the information necessary to win the 1 medal minor combination is notified. In this case, "white", which means the square (white) of the right drum 2c to be aimed at, is enlarged and displayed (not shown, but the same as FIG. 48(C)). If the right stop button 10c is operated at the correct timing, the square (white) symbol is drawn in, the 1 medal minor combination wins, and the winning of the bonus combination can be avoided, so the bonus internal middle state can be maintained. This point is an epoch-making original technology with inventiveness.

[0301] When ART starts, either (1) "RB + bell minor + 1 minor" or (2) "RB + red 7 minor + 1 minor" shown in Fig. 26(C) is internally elected, and the sub-control unit 160 notifies the operation sequence for awarding the bell minor or red 7 minor. Therefore, the player can continue the game while maintaining the RT state and obtain a large number of medals. When (3) "RB + replay" is internally elected, one of the multiple types of replays will surely win, so it is not necessary to insert medals in the next game. It is also possible to change the winning replay combination according to the pressing order. For example, when awarding a production red 7 replay (a replay where red 7s seem to be aligned horizontally), or when avoiding a falling replay, the sub-control unit 160 notifies the pressing order such as reverse pressing and avoidance procedures.

Embodiment

[0302] Fig. 50 is a symbol arrangement table of the drums.

[0303] On each of the left drum 2a, middle drum 2b, and right drum 2c, a rotating belt (not shown) with left drum symbols, middle drum symbols, and right drum symbols drawn on it is attached to go around the outer peripheral part of each drum.

[0304] On each rotating belt, 21 symbols with different arrangements are drawn. Although irregular, the symbols for the bonus combination (a 1-kind symbol continuous operation device. Hereinafter referred to as "RBB") to operate, namely "blue 7, red 7, white bar", the symbols for various minor combinations, and the symbols for various replay combinations, namely "black bar", "bell 1", "bell 2", "bell 3", "cherry", "square (red)", "square (blue)", "square (white)", "pentagon (red)", "pentagon (blue)", "pentagon (white)", "replay 1", and "replay 2" are drawn.

[0305] Fig. 51 is a symbol combination display determination diagram.

[0306] When all three drums stop, the main control unit 100 performs symbol combination display determination related to winning and operation on the effective lines of the window 3 according to the number of inserted game medals (exclusively for 3 medals in general games).

[0307] Figure 51(B) shows the valid line when three specified game medals are inserted. In the order of the left drum 2a, the middle drum 2b, and the right drum 2c, only one of the first lines (middle row, middle row, middle row: a straight line horizontally in the center) becomes valid. In addition, even in the bonus game (when the first type of accessory continuous operating device operates), the specified number of game medals is three, and the valid line is only the first line, which is exactly the same.

[0308] Figure 52 shows the payout table, etc. when the accessory is not operating (during normal gameplay, with three specified medals).

[0309] When all three drums have stopped, the main control unit 100 makes a determination on the combination display of symbols related to winning or activation on the valid line (see Figure 52) according to the number of inserted game medals. In this case, the number of inserted medals is three, and the valid line is only one horizontal line in the center.

[0310] (1) Bonus role (RBB: Reel continuous operation device related to the first type of special item): It is the role name when the blue 7 stops on the left drum 2a, the red 7 stops on the middle drum 2b, and the white bar stops on the right drum 2c on the valid line. The number of acquired medals is 0, and then the Big Bonus Game (RBB game) is awarded. There is only one type of combination symbol for the bonus role. Even if it wins internally alone, if the timing of the stop operation of the stop button part 10 does not match, the predetermined bonus role symbol will not stop on the valid line, so it will be carried over to the next game. This RBB game ends when the number of paid-out medals (acquired medals) exceeds 120. However, the number of inserted medals is 3, and the expected value of the number of paid-out medals per game is less than 3 (for example, about 2) as described later. Therefore, when the RBB game ends, the medals will almost surely decrease in calculation (in other words, the expected value of medal increase in one RBB game is negative). That is, the RBB game is in a game state disadvantageous to the player. In the general game state (RT0 state: The replay winning probability is about 1 / 7.3 of a predetermined value), when the bonus role (RBB) wins internally (the condition device operates), at least from the next game onwards, the replay winning probability fluctuates and enters the high-probability replay game state (RT1 state: Replay probability about 1 / 5.5). When this bonus role symbol is displayed (winning), and the RBB game due to the operation of the bonus role ends (operation ends), the replay winning probability fluctuates and returns to the initial state (RT0 state). That is, the player will play the variable display game in any of the game states of RT0 state, RT1 state, and RBB game state. Note that this initial state (non-variable state of replay probability) is a transitional state (game preparation state) until it transitions to the RT1 state, and it hardly ever becomes the RT0 state in actual games. It is shipped in the RT1 state at factory shipment. Similarly, since the internally won bonus role hardly ever wins, it is rare for the player to play the BB game (see Fig. 53(A)).

[0311] (2) First Minor Role (FR1: First Target Minor Role): It is the role name when any of the (Bell 1 / Bell 2 / Bell 3) symbols align and stop on the effective line on the left drum 2a, any of the (Bell 1 / Bell 2 / Bell 3) symbols on the middle drum 2b, and any of the (Bell 1 / Bell 2 / Bell 3) symbols on the right drum 2c. The number of winning coins (payout coins) is 9. When the first minor role is internally won in the role draw, the condition device of FR1 (Fruit 1) stands and operates. FR1 has 9 types of combination symbols (3×3×3). Assuming it is internally won alone, regardless of the stop operation order and timing of the stop button part 10, the symbols are arranged so that the predetermined bell symbol will surely win when it stops on the effective line (the bell symbol is displayed in a straight line horizontally in the center). In the RT0 state or RT1 state, the first minor role almost always wins simultaneously with a one-coin minor role (inhibiting minor role) for pressing order control. Note that the first target minor role is a minor role that should win, and it wins when the pressing order is correct, which is advantageous for the player. On the other hand, if the pressing order is incorrect and the inhibiting minor role wins or is a miss. When the assist function is activated, it is configured to notify the operation order of the stop button part 10 for winning the first target minor role.

[0312] (3) Second Minor Role (FR2: Second Target Minor Role): When the second minor role wins, one of the (Bell 1 / Bell 2 / Bell 3) symbols stops and is displayed in the upper part of the left drum 2a, one of the (Bell 1 / Bell 2 / Bell 3) symbols stops and is displayed in the middle part of the middle drum 2b, and one of the (Bell 1 / Bell 2 / Bell 3) symbols stops and is displayed in the lower part of the right drum 2c, and the number of acquired coins (payout coins) is 9. However, on the effective line, for example, Replay 2 stops on the left drum 2a, Bell 3 stops on the middle drum 2b, and a square (blue) stops on the right drum 2c (see Fig. 52(B)). When the second minor role is internally selected in the role lottery, the condition device of FR2 (Fruit 2) stands by and operates. FR2 has 9 types of combined symbols (3×3×3). Assuming that it is internally selected alone, regardless of the stop operation order and timing of the stop button part 10, the symbols are arranged so that the above-mentioned predetermined symbols always stop and win on the effective line (the Bell symbols are displayed in a straight line slanting downward to the right). As will be described later, in the RT0 state or the RT1 state, the second minor role almost always wins simultaneously with a one-symbol minor role (inhibiting minor role) for push order control. Similarly, the second target minor role is a minor role that should win and wins when the push order is correct, which is advantageous for the player. On the other hand, if the push order is incorrect and the inhibiting minor role wins or loses. When the assist function is activated, it is configured to notify the operation order of the stop button part 10 for winning the second target minor role.

[0313] (4) Third Minor Winning Combination (FR3: Third Target Minor Winning Combination): When the third minor winning combination wins, any one of the (Bell 1 / Bell 2 / Bell 3) symbols stops and is displayed in the lower part of the left drum 2a, any one of the (Bell 1 / Bell 2 / Bell 3) symbols stops and is displayed in the middle part of the middle drum 2b, and any one of the (Bell 1 / Bell 2 / Bell 3) symbols stops and is displayed in the upper part of the right drum 2c, and the number of acquired coins (payout coins) is 9. However, on the active line, for example, a pentagon (white) stops on the left drum 2a, Bell 3 stops on the middle drum 2b, and Replay 1 stops on the right drum 2c (see Fig. 52(C)). When the third minor winning combination is internally won in the winning combination lottery, the condition device of FR3 (Fruit 3) activates. FR3 has 9 types of combined symbols (3×3×3). Assuming it is internally won alone, regardless of the stop operation order and timing of the stop button part 10, the symbols are arranged so that the above-mentioned predetermined symbols always stop and win on the active line (the Bell symbols are displayed in a straight line slanting upwards to the right). As will be described later, in the RT0 state or the RT1 state, the third minor winning combination almost always wins simultaneously with a single minor winning combination (inhibiting minor winning combination) for pressing order control. Similarly, the third target minor winning combination is a minor winning combination that should win, and when the pressing order is correct, it wins, which is advantageous for the player. On the other hand, when the pressing order is incorrect and the inhibiting minor winning combination wins or loses, the assist function activates and notifies the operation order of the stop button part 10 for winning the first target minor winning combination.

[0314] (5) Single Minor Winning Combination (Inhibiting Minor Winning Combination for Pressing Order Control: FR4~FRn): It is a minor winning combination (bonus inhibiting minor winning combination) for preventing the above-mentioned bonus winning combination from being drawn. When it wins, the number of acquired coins (payout coins) is 1. Also, it is a minor winning combination (bonus inhibiting minor winning combination) that wins simultaneously with any one of the first to third target minor winning combinations and prevents each target minor winning combination from being drawn when the pressing order is incorrect. Note that n is an arbitrary integer and is determined as required in the design. As a result, the number of types of single minor winning combinations is n + 3.

[0315] (6) Middle Cherry Role (FRn+1): It is the role name when the cherry symbol appears on the left drum 2a, and the middle drum 2b and the right drum 2c stop aligned on the active line with (ANY symbol). The number of medals obtained is 2. When the middle cherry role is internally selected by lottery, one condition device of FRn+1 (Fruit n+1) activates. When the bonus role is internally selected and the middle cherry role is internally selected, even if the player operates the left stop button 10a near the blue 7, instead of stopping the blue 7 symbol No. 10 on the active line, the pentagon (blue) No. 7 or the pentagon (white) No. 12 is stopped to win the middle cherry role, so the bonus role will not win.

[0316] (7) Lower Cherry Role (FRn+2): It is the role name when a black bar (cherry at the lower part) appears on the left drum 2a, any of the (bell 1 / bell 2 / bell 3) symbols appears on the middle drum, and the right drum 2c stops aligned on the active line with (ANY symbol). The number of medals obtained is 2. When the lower cherry role is internally selected by lottery, one condition device of FRn+1 (Fruit n+2) activates. When the bonus role is internally selected and the lower cherry role is internally selected, even if the player operates the left stop button 10a near the blue 7, instead of stopping the blue 7 symbol No. 10 on the active line, the pentagon (blue) No. 7 or the pentagon (white) No. 12 is stopped to win the lower cherry role, so the bonus role will not win.

[0317] (8) Replay: It is the role name when the replay 1 or replay 2 symbols appear aligned on the active line on the three drums. No medals are obtained for this. When internally selected, an RP flag is set in the flag area. When this is selected alone or selected simultaneously with the bonus role, the replay will always win and activate. There are 8 types of combination symbols for the replay. By operating the start lever 9 of the player, the next game can be played without inserting medals. Note that even if the replay activates, it will not be a trigger for the change of RT (the winning probability of the replay).

[0318] (9) Red 7 replay: This is the name of the combination when the Red 7 symbols align on the active line on the three drums. No medals are awarded for this. When it is internally selected, a Red 7 RP flag is set in the flag area. However, it is always selected simultaneously with other replay combinations (not shown in the figure). The Red 7 replay wins only when the pressing order is correct and the operation timing is appropriate. If the button pressing is incorrect, one of the other replay combinations will definitely win. Even when it is selected simultaneously with the bonus combination, one of the replay combinations will always win and activate. It is used to clearly indicate to the player that the assist bonus (generally referred to as the "third bonus") has been selected. The Red 7 replay is equivalent to the conventional big bonus. Note that even when the Red 7 replay is activated, it does not trigger a change in the RT (replay winning probability).

[0319] (10) Blue 7 replay: This is the name of the combination when the Blue 7 symbol appears on the left drum 2a and the Red 7 symbols align on the active line on the other two drums. No medals are awarded for this. When it is internally selected, a Blue 7 RP flag is set in the flag area. However, it is always selected simultaneously with other replay combinations (not shown in the figure). The Red 7 replay wins only when the pressing order is correct and the operation timing is appropriate. If the button pressing is incorrect, one of the other replay combinations will definitely win. Even when it is selected simultaneously with the bonus combination, one of the replay combinations will always win and activate. It is used to clearly indicate to the player that the assist bonus (generally referred to as the "third bonus") has been selected. The Red 7 replay is equivalent to the conventional big bonus. Note that even when the Blue 7 replay is activated, it does not trigger a change in the RT (replay winning probability).

[0320] This embodiment describes the basic configuration. In addition to the winning combinations described above, it is also possible to provide rare minor combinations such as watermelon or chance symbols, and other special replay combinations as needed. When these rare minor combinations are internally selected, an additional AT lottery can be conducted, or through a lottery by the sub-control unit, the Red 7 replay combination can be aligned during the AT to award multiple sets of AT.

[0321] FIG. 52(D) is an explanatory diagram of the winning order small roles in which the bell small roles (first to third small roles: target small roles) win when the double-push order is correct.

[0322] The order-pushing small role (medium 1) is a small role in which multiple types of single small roles (e.g., red 7 - square - pentagon, etc.) that constitute a group of single small roles for the purpose of inhibiting the winning of the bell small role (first to third small roles), and multiple types of other single small roles (e.g., red 7 - any one of bells 1 to 3 - pentagon, etc.) that constitute a group of single small roles for the purpose of inhibiting the winning of the first small role can win (see FIG. 52(D)). Note that the explanation of other single small roles is omitted in FIG. 52(A).

[0323] When the main control unit 100 starts the variable display game, it internally selects one from among the multiple order-pushing small roles by lottery, and performs stop control of the drum unit 2 so as to stop the left drum 2a, the middle drum 2b, and the right drum 2c (multiple symbol columns) at predetermined positions according to the lottery result and the operation of the stop button unit 10. The ROM 101 stores, in association with the multiple order-pushing small roles to be drawn, the operation order of the stop switch as operation order data (in this case, middle → left → right or 2 - 1 - 3). Further, the ROM 101 stores 9 payout sheets (predetermined number) of the bell small role, 1 payout sheet of the single small role, and 1 payout sheet of the other single small role.

[0324] The main control unit 100 recognizes or confirms the operation order for causing the bell small role in the internally selected order-pushing small role to win (in this case, middle → left → right). Further, the main control unit 100 creates a sliding frame number table for all the drum units 2 (left drum 2a, middle drum 2b, and right drum 2c) until the stop operation becomes possible, and waits for the stop operation (see JP-A-2012-040355). This sliding frame number table is a stop control table in which sliding frame number data for moving and stopping the drum unit 2 in the range of 0 to 4 frames with respect to the stop operation position is stored.

[0325] For example, when the replay 2 symbol No. 13 on the middle drum 2b is on the valid line and the correct stop button 10b in the correct pressing order is first stopped, the main control unit 100 controls to move the middle drum 2b by 4 frames so that the bell 1 symbol No. 9 stops. When the blue 7 symbol No. 10 on the left drum 2a is on the valid line and the left stop button 10a in the correct pressing order is second stopped, the main control unit 100 controls to move the left drum 2a by 1 frame so that the bell 3 symbol No. 9 stops, and the first minor winning combination becomes a tempai state. After that, when the right drum 2c is third stopped, any one of the bell 1 to bell 3 symbols is stopped on the valid line, and the first minor winning combination (target minor winning combination) wins. When the right stop button 10c in the incorrect pressing order is second stopped, either a square symbol or a pentagon symbol is stopped on the valid line of the right drum 2c, and the other single minor winning combination becomes a tempai state. After that, the other single minor winning combination wins. Note that it is also possible for the other single minor winning combination to win or lose. As an example, for the second minor winning combination, a replay - bell - square symbol stops on the valid line (see FIG. 52(B)). Also, for the third minor winning combination, a square - bell - replay symbol stops on the valid line (see FIG. 52(C)).

[0326] On the other hand, when the blue 7 symbol No. 10 on the left drum 2a is on the valid line in a state where all of the drum units 2 are rotating, and the left stop button 10a in the incorrect pressing order is first stopped, the main control unit 100 controls to move the left drum 2a by 3 frames so that the pentagon (blue) symbol No. 7 stops. Although it is also possible to stop the bell 3 symbol No. 9 on the left drum 2a, the pentagon (blue) symbol with a higher priority is stopped. In the subsequent second stop operation and third stop operation, the single minor winning combination wins or loses. Since the right drum 2c is the same, the explanation is omitted.

[0327] FIG. 53 and FIG. 54 are a game state transition diagram and a conceptual diagram showing the lottery probabilities of various winning combinations. FIG. 53(B) shows the lottery probability during a general game in the initial state, FIG. 54(B) shows the lottery probability inside the RBB, and FIG. 54(B) shows the lottery probability during the RBB (during a type 1 BB game). Note that even if the stage setting value is reset, the game state is maintained.

[0328] In FIG. 53(A), from the next game after the big bonus game (RBB game) ends, a general game (described as "general game" in the figure) starts. The replay probability (the probability of winning a replay) in this general game is approximately 1 / 7.3 (8978 / 65536 settings) (initial replay state: a state where the replay probability has not fluctuated).

[0329] In the general game, when the RBB, which is a bonus combination, is internally won and the RBB wins in that game, the RBB game starts from the next game. The RBB game ends when the payout of medals exceeds a predetermined number of 120, and from the next game, it becomes a normal replay state where the winning probability of the replay combination is low. Note that it is almost impossible to go from general game → RBB is internally won → RBB wins → more than 120 are paid out in the RBB game → RBB game ends → general game, and the player will repeat the game in the RBB internal middle state (hereinafter referred to as "internal middle game") described later. The general game can be said to be the so-called "preparation state" until it transitions to the internal middle game. The setting number of the RBB is 2000, and the setting number when the RBB and a single small combination (a small combination that inhibits the winning of the RBB) are simultaneously won is 2558. Only the former can cause the RBB to win when it is internally won. However, if you don't aim for the blue 7 symbol, red 7 symbol, and white bar symbol at the timing of internal winning, you won't win, and moreover, even if you win, only the game medals will decrease, so there is no benefit for the player to make it win.

[0330] On the other hand, even if the RBB is internally won in the general game, if the winning of the RBB is avoided, it becomes a high-probability replay state (RT1) where the bonus combination is internally won (RBB internal middle) (see the shaded part in FIG. 53(A)). Since there is no loss (non-winning) in this RT1 state as described later, the player can play the variable display game in a very advantageous game state. Note that the number of losing settings in the RT1 state is about 1 to 10, and when a loss is drawn with a probability of 1 / 65536 to 10 / 65536, a freeze effect may be performed to give a large bonus to the assist function. In this case, the loss becomes a freeze trigger combination or a freeze determination combination.

[0331] During normal gameplay (refer to Fig. 53(B)), the number of bets by aggregating RBBs is 4558 (2000 + 2558), and the winning probability is 4558 / 65536. The number of bets for the first minor winning combination, the second minor winning combination, and the third minor winning combination is 17000 each, and the winning probability is 17000 / 65536. The winning probability by aggregation is 51000 / 65536. In this case, one of the first minor winning combination to the third minor winning combination wins internally with a probability of approximately 78%. However, basically, multiple different single-card minor winning combinations are designed to win simultaneously for the purpose of controlling the pushing order, but the first minor winning combination to the third minor winning combination may also win individually. The number of bets for the middle cherry winning combination is 250, the number of bets for the lower cherry winning combination is 750, and the number of bets for the replay winning combination is 8978. However, basically, multiple different replay winning combinations are designed to win simultaneously.

[0332] During the internal RBB state (refer to Fig. 54(A)), no lottery for RBB is conducted, so the winning probability is 0. Note that the internal RBB state means that the RBB flag is set and RBB has already won and is carried over. This internal RBB state becomes a high-probability replay state (RT state) where the winning probability of the replay fluctuates. The lottery area with 2000 bets where RBB wins alone shown in Fig. 53(B) becomes a new winning area for the replay. Therefore, the number of bets becomes 10978, which is the original number of bets for the replay, 8978, plus 2000. The winning probability of the replay is 10978 / 65536 (about 1 / 6), and the probability of non-winning is 0. That is, in the internal RBB state where there is no loss, by activating the assist function and notifying the pushing order for the first minor winning combination to the third minor winning combination (9 target minor winning combinations) to win, the player can efficiently obtain medals. The number of bets for the area where RBB and a single-card minor winning combination win simultaneously, 2558, becomes the winning area for only the single-card minor winning combination. Since the others are the same, the explanation is omitted.

[0333] When calculating the expected value when the assist function is activated in the internal medium game, the probability of winning the first minor prize to the third minor prize is 51000 / 65536, and the increased number of medals is 6 (payout 9 - input 3), so it becomes 4.67 medals / game. On the other hand, the probability of winning two cherry prizes is 1000 / 65536, and the increased number of medals is -1 (payout 2 - input 3), so it becomes -0.03 medals / game. The probability of winning a single - medal minor prize is 2558 / 65536, and the increased number of medals is -2 (payout 1 - input 3), so it becomes -0.08 medals / game. Since a replay win allows the next game to be played without inserting medals, there is no change in the expected value. Therefore, if AT is activated in the internal medium game and all minor prizes including the first minor prize to the third minor prize are won, on average, it will increase by about 4.56 medals / game, and the maximum net increase in medals in Machine No. 5 can be achieved.

[0334] In the RBB game (see Fig. 54(B)), the biggest difference from the internal medium game is that the first minor prize, the second minor prize, and the third minor prize can be won simultaneously, and the number of settings becomes 17000. That is, in the internal medium game, the combined winning probability of the first minor prize, the second minor prize, and the third minor prize with dispersed winning areas is 51000 / 65536, while in the RBB game, due to the overlapping of the winning areas, the same winning probability is reduced to 17000 / 65536, which is one - third. Among the remaining 34000 settings (51000 - 17000), 30000 settings and 10978 settings for replay become losses (non - winning: 40978 settings) in the RBB game, and the other 4000 settings become the area where a single - medal minor prize as an increased prize wins. However, the number of replay settings can be provided and a lottery can be conducted. In other words, in the internal medium game, since the winning areas of the first minor prize to the third minor prize are dispersed, the target minor prizes 1 - 3 with a payout of 9 medals do not win simultaneously with each other. In contrast, in the RBB game, since the winning areas of the first minor prize to the third minor prize coincide (or overlap), the target minor prizes 1 - 3 with a payout of 9 medals can win simultaneously. As a result, in the RBB game, the number of game medals decreases or does not increase.

[0335] When calculating the expected value of the number of games until the RBB game ends, the probability that the first to third minor winning combinations are all won is 17000 / 65536, and the number of payout reels is 9, so the payout per game is 2.33 reels. The probability that two cherry winning combinations are won is 1000 / 65536, and the number of payout reels is 2, so the payout per game is 0.03 reels. The probability that a single minor winning combination is won is 6558 / 65536, and the number of payout reels is 1, so the payout per game is 0.10 reels. Summing these up, the expected payout per game is 2.46 reels (resulting in a decrease of 0.54 reels / game). Since the RBB game ends with a payout of over 120 reels, on average it ends in about 49 games, so in one RBB game, the calculation shows a decrease of 26.4 reels.

[0336] Fig. 55 is a conceptual diagram of the winning areas of minor winning combinations. Note that the winning areas of RBB and replay winning combinations are omitted.

[0337] The upper diagram in Fig. 55(A) shows the winning areas of minor winning combinations in general games and RBB internal middle games (see Fig. 53(A)), and the lower diagram shows the winning areas of minor winning combinations in RBB games (see Fig. 53(A)). When the probability that the replay winning combination (replay winning combination) wins in a general game is set to a predetermined probability (1 / 7.3), the probability that the replay winning combination wins in a bonus internal middle game (a symbol display game in which the carry-over means carries over the internal winning state of the bonus winning combination) is a high probability higher than the predetermined probability. This gaming state is called a high-probability replay state.

[0338] The random number values used for the role lottery appear only once per cycle within the range of 0 to 65,535, and the main control unit 100 extracts one random number value at the timing of the start operation. The figure above shows that the first minor role is internally selected within the range of the extracted random number values from n1 to n2 - 1, the second minor role is internally selected within the range of the extracted random number values from n2 to n3 - 1, and the third minor role is internally selected within the range of the extracted random number values from n3 to n4 - 1. As described above, the first minor role to the third minor role form the pressing order minor roles by being selected simultaneously with a plurality of single-piece minor roles and a plurality of other single-piece minor roles respectively (the same applies to the figure above in FIGS. 55(B) to (D)). When the pressing order is correct, the bell minor role, which is the target minor role (visually, the bell symbol is in a straight line display. However, it is also possible to be in a V shape or an inverted V shape), wins, and when it is incorrect, a single-piece minor role and another single-piece minor role win or lose. That is, in the symbol display game in which the main control unit 100 has the internal winning state of the bonus role, the main control unit 100 executes the role lottery so that the probability of the replay role winning is higher than a predetermined probability and so that a plurality of pressing order roles are selected separately from each other.

[0339] The lower figure in FIG. 55(A) shows that the first minor role is internally selected within the range of the extracted random number values from n1 to n2 - 1, and within that range, the first minor role and the second minor role, the first minor role and the third minor role, and all of the first minor role to the third minor role are selected simultaneously. Then, a plurality of single-piece minor roles and a plurality of other single-piece minor roles that do not fall within the range of n1 to n2 - 1 are pushed out, and the main control unit 100 performs a lottery using a lottery table that increases the probability of a single-piece minor role group winning within the range of n2 to n2 + α and losing (not winning) within the range of n2 + α + 1 to n4. As a result, the expected value of the number of payouts per game is made less than the number of inserted coins per game. That is, the main control unit 100 controls the bonus game so that the expected value of the increase in medals (game media) is negative in one bonus game.

[0340] As a feature of the invention of the present application, the lottery table used in the bonus game has the same or larger number of small winning combinations as the lottery tables used in the general game and the RBB internal medium game. In the latter, multiple small winning combinations in the order of pressing are selected separately (or dispersed), while in the former, at least a part of multiple small winning combinations in the order of pressing are selected simultaneously, and the lottery is conducted by increasing the probability of non-selection. In other words, in the latter, a lottery area is formed such that the target small winning combinations (small winning combinations for the purpose of winning) are not selected simultaneously, while in the former, a lottery area where the target small winning combinations are selected simultaneously and a lottery area where non-selection occurs are formed.

[0341] The lower diagram in FIG. 55(B) shows that when the extracted random number value is in the range of n1 to n2 - 1, the first small winning combination in the order of pressing is internally selected, and within this range, the second small winning combination of the first small winning combination and the non-pressing order small winning combination, the third small winning combination of the first small winning combination and the non-pressing order small winning combination, and all of the first to third small winning combinations are selected simultaneously. As a result, it is not necessary to push out a plurality of single small winning combinations and a plurality of other single small winning combinations, and it becomes possible to make all the areas where the second and third small winning combinations were selected into non-selections.

[0342] The lower diagram in FIG. 55(C) shows that when the extracted random number value is in the range of n1 to n2 - 1, the first small winning combination in the order of pressing is internally selected, the number of the third small winning combination is the same, and the first small winning combination and the second small winning combination in the order of pressing, and the third small winning combination and the second small winning combination are selected simultaneously. It shows that the extrusion amount α and the losing area are increasing.

[0343] The lower diagram in FIG. 55(D) shows that when the extracted random number value is in the range of n1 to n2 - 1, the first small winning combination in the order of pressing is internally selected, the second small winning combination is selected simultaneously in a part of it, the third small winning combination is selected simultaneously in a part of it, and in a part of the area where the second small winning combination was selected, the second and third small winning combinations are selected simultaneously, and in another part, only the third small winning combination is selected. It shows that the extrusion amount α and the losing area are increasing.

[0344] FIG. 56 is a conceptual diagram of the winning area of the small winning combination. Note that the winning areas of the RBB and the replay winning combination are omitted.

[0345] The upper diagram of FIG. 56(A) shows the winning areas of minor roles in the general game and the RBB internal medium game (see FIG. 53(A)), and the lower diagram shows the winning areas of minor roles in the RBB game (see FIG. 53(A)). When the probability of the replay role (replay game role) winning in the general game is set to a predetermined probability (1 / 7.3), the probability of the replay role winning in the bonus internal medium game (the symbol display game in which the carry-over means carries over the internal winning state of the bonus role) is a high probability higher than the predetermined probability. This gaming state is referred to as the high-probability replay state. The random number values used for role drawing appear only once per cycle in the range of 0 to 65535, and the main control unit 100 extracts one random number value at the timing of the start operation. The upper diagram shows that the first minor role is internally won when the extracted random number value is in the range of n1 to n2 - 1, and the second minor role is internally won when the extracted random number value is in the range of n2 to n3 - 1.

[0346] The lower diagram of FIG. 56(A) shows that the first minor role is internally won when the extracted random number value is in the range of n1 to n2 - 1, and within that range, the first minor role and the second minor role, and only the first minor role win. Then, a plurality of single minor roles and a plurality of other single minor roles that do not fall within the range of n1 to n2 - 1 are pushed out, and the main control unit 100 draws using a lottery table in which the probability of a group of single minor roles winning in the range of n2 to n2 + α and becoming a loss (non-winning) in the range of n2 + α + 1 to n3 is increased. As a result, the expected value of the number of payouts per game is made less than the number of inserted coins per game. That is, the main control unit 100 controls the bonus game so that the expected value of the increase in medals (gaming media) is negative in one bonus game.

[0347] The lower diagram of FIG. 56(B) shows that the first minor role of the push order minor role is internally won when the extracted random number value is in the range of n1 to n2 - 1, and within that range, the first minor role and the second minor role of the non-push order minor role, and only the first minor role win. As a result, it is not necessary to push out a plurality of single minor roles and a plurality of other single minor roles, and it becomes possible to make all of the areas where the second minor role was winning non-winning.

[0348] The lower diagram of Fig. 56(C) shows that when the extracted random value is in the range of n1 to n2 - 1, the first minor winning combination of the draw-order minor winning combinations is internally selected, and a part of it has the second minor winning combination selected simultaneously. The second minor winning combination is selected in a part that was the winning area of the second minor winning combination, and it shows that the α of the extrusion amount and the losing area are increasing.

[0349] The lower diagram of Fig. 56(D) shows that when the extracted random value is in the range of n1 to n2 - 1, the first minor winning combination of the draw-order minor winning combinations is internally selected, and a part of it has the second minor winning combination selected simultaneously. The second minor winning combination is selected in a part that was the winning area of the second minor winning combination, and it shows that the α of the extrusion amount is increasing and there is no losing area.

[0350] When the gaming machine according to the invention of the present application is described in detail, it becomes possible to start a game by setting three medals (betting number) for one game. By operating the start lever 9, the drum unit 2 rotates, and by operating the stop button unit 10, the drum unit 2 stops, and the display result is derived and displayed, and one game ends. Depending on the display result of the drum unit 2, winning of RBB, small winning combinations, or replay winning combinations occurs, but it can also be a loss. By operating the start lever 9, it is pre-determined whether to allow winning by lottery, and a winning flag is set. When a small winning combination wins, a predetermined number of medals are paid out. When the RBB symbol is displayed and wins in a general game or an RBB internal middle game, the gaming state shifts to an RBB game (special gaming state). The total number of medals paid out in the RBB game is accumulated and counted. In this example, a predetermined number of 120 medals is set for the RBB game, and when it is determined that the total number of medals paid out in the RBB game exceeds 120 medals, the RBB game ends. If the selected RBB does not win, the subsequent games will be RBB internal middle games and the RBB internal winning state. The winning probability of the replay winning combination in a general game is 1 / 7.3 (predetermined probability), but in the RBB internal middle game, it becomes a high-probability replay state (higher probability than the predetermined probability). The first small winning combination, the second small winning combination, and the third small winning combination, which are a plurality of pressing-order small winning combinations, are each a composite small winning combination in which a target small winning combination and an inhibiting small winning combination win simultaneously, but the winning areas of the first small winning combination to the third small winning combination are all different (or at least partially different). Using this lottery table, it is determined whether to allow winning by lottery using a random number. The lottery table used in the RBB game has at least a part of the winning areas of the first small winning combination, the second small winning combination, and the third small winning combination to be the same, and any one of the first small winning combination, the second small winning combination, and the third small winning combination wins simultaneously according to the extracted random number value. In terms of design, it is desirable to make the number of settings of the first small winning combination to the third small winning combination the same, make all the winning areas different in a general game or an RBB internal middle game, and make all the winning areas the same in the RBB game. And in the RBB game, the area where non-winning occurs is increased compared to the RBB internal middle game, and the expected value of the number of medals paid out per RBB game is made less than the number of medals input per game.

[0351] In the RBB game, the conventional method is to increase the winning probability (the number of settings) of minor winning combinations. However, in the case of the present invention, in the general game, the RBB internal medium game, and the RBB game, the ratio (the number of settings) of minor winning combinations winning overall is made the same (or may be increased slightly), and in the RBB game, the winning areas of composite minor winning combinations are overlapped to create non-winning areas. As a result, during the period from the start to the end of one RBB game, the main control unit 100 controls the RBB game so that the expected value of the increase in the gaming medium becomes negative. Referring to FIGS. 54(A) and (B), the ratio of minor winning combinations winning overall means that, assuming that the first minor winning combination is composed of a total of four, namely one target minor winning combination and inhibition minor winning combinations 1 to 3, and the number of settings is 17,000, the number of settings of the target minor winning combination is 17,000, the number of settings of inhibition minor winning combination 1 is 17,000, the number of settings of inhibition minor winning combination 2 is 17,000, and the number of settings of inhibition minor winning combination 3 is 17,000, resulting in a total number of settings of 68,000. Assuming the same for the second and third minor winning combinations, the total number of settings is 204,000, which is three times as much. In the RBB game, the target minor winning combinations of the first, second, and third minor winning combinations are set to win simultaneously. Also, so that the same inhibition minor winning combinations do not overlap in the same lottery area, inhibition minor winning combinations 1 to 3 of the first minor winning combination, inhibition minor winning combinations 1 to 3 of the second minor winning combination, and inhibition minor winning combinations 1 to 3 of the third minor winning combination are made to win simultaneously, and the remaining inhibition minor winning combinations are pushed out to other lottery areas as the number of settings.

[0352] FIG. 57 is a diagram showing an example of minor winning combination explicit identification information.

[0353] FIG. 57(A) shows only one type of bell symbol as minor winning combination explicit identification information. FIG. 57(B) shows three types of bell 1 symbols, bell 2 symbols, and bell 3 symbols as minor winning combination explicit identification information. Minor winning combination explicit identification information is identification information for explicitly indicating to the player that a minor winning combination has won, and there may be only one type or two or more types (in the case of FIG. 57(B), there are three types). The bell 1 symbol to bell 3 symbols have the same outer shape of a bell symbol based on yellow, and differ in that the color of the ball part is red, blue, and yellow. Therefore, they appear to the player's eyes as the same symbol (also referred to as similar symbols or highly similar symbols).

[0354] When the pressing order bell minor combination (generally, the minor combination composed of the target minor combination and the inhibiting minor combination) is internally won, when the stop button unit 10 is operated in the procedure (for example, in the order of center right left) for causing the target minor combination to win, the main control unit 100 stops and displays the symbols constituting the target minor combination on the winning line, and displays the bell symbols (minor combination explicit identification information) in a straight line (see Fig. 57(C)). In the case of this figure, the line that is displayed in a straight line with the winning line is the same, but the line on which the bell symbols are displayed in a straight line may be the upper row or the lower row, diagonally upward or diagonally downward, so as to be different from the winning line.

[0355] On the other hand, in Fig. 57(D), when the pressing order bell minor combination is internally won, when the stop button unit 10 is operated in the procedure (for example, in the order of right left center) for causing the target minor combination to win, the main control unit 100 stops and displays the replay 2 symbols, the bell 3 symbols, and the square (blue) symbols of the symbols constituting the target minor combination on the winning line, and displays the bell 1 symbol, the bell 3 symbol, and the bell 1 symbol (minor combination explicit identification information) in a diagonally downward straight line (see Fig. 57(D)). That is, although the winning symbols of the target minor combination seem to be scattered, since the bell minor combination explicit identification information seems to be aligned in a straight line, there is no sense of incongruity for the player.

[0356] Fig. 58 is a diagram showing an example of the replay game combination explicit identification information.

[0357] FIG. 58(A) shows only one type of replay symbol as the replay winning combination identification information. FIG. 58(B) shows three types of replay symbols, i.e., replay symbol 1, replay symbol 2, and replay symbol 3, as the replay winning combination identification information. Note that the replay winning combination identification information is identification information for explicitly indicating to the player that the replay winning combination has won, and there may be only one type or two or more types (in the case of FIG. 58(B), there are three types). The replay symbols 1 to 3 are based on a light blue color. The replay symbol 1 and the replay symbol 2 differ in the direction of the character's face and the position of the bubbles (i.e., the symbol shapes are different). For the replay symbol 1, the character faces left and the bubbles are on the left, while for the replay symbol 2, the character faces right and the bubbles are on the right. The replay symbol 1 and the replay symbol 3 differ in the color of the word "Replay" being black or white (i.e., the colors are different). Therefore, they appear to the player's eyes as the same symbol (also referred to as similar symbols or highly similar symbols).

[0358] When the replay winning combination wins internally and the left stop button 10a is operated by the first stop operation (for example, pressing in the order of left, middle, right or scissor pressing of left and right), the main control unit 100 stops and displays the replay symbol on the winning line and also displays the replay symbol (replay winning combination identification information) in a straight line (see FIG. 58(C)). In the case of this figure, the line for displaying in a straight line is the same as the winning line, but the line for displaying the replay symbol in a straight line may be the upper or lower line, or the upper diagonal or lower diagonal line, so as to be different from the winning line. When the replay winning combination wins, the main control unit 100 lights up the inserted number LED 4a. For example, if the game in which the replay winning combination wins is 3 games, three of the same number are lit up. Then, when the start lever 9 is operated, the main control unit 100 starts the next game.

[0359] On the other hand, in FIG. 58(D), when a replay winning combination is internally won, if the stop button unit 10 is operated in a predetermined operation sequence (the left stop button 10a is operated in the first stop operation, the left first operation), the main control unit 100 stops and displays a black bar symbol, a square (white) symbol, and a square (blue) symbol on the winning line, and displays the replay 3 symbol, the replay 1 symbol, and the replay 2 symbol in a straight line in the upper row (see FIG. 58(D)). That is, although the winning symbols of the replay winning combination appear to be scattered, since the replay winning combination explicit identification information appears in a straight line, the player does not feel any discomfort at all.

[0360] FIG. 59 is a diagram showing an example of the replay winning combination explicit identification information.

[0361] Figure 59(A) shows an example of the winning mode of the so-called bell replay role. When the bell replay role 1 wins internally, if the stop button unit 10 is operated in a predetermined operation sequence (the left stop button 10a is operated in the first stop operation, that is, the left first operation), the main control unit 100 stops and displays a pentagon (white) symbol, a square (white) symbol, and a cherry symbol on the winning line, and displays a bell symbol (any of the bell 1 symbol to the bell 3 symbol) in a straight line in the upper row (see Figure 59(A)). That is, although the winning symbols of the bell replay role seem to be scattered, since the small role explicit identification information can be seen in a straight line, the player feels that a small role has won even though it is actually a win of the replay role. Therefore, the main control unit 100 actually wins the replay role, but activates a timer to delay the lighting of the inserted coin number LED 4a. For example, when the bell replay role 1 wins, the main control unit 100 starts timing (freeze on), and when 20 seconds (predetermined time) has elapsed, the inserted coin number LED 4a lights up. On the other hand, if either the max bet button 8 or the start lever 9 is operated during the timing, the main control unit 100 stops the timing (freeze off) and lights up the inserted coin number LED 4a. For example, if there are 3 games in which the replay role has won, three of the same number are lit. When the start lever 9 is operated, the main control unit 100 starts the next game. As an effect, when a player who feels that a small role has won operates the max bet button 8, the main control unit 100 lights up all the inserted coin number LEDs 4a, so that the game can be played with the same familiar operation procedure as when a small role wins. When the external output signal 3 of the external concentrated terminal board 170 indicating that the assist function is activated is ON, and the bell replay role wins and the small role explicit identification information is aligned in a straight line by the left first operation (left middle right or left right middle), the main control unit 100 turns off the external output signal 3 and notifies the hall computer of the end of the activation of the assist function.

[0362] When the bell replay role 1 wins internally, if the stop button unit 10 is operated in another predetermined operation sequence (the right stop button 10c is operated in the first stop operation, that is, the right first operation), the main control unit 100 stops and displays the replay 3 symbol, the replay 1 symbol, and the replay 2 symbol on the winning line, and displays similar replay symbols (however, even only the same replay symbol may be sufficient) in a straight line in the middle stage (see Fig. 59(B)). In particular, after the right first operation, when the left stop button 10a is operated in the second stop operation and the middle stop button 10b is operated in the third stop operation, the main control unit 100 turns on the external output signal 3 of the external concentrated terminal board 170 and outputs an AT signal. Thereby, it can be shown that the assist function has been activated. Although the similar replay symbols have stopped in a straight line in the middle stage, they may stop diagonally downward or diagonally upward.

[0363] When the bell replay role 1 wins the internal lottery, if the stop button unit 10 is operated in a different predetermined operation sequence (in the first stop operation, the middle stop button 10b is operated, that is, the middle first operation), and if there is a red 7 symbol within the drawing-in range, the main control unit 100 stops the red 7 symbol on the winning line. In the second stop operation, if the left stop button 10a is operated and there is a red 7 symbol within the drawing-in range, the main control unit 100 stops the red 7 symbol on the winning line. In the third stop operation, if the right stop button 10c is operated and there is a red 7 symbol within the drawing-in range, the main control unit 100 stops the red 7 symbol on the winning line and displays the red 7 symbol in a straight line in the middle row (see Fig. 59(C)). That is, by the pressing order being the correct procedure of middle, left, and right, and the red 7 symbol existing within the drawing-in range, the red 7 replay role can be made to win. Then, the main control unit 100 turns on the external output signal 1 of the external centralized terminal board 170 and outputs a pseudo BB signal. On the other hand, if there is no red 7 symbol within the drawing-in range in the third stop operation, any bell symbol is stopped (red 7 symbol, red 7 symbol, bell symbol). In this case too, the replay role wins, but the external output signal 1 of the external centralized terminal board 170 is not turned on. With the red 7 symbol stopped in the middle row of the middle drum 2b, if the incorrect procedure right stop button 10c is operated in the second stop operation and there is a red 7 symbol within the drawing-in range, the main control unit 100 stops the red 7 symbol on the winning line. However, even if the left stop button 10a is operated in the third stop operation and there is a red 7 symbol within the drawing-in range, the main control unit 100 does not stop the red 7 symbol on the winning line and stops any bell symbol (bell symbol, red 7 symbol, red 7 symbol). In this case too, the replay role wins, but the external output signal 1 of the external centralized terminal board 170 is not turned on. When the bell replay role 1 wins the internal lottery, if the stop button unit 10 is operated with the middle first and there is no red 7 symbol within the drawing-in range, the main control unit 100 stops the replay 3 symbol on the winning line. In the subsequent stop operation, the replay 2 symbol is stopped and displayed in the middle row of the left drum 2a, and the replay 1 symbol is stopped and displayed in the middle row of the right drum 2c, and similar replay symbols (but even just the same replay symbol may be sufficient) are displayed in a straight line in the middle row (see Fig. 59(D)).

[0364] FIG. 60 is a diagram showing an example of the replay winning combination identification information.

[0365] Similarly, FIG. 60(A) is an example of the winning mode of the so-called bell replay winning combination. When the bell replay winning combination 2 wins internally, when the stop button unit 10 is operated in a predetermined operation sequence (the left stop button 10a is operated in the first stop operation, that is, the left first operation), the main control unit 100 stops and displays a square (white) symbol, a cherry symbol, and a pentagon (blue) symbol on the winning line, and displays a bell symbol (any of the bell 1 symbol to the bell 3 symbol) in a straight line at the lower stage (see FIG. 60(A)). That is, although the winning symbols of the bell replay winning combination seem to be scattered, since the small winning combination identification information can be seen in a straight line, the player feels that a small winning combination has won despite the fact that it is a winning of the replay winning combination. Therefore, the main control unit 100 operates a timer and delays the lighting of the inserted coin number LED 4a in the same manner as the above-described bell replay winning combination 1. For example, when the bell replay winning combination 1 wins, the main control unit 100 starts timing, and when a predetermined time has elapsed, lights the inserted coin number LED 4a. On the other hand, if either the max bet button 8 or the start lever 9 is operated during the timing, the main control unit 100 stops the timing and lights the inserted coin number LED 4a. For example, if the number of games in which the replay winning combination has won is three, three of the same number are lit. When the start lever 9 is operated, the main control unit 100 starts the next game. As an effect, when a player who feels that a small winning combination has won operates the max bet button 8, the main control unit 100 lights all of the inserted coin number LEDs 4a, so that the game can be played with the accustomed operation at the time of a small winning combination. When the external output signal 3 is ON and the bell replay winning combination wins by the left first operation (left middle right or left right middle) and the small winning combination identification information is aligned in a straight line, the main control unit 100 turns off the external output signal 3 and notifies the hall computer of the end of the activation of the assist function.

[0366] When the bell replay role 2 wins internally, if the stop button unit 10 is operated in another predetermined operation sequence (right first), the main control unit 100 stops and displays the replay 3 symbol, the replay 1 symbol, and the replay 2 symbol on the winning line, and displays the similar replay symbols in a straight line in the middle row (see Fig. 60(B)). In particular, after the right first operation, when the left stop button 10a is operated in the second stop operation and the middle stop button 10b is operated in the third stop operation, the main control unit 100 turns on the external output signal 3 of the external concentrated terminal board 170 and outputs the AT signal. Thereby, it can be shown that the assist function has been activated. Although the similar replay symbols have stopped in a straight line in the middle row, they may stop diagonally downward or diagonally upward.

[0367] When the bell replay role 2 wins the internal lottery, if the stop button unit 10 is operated in a different predetermined operation sequence (middle first operation), and if there is a red 7 symbol within the drawing range, the main control unit 100 stops the red 7 symbol on the winning line. When the left stop button 10a is operated in the second stop operation and there is a blue 7 symbol within the drawing range, the main control unit 100 stops the blue 7 symbol on the winning line. When the right stop button 10c is operated in the third stop operation and there is a red 7 symbol within the drawing range, the main control unit 100 stops the red 7 symbol on the winning line and displays the 7 symbols (blue 7 symbol, red 7 symbol, red 7 symbol) in a straight line in the middle row (see Fig. 60(C)). That is, by the correct procedure of middle, left, and right for the pressing order and the presence of a red 7 symbol or a blue 7 symbol within the drawing range, the blue 7 replay role can be made to win. Then, the main control unit 100 turns on the external output signal 2 of the external centralized terminal board 170 and outputs a pseudo RB signal. On the other hand, if there is no red 7 symbol within the drawing range in the third stop operation, any bell symbol is stopped (blue 7 symbol, red 7 symbol, bell symbol). In this case too, the replay role wins, but the external output signal 2 of the external centralized terminal board 170 is not turned on. With the red 7 symbol stopped in the middle row of the middle drum 2b, if the incorrect procedure right stop button 10c is operated in the second stop operation and there is a red 7 symbol within the drawing range, the main control unit 100 stops the red 7 symbol on the winning line. However, even if the left stop button 10a is operated in the third stop operation and there is a blue 7 symbol within the drawing range, the main control unit 100 does not stop the red 7 symbol on the winning line and stops any bell symbol (bell symbol, red 7 symbol, red 7 symbol). In this case too, the replay role wins, but the external output signal 2 of the external centralized terminal board 170 is not turned on. When the bell replay role 2 wins the internal lottery and the stop button unit 10 is operated with the middle first, if there is no red 7 symbol within the drawing range, the main control unit 100 stops the replay 3 symbol on the winning line. In the subsequent stop operation, the replay 2 symbol is stopped in the middle row of the left drum 2a, the replay 1 symbol is stopped in the middle row of the right drum 2c and displayed, and similar replay symbols (however, even just the same replay symbol may be sufficient) are displayed in a straight line in the middle row (see Fig. 60(D)).

[0368] Fig. 61 shows the symbol arrangement of the drum.

[0369] On each of the left drum 2a, the middle drum 2b, and the right drum 2c, a revolving belt (not shown) with the left drum pattern, the middle drum pattern, and the right drum pattern depicted thereon is attached so as to wrap around the outer peripheral portion of each drum for one full turn.

[0370] Each revolving belt has 20 different patterns depicted thereon, and the seven patterns (7 patterns), the BAR pattern, the upper chili pattern, the lower chili pattern, the red watermelon pattern, the green watermelon pattern, the blank pattern, the bell pattern, the blue lip pattern, and the white lip pattern are depicted as shown in the figure. The winning line (also referred to as the "valid line") is only one central horizontal line as shown in FIG. 51, so the description thereof is omitted.

[0371] FIG. 62 is a configuration diagram of the pressing order minor combination, and the middle 1st is the correct operation procedure.

[0372] In the pachislot industry, as the pressing order minor combination, the pressing order bell combination is generally used. There are 8 types of the pressing order bell combinations, namely, pressing order bell 1a to pressing order bell 4b, but the pressing order bell with the left 1st being the correct operation procedure is not provided (however, it may be provided depending on the design specifications). The correct operation procedure (sequence data of middle - left - right (213)) of the pressing order bell 1a is stored corresponding to the ROM. When the pressing order bell 1a wins, FR1 (fruit 1 minor combination), FR2, FR3, and FR4 are simultaneously internally selected (the flags are set), and any one of FR1 to FR4 can be in a winning state. FR1 corresponds to the target minor combination provided for the purpose of winning. The winning pattern of FR1 is that the left drum 2a is the bell pattern, the middle drum 2b is the bell pattern, and the right drum 2c is the bell pattern (hereinafter, the explanation will be made in this order of left - middle - right). When it is displayed on the winning line, 9 medals or credits (both are "game values") can be obtained. This bell pattern is the minor combination explicit identification information based on yellow (see FIG. 57), and when winning, it is displayed in a straight line in the pattern display window. However, the bell pattern is not of one type, and as the minor combination explicit identification information, a plurality of bell 1 patterns to bell n patterns with slightly changed shapes and colors may be provided.

[0373] The winning symbols of FR2 are the red watermelon symbol or the green watermelon symbol, the bell symbol, the blue cherry symbol or the white cherry symbol, and when they are displayed on the winning line, one medal or the like can be obtained. The winning symbols of FR3 are the blue cherry symbol, the red watermelon symbol or the upper chili symbol, the 7-symbol or the green watermelon symbol, and when they are displayed on the winning line, one medal or the like can be obtained. The winning symbols of FR4 are the white cherry symbol, the 7-symbol or the green watermelon symbol, the red watermelon symbol or the lower chili symbol, and when they are displayed on the winning line, one medal or the like can be obtained. FR2, FR3, and FR4 are inhibitory minor roles and are provided for the purpose of inhibiting the winning of the target minor role.

[0374] For the push-order bell 1b, the correct operation procedure (sequence data of middle - left - right (213)) is stored corresponding to the ROM. When the push-order bell 1b wins, FR1, FR2, FR5, and FR6 are internally elected simultaneously, and any one of these four minor roles can win. The winning symbols and the number of medals obtained for FR1 and FR2 are as described above. The winning symbols of FR5 are the blue cherry symbol, the red watermelon symbol or the upper chili symbol, the red watermelon symbol or the lower chili symbol, and when they are displayed on the winning line, one medal or the like can be obtained. The winning symbols of FR6 are the white cherry symbol, the 7-symbol or the green watermelon symbol, the 7-symbol or the green watermelon symbol, and when they are displayed on the winning line, one medal or the like can be obtained. FR2, FR5, and FR6 are inhibitory minor roles.

[0375] In this way, the reason for providing the push-order bell 1 with the same correct operation procedure is to prevent the player from aiming for a single - symbol minor role due to the stop symbols. For example, when the blue cherry symbol stops on the left drum 2a and the red watermelon symbol stops on the middle drum 2b, if there is only the push-order bell 1a, the player can intentionally win FR3 by aiming for the 7-symbol or the green watermelon symbol. However, due to the existence of FR5 of the push-order bell 1b, there is also the possibility of the red watermelon symbol or the lower chili symbol, so as a result, the player can't aim for either.

[0376] The pressing order bell 2a stores the correct operation procedure (order data of middle, right, left (231)) corresponding to the ROM. When the pressing order bell 2a is selected, FR1, FR2, FR7, and FR8 are simultaneously internally selected, and any one of these four minor winning combinations becomes a winning possibility. The winning symbols, winning numbers of FR1 and FR2 are as described above. The winning symbols of FR7 are blue replay symbols, 7 symbols, or green watermelon symbols, 7 symbols, or green watermelon symbols. When they are displayed on the winning line, one medal or the like can be obtained. The winning symbols of FR8 are white replay symbols, red watermelon symbols, or upper chili symbols, red watermelon symbols, or lower chili symbols. When they are displayed on the winning line, one medal or the like can be obtained. FR2, FR7, and FR8 are inhibiting minor winning combinations.

[0377] The pressing order bell 2b stores the correct operation procedure (order data of middle, right, left (231)) corresponding to the ROM. When the pressing order bell 2b is selected, FR1, FR2, FR9, and FR10 are simultaneously internally selected, and any one of these four minor winning combinations becomes a winning possibility. The winning symbols, winning numbers of FR1 and FR2 are as described above. The winning symbols of FR9 are blue replay symbols, 7 symbols, or green watermelon symbols, red watermelon symbols, or lower chili symbols. When they are displayed on the winning line, one medal or the like can be obtained. The winning symbols of FR10 are white replay symbols, red watermelon symbols, or upper chili symbols, 7 symbols, or green watermelon symbols. When they are displayed on the winning line, one medal or the like can be obtained. FR2, FR9, and FR10 are inhibiting minor winning combinations. The reason for providing the pressing order bell 2 with the same correct operation procedure is the same as that of the pressing order bell 1.

[0378] Figure 63 is a configuration diagram of the pressing order minor winning combination, and the right 1st is the correct operation procedure.

[0379] The pressing order bell 3a stores the correct operation procedure (the order data of right, left, center (312)) corresponding to the ROM. When the pressing order bell 3a wins, FR1, FR11, FR3, and FR4 are simultaneously internally selected, and any one of these four small winning combinations can result in a win. The only difference between the pressing order bell 3a and the pressing order bell 1a is that FR2 has changed to FR11. The winning symbols of this FR11 are the red watermelon symbol or the green watermelon symbol, the blue rip symbol or the white rip symbol, and the bell symbol. When they are displayed on the winning line, one medal or the like can be obtained. F11, FR3, and FR4 are inhibitory small winning combinations. Since the others are the same as the pressing order bell 1a, the description is omitted (incorporated by reference). The pressing order bells 3b, 4a, and 4b also have the same differences, so the description is omitted (incorporated by reference).

[0380] Figure 64 is a configuration diagram of the replay winning combination.

[0381] In the pachislot industry, generally, by displaying a plurality of types of replay 1 symbols to replay n symbols (replay winning combination explicit identification information) based on light blue in a straight line in the symbol display window, players are made to recognize the winning of the replay winning combination. However, whether this straight-line display of the replay winning combination explicit identification information is on the winning line or not is not a concern at all. On the other hand, as a winning mode of the special replay winning combination, it is often adopted to display replay symbols, replay symbols, a bell symbol or a cherry symbol, etc. to the right in a straight line.

[0382] In the case of this embodiment, when the left stop button 10a is operated in the first stop operation (the left 1st operation, also referred to as the "specific operation"), a win occurs, and normal replay 1 and normal replay 2 in which replay symbols are displayed in a straight line horizontally in the center are provided. Also, when the left stop button 10a is operated in the first stop operation, a win occurs, and bell replay 1 and bell replay 2 in which bell symbols (small winning combination explicit identification information) are displayed in a straight line horizontally in the upper part or diagonally downward to the right are provided.

[0383] When the normal replay 1 wins, RP1 (REPLAY1 role), RP2, RP3, RP14, and RP15 are internally selected simultaneously (flags are set), and any one of these five REPLAY roles (re-play game roles) can win a prize. The winning symbols of RP1 are that the left drum 2a is a blue replay symbol or a white replay symbol, the middle drum 2b is a blue replay symbol or a white replay symbol, and the right drum 2c is a blue replay symbol or a white replay symbol (hereinafter, it will be described in this order from left to middle to right). When they are displayed on the winning line, it results in the winning of the re-play game role (originally, simply referred to as "re-play game"), and the next game can be carried out without relying on the input of game medals, etc. (including using game medals for the game by operating buttons related to storage devices and other devices). These blue replay symbols and white replay symbols are replay role explicit identification information (re-play game role explicit identification information), and when winning, they are displayed in a straight line on the central horizontal line of the symbol display window. The normal replay 1 is role-drawn based on the random numbers extracted by the main control unit 100 both in the initial state (the state where the re-play game probability has not fluctuated) and in the RT state (high-probability re-play game state) where the bonus role is internally selected.

[0384] The winning symbols of RP2 are a bell symbol on the left, a blue replay symbol or a white replay symbol in the middle, and a seven symbol, a red watermelon symbol, or a green watermelon symbol on the right. When they are displayed on the winning line, the re-play game role wins, and a blue replay symbol or a white replay symbol (replay role explicit identification information) is displayed in a straight line on the upper right diagonal line of the symbol display window. The winning symbols of RP3 are a bell symbol on the left, a red watermelon symbol or a green watermelon symbol in the middle, and a BAR symbol, a lower chili symbol, or a BRK (blank) symbol on the right. When they are displayed on the winning line, the re-play game role wins, and a blue replay symbol or a white replay symbol (replay role explicit identification information) is displayed in a straight line on the lower horizontal line of the symbol display window.

[0385] The winning symbols of RP14 are seven symbols on the left, seven symbols in the middle, seven symbols or a BAR symbol on the right. When they are displayed on the winning line, the replay winning combination wins. Seven symbols, seven symbols, seven symbols or a BAR symbol are displayed in a straight line on the central horizontal line of the symbol display window. As will be described later, depending on the operation sequence and timing of the stop button section 10, in reality, only seven symbols, seven symbols, and seven symbols win, and due to the kicking control by the main control section 100, seven symbols, seven symbols, and a BAR symbol will not be displayed. The winning symbols of RP15 are a seven symbol or a bell symbol on the left, a seven symbol in the middle, and a bell symbol on the right. When they are displayed on the winning line, the replay winning combination wins, but they are displayed as a scatter (a loss) in the symbol display window.

[0386] When the normal replay 2 wins, RP1, RP2, RP14, and RP15 are simultaneously internally won (the flags are set), and any one of these four REPLAY winning combinations can win (the winning symbols are as described above). As will be described later, depending on the operation sequence and timing of the stop button section 10, in reality, only seven symbols, seven symbols, and a BAR symbol win for RP14, and due to the kicking control by the main control section 100, seven symbols, seven symbols, and seven symbols will not be displayed. The main control section 100 does not draw the normal replay 2 in the initial state, and performs a winning combination draw based on the extracted random number in the RT state where a bonus winning combination (RBB or CBB of the winning combination continuous operation device) is internally won. That is, it means that the normal replay 2 becomes the draw target on the condition that the high probability replay state has been reached.

[0387] When Bell Replay 1 is selected, RP1, RP2, RP3, RP4, RP14, and RP15 are simultaneously selected internally (flags are set), and any one of these 6 REPLAY roles becomes eligible for a prize (the winning symbols of RP1, RP2, RP3, RP14, and RP15 are as described above). The winning symbol of RP4 is a blue replay symbol or a white replay symbol on the left, a bell symbol in the middle, and a seven symbol, a red watermelon symbol, or a green watermelon symbol on the right. When it is displayed on the winning line, the replay role wins, and the bell symbol (minor role explicit identification information) is displayed in a straight line on the lower right diagonal line of the symbol display window. When Bell Replay 1 is selected, on the condition that the left stop button 10a is operated in the first stop operation to stop the left drum 2a (specific reel drum), the main control unit 100 causes RP4 to win (the second and third stop operations are in any order). On the other hand, when a button other than the left stop button 10a is operated in the first stop operation, the main control unit 100 executes stop control so that RP4 does not win. For example, when the right stop button 10c is operated in the first stop operation, any one of RP1 to RP3 wins, and a blue replay symbol or a white replay symbol (replay role explicit identification information) is displayed in a straight line in the symbol display window. When the middle stop button 10b is operated at the timing when the seven symbol can be drawn in the first stop operation, the seven symbol is stopped in the middle. Similarly, when the left stop button 10a is operated at the timing when the seven symbol can be drawn in the second stop operation, the seven symbol is stopped on the left. Then, when the right stop button 10c is operated at the timing when the seven symbol can be drawn in the third stop operation, the seven symbol is stopped on the right, and three seven symbols are displayed in a straight line on the central horizontal line of the symbol display window (RP14 wins). However, when it is operated at the timing when the BAR symbol can be drawn but the seven symbol cannot be drawn (the position of the red watermelon symbol of No. 7), the bell symbol is stopped on the right and RP15 wins. That is, even if the pressing order is correct, the three seven symbols of RP14 will not stop. Also, even if the right stop button 10c is operated at the timing when the seven symbol can be drawn in the second stop operation, the bell symbol is stopped instead of the seven symbol on the right. Therefore, if the pressing order is incorrect, RP14 does not win and RP15 wins.The main control unit 100 does not draw the bell replay 1 in the initial state, and performs a role draw based on the extracted random number in the RT state where the bonus role is internally won.

[0388] When Bell Replay 2 wins, RP1, RP2, RP3, RP5, RP14, and RP15 are simultaneously internally selected (flags are set), and any one of these 6 REPLAY roles becomes eligible for a prize (the winning symbols of RP1, RP2, RP3, RP14, and RP15 are as described above). The winning symbol of RP5 is a blue replay symbol or a white replay symbol on the left, a red watermelon symbol or a green watermelon symbol in the middle, and an upper chili symbol or a BRK symbol on the right. When it is displayed on the winning line, the replay role wins, and a bell symbol (minor role explicit identification information) is displayed in a straight line on the upper horizontal line of the symbol display window. When Bell Replay 2 wins, on the condition that the left stop button 10a is operated in the first stop operation to stop the left drum 2a (specific reel drum), the main control unit 100 causes RP5 to win (the second and third stop operations are in any order). On the other hand, when a button other than the left stop button 10a is operated in the first stop operation, the main control unit 100 executes stop control so that RP4 does not win. For example, when the right stop button 10c is operated in the first stop operation, any one of RP1 to RP3 wins, and a blue replay symbol or a white replay symbol (replay role explicit identification information) is displayed in a straight line in the symbol display window. When the middle stop button 10b is operated at the timing when the seven symbol can be drawn in the first stop operation, the seven symbol is stopped in the middle. Similarly, when the left stop button 10a is operated at the timing when the seven symbol can be drawn in the second stop operation, the seven symbol is stopped on the left. Then, when the right stop button 10c is operated at the timing when the BAR symbol can be drawn in the third stop operation, the BAR symbol is stopped on the right, and the seven symbol, the seven symbol, and the BAR symbol are displayed in a straight line on the central horizontal line of the symbol display window (RP14 wins). However, if it is operated at a timing when the seven symbol can be drawn but the BAR symbol cannot be drawn (the blank symbol position of No. 4), the bell symbol is stopped on the right and RP15 wins. That is, even if the pressing order is correct, the seven symbol, the seven symbol, and the seven symbol of RP14 do not stop. Also, even if the right stop button 10c is operated at the timing when the BAR symbol can be drawn in the second stop operation, the bell symbol is stopped instead of the BAR symbol on the right. Therefore, if the pressing order is incorrect, RP14 does not win and RP15 wins.The main control unit 100 does not draw the bell replay 2 in the initial state, and performs a role drawing based on the extracted random number in the RT state where the bonus role is internally elected.

[0389] FIG. 65 is a schematic diagram showing the symbol display state of the window portion in chronological order.

[0390] In the game inside the RBB shown in FIG. 53(A), the RBB flag is set, and in the RBB inside in the high-probability replay state (see the shaded portion in FIG. 53(A)), the normal game in which the game medium decreases and the special game in which the game medium increases are repeatedly performed. This is the mainstream of recent slot machines. The reason why the game medium decreases in the normal game is that the internally elected small winning combination in the push order is missed. On the other hand, the reason why the game medium increases in the special game is that the player receives a payout more than the number of inserted coins (3 coins) by instructing (notifying) the operation order (or operation procedure) for winning the target small winning combination of the internally elected small winning combination in the push order (for example, in the range of 8 to 15 payouts). As a result, the expected value of the increased number of coins per game can be set to about 3 to 4 coins. Note that the CBB (second type of special device continuous operation device) may be in the internally elected state. In this case, for example, when 2 coins are inserted, 2 coins are always paid out, and the CBB ends when a predetermined number is exceeded. Therefore, there is no increase or decrease in the game medium during the CBB game. Similarly, in the game inside the RB shown in FIG. 26(C), the RB flag is set, and in the RB inside in the high-probability replay state, the normal game in which the game medium decreases and the special game in which the game medium increases may be repeated. The symbol combination of the bonus roles (RBB, RB, CBB) will be described with the BAR symbol on the left, the green watermelon symbol in the middle, and the red watermelon symbol on the right.

[0391] When the main control unit 100 conducts a game in a state where a bonus combination is internally selected, if the push order bell 1a shown in FIG. 62 is selected by random number lottery, it sets the FR1 flag to the FR4 flag. Therefore, as the internal winning state, as a result, five flags, namely the bonus flag and the FR1 flag to the FR4 flag, will be set. Note that the main control unit 100 is configured to perform control to preferentially draw and stop small winning combination symbols on the winning line over the bonus symbols. That is, when both the bonus combination and a small winning combination are internally selected at the same time, and when both the bonus symbol and the small winning combination symbol can be stopped on the winning line, the main control unit 100 preferentially stops the small winning combination symbol on the winning line.

[0392] Before all the drums of the drum unit 2 rotate at a constant speed, the main control unit 100 creates a slip frame number table based on the stored stop control data and the correct operation procedure (order data of middle - left - right (213)). For example, assume that at the first stop, the middle stop button 10b is operated at a position where the No. 7 blue rip symbol is on the winning line. At that time, it is necessary to slide 4 frames and stop the No. 3 bell symbol on the winning line. Naturally, when the No. 6 blank symbol is operated at a position on the winning line, at that time, it slides 3 frames, when it is the No. 5 blue rip symbol, it slides 2 frames, when it is the No. 4 green watermelon symbol, it slides 1 frame, and when it is the No. 3 bell symbol, it slides 0 frames. In this way, for all operation positions (a total of 60 frame positions), the number of slip frames for moving the reel is obtained in advance by calculation, and after the stop operation, the reel is immediately moved and stopped.

[0393] When the main control unit 100 is in a state where all the drums of the drum unit 2 are rotating (see Fig. 65(A)), and the player operates the middle stop button 10b at the first stop (see Fig. 65(B)), the main control unit 100 controls the stop of the middle drum 2b based on the sliding frame number data and stops the common bell symbol of FR1 and FR2 on the winning line (see Fig. 65(C)). In this case, since it is the correct operation procedure, when the blue rip symbol of No. 7 is operated on the winning line, it indicates that after sliding 4 frames, the bell symbol of No. 3 has been stopped on the winning line. In this state, although there is a possibility that either FR1 or FR2 wins, neither FR3 nor FR4 can win.

[0394] When the player operates the left stop button 10a at the second stop (see Fig. 65(D)), the main control unit 100 controls the stop of the left drum 2a based on the sliding frame number data and stops the bell symbol of FR1 on the winning line (see Fig. 65(E)). In this case, since it is the correct operation procedure, when the upper chili symbol of No. 12 is operated on the winning line, after sliding 2 frames, the bell symbol of No. 10 is stopped on the winning line, indicating that the small winning combination FR1 with a large number of payout coins has reached the tempai state. When the player operates the right stop button 10c at the third stop, the main control unit 100 controls the stop of the right drum 2c based on the sliding frame number data and stops the bell symbol of FR1 on the winning line (see Fig. 65(F)). In this case, only FR1 can win (FR2 cannot win), and the bell symbols are arranged on the right drum 2c at intervals of 4 frames (or within an interval of 0 - 4 frames), so any of the bell symbols can be stopped on the winning line (for example, the bell symbol of No. 8), and thus FR1 will surely win. Therefore, when the target small winning combination (FR1) of the push - order bell 1a wins, the bell symbols (small winning combination explicit identification information) are displayed in a straight line in the symbol display window. However, the bell symbols are not of one type, and as the small winning combination explicit identification information, a plurality of bell 1 symbols to bell n symbols with slightly changed shapes and colors may be provided. Also, the small winning combination explicit identification information does not necessarily have to be stopped on the winning line, and it may be displayed in a straight line in the symbol display window even on a non - winning line.

[0395] FIG. 66 is a schematic diagram showing the symbol display state of the window portion in time series.

[0396] Since FIGS. 66(A) to 66(C) are in exactly the same state as FIGS. 65(A) to 65(C), the description thereof is incorporated by reference. When the player operates the right stop button 10c at the second stop (see FIG. 66(D)), the main control unit 100 controls the stop of the right drum 2c based on the number of sliding reels data, and stops the blue replay symbol or the white replay symbol of FR2 on the winning line (see FIG. 66(E)). In this case, since it is an incorrect operation procedure, when the upper chili symbol of No. 9 is operated on the winning line, it is slid by 3 reels and the white replay symbol of No. 6 is stopped on the winning line, indicating that FR2 of a small combination with a small number of payout coins but a large number of symbol combinations is in a tenpai state. When the player operates the left stop button 10a at the third stop, the main control unit 100 controls the stop of the left drum 2a based on the number of sliding reels data, and stops the blue replay symbol or the white replay symbol of FR2 on the winning line (see FIG. 66(F)). In this case, although only FR2 can win (FR1 is in a non-winning state), the blue replay symbol or the white replay symbol is arranged on the left drum 2a at intervals of 4 reels (or within intervals of 0 to 4 reels), and any of the blue replay symbols or the white replay symbols can be stopped on the winning line (for example, the blue replay symbol of No. 1), so FR2 always wins. Therefore, FR2 can be said to be a small combination (second inhibition small combination) for the purpose of inhibiting the winning of FR1 when the first stop operation is correct and the second stop operation is incorrect. Although it is also possible to miss FR2 with a probability of 1 / 2 to 1 / 4, since the small combinations that win simultaneously become complicated in a mischievous way and the payout is only 1 even if winning, it does not have much influence on the payout rate, so even if the second stop is an incorrect operation, the specification is such that FR2 always wins.

[0397] FIG. 67 is a schematic diagram showing the symbol display state of the window portion in time series.

[0398] Since FIG. 67(A) is in exactly the same state as FIG. 65(A), the description thereof is incorporated by reference.

[0399] When the main control unit 100 is in a state where all the drums of the drum unit 2 are rotating (see Fig. 67(A)), and the player operates the left stop button 10a at the first stop (see Fig. 67(B)), the left drum 2a is controlled to stop based on the sliding reel number data, and either the blue replay symbol of FR3 or the white replay symbol of FR4 is stopped on the winning line. In this case, since it is an incorrect operation procedure, when the No. 4 red watermelon symbol is operated on the winning line, it indicates that after sliding 3 reels, the No. 1 blue replay symbol of FR3 has been stopped on the winning line (see Fig. 67(C)). This is because the combination symbols of FR3, which have a small number of payouts but a large number of symbol combinations, are preferentially drawn in. At this point, only FR3 has the possibility of winning (FR1, FR2, and FR4 are in a non-winning state). Originally, it is also possible to slide 4 reels and stop the No. 20 bell symbol of FR1 on the winning line, but FR3 inhibits the winning of FR1. If the operation timing is different, the white replay symbol of FR4 will stop on the winning line, so only FR4 has the possibility of winning. Therefore, FR3 and FR4 can be said to be small roles (the first inhibiting small roles) for the purpose of inhibiting the winning of FR1 when the first stop operation is incorrect. For FR3 to win, it is a condition that the red watermelon symbol or the upper chili symbol stops on the middle drum 2b, and the seven symbol or the green watermelon symbol stops on the right drum 2c. However, since the probability of stopping is 1 / 2 for the middle drum 2b and 1 / 2 for the right drum 2c, FR3 wins only with a probability of 1 / 4. Similarly, for FR4 to win, it is a condition that the seven symbol or the green watermelon symbol stops on the middle drum 2b, and the red watermelon symbol or the lower chili symbol stops on the right drum 2c. However, since the probability of stopping is 1 / 2 for the middle drum 2b and 1 / 2 for the right drum 2c, FR3 wins only with a probability of 1 / 4.

[0400] When the player operates the middle stop button 10b during the second stop, the main control unit 100 controls the stop of the middle drum 2b based on the number of sliding frames data, and stops the red watermelon symbol or the lower chili symbol of FR3 on the winning line with a probability of 1 / 2 (see Fig. 67(D). In this example, it is the red watermelon symbol). On the other hand, since it is not possible to stop the red watermelon symbol and the lower chili symbol of FR3 on the winning line with a probability of 1 / 2, it is stopped at the coboshi pattern (see Fig. 67(F)). When the player operates the right stop button 10c during the third stop in the state of Fig. 67(D), the main control unit 100 controls the stop of the right drum 2c based on the number of sliding frames data, and when the seven symbol or the green watermelon symbol of FR3 is stopped on the winning line with a probability of 1 / 2, FR3 wins (see Fig. 67(E). In this example, it is the seven symbol). That is, when the small combination of the pressing order is internally elected, when the left stop button 10a is operated in the first stop operation, only one small combination wins with a probability of 1 / 4, so it becomes possible to consume the game medium. And when the player stops other than the left drum 2a (specific reel drum) by the first stop operation, a large penalty such as not conducting a lottery for a specific game (for example, an assist game) or not adding the played game to the ceiling game number is given. Even if the player operates the stop button unit 10 in the order of right, middle, and left, anticipating the penalty, the game medium will eventually decrease.

[0401] Fig. 68 is a schematic diagram showing the symbol display state of the window portion in time series.

[0402] Fig. 68(A) is in exactly the same state as Fig. 65(A), so the description is incorporated by reference.

[0403] When the player operates the right stop button 10c at the first stop while all the drums of the drum unit 2 are rotating (see Fig. 68(A)), the main control unit 100 controls the stop of the right drum 2c based on the number of sliding symbols, and stops either the seven symbols or the green watermelon symbol of FR3, or the red watermelon symbol or the lower chili symbol of FR4 on the winning line. In this case, since it is an incorrect operation procedure, when the white replay symbol of No. 11 is operated on the winning line, it indicates that the lower chili symbol of No. 10 of FR3 has been stopped on the winning line after sliding one symbol (see Fig. 68(C)). This is because the combination symbols of FR4, which have a small number of payout coins but a large number of symbol combinations, are preferentially drawn in. At this point, only FR4 can win (FR1, FR2, and FR3 are in a non-winning state). Originally, it was also possible to stop the bell symbol of No. 8 of FR1 on the winning line after sliding three symbols, but FR4 inhibits the winning of FR1. If the operation timing is different, the red watermelon symbol of FR4, or the seven symbols or the green watermelon symbol of FR3 will stop on the winning line. Therefore, in any case, only FR3 or FR4 can win. Thus, FR3 and FR4 can be said to be minor roles (first inhibitory minor roles) for the purpose of inhibiting the winning of FR1 when the first stop operation is incorrect. For FR4 to win, it is a condition that the white replay symbol stops on the left drum 2a and the seven symbols or the green watermelon symbol stop on the middle drum 2b. Therefore, it wins only with a predetermined probability (in other words, FR3 may miss).

[0404] When the player operates the middle stop button 10b during the second stop, the main control unit 100 controls the stop of the middle drum 2b based on the number of sliding frame data and stops the seven symbols of FR4 or the green watermelon symbol on the winning line with a probability of 1 / 2 (see Fig. 68(D). In this example, it is the green watermelon symbol). On the other hand, since the seven symbols of FR4 and the green watermelon symbol cannot be stopped on the winning line with a probability of 1 / 2, they are stopped at the wobble eyes (see Fig. 68(F)). When the player operates the left stop button 10a during the third stop in the state of Fig. 68(D), the main control unit 100 controls the stop of the left drum 2a based on the number of sliding frame data and stops the white rip symbol of FR4 on the winning line with a probability of 3 / 4, then FR4 wins (see Fig. 68(E)). That is, when the small combination by push order is internally elected, when the right stop button 10c is operated during the first stop operation, only one small combination wins with a predetermined probability (low probability), so it becomes possible to consume the game medium. Note that the main control unit 100 performs the same stop control for the other seven push order bells (push order bells 1b to 4b), so the description is omitted.

[0405] Fig. 69 is a schematic diagram showing the symbol display state of the window portion in chronological order.

[0406] Normally, Replay 1 is subject to lottery in both the general game and the RBB internal medium game shown in Fig. 53(A). On the other hand, Normally Replay 2, Bell Replay 1, and Bell Replay 2 are subject to lottery in the RBB internal medium game but not in the general game. That is, in the game within the RBB (refer to the shaded part in Fig. 53(A)) where the RBB flag is set and the high-probability replay state is achieved, all replay roles are randomly selected for the first time. The player basically repeats the normal game and the special game in which the assist function is activated in the game state within the RBB. However, the internally selected RBB wins when it is a single win or in a single win state. When aiming for the BAR symbol on the left, the green watermelon symbol in the middle, and the red watermelon symbol on the right, it wins, but such a state is very rare. Moreover, not only is a penalty given when the RBB wins, but in the bonus game, the medals either decrease or remain the same (neither increase nor decrease). Therefore, the player does not deliberately try to make the RBB win. Also, since the state within the RBB is maintained even when the stage setting value is reset, the player plays the game in this game state.

[0407] In the game where the bonus role is internally selected, when Normally Replay 1 shown in Fig. 64 is selected by random lottery, the main control unit 100 sets the RP1~RP3, RP14, and RP15 flags. Therefore, as an internally selected state, a total of six flags, namely the bonus flag, RP1~RP3, RP14, and RP15 flags, will be set. Note that the main control unit 100 performs control to preferentially draw and stop the replay symbol on the winning line over the bonus symbol. Since it is certain that one of the replay roles will win, the bonus role does not win when a replay role is selected.

[0408] The main control unit 100 creates a slip frame number table based on the stored stop control data, operation procedures, and operation positions (operation timings) until all the drums of the drum unit 2 rotate at a constant speed. For example, assuming that at the first stop, the middle stop button 10b is operated at the position where the No. 15 bell symbol is on the winning line, at that time, it is slid by 4 frames and the No. 11 white rip symbol is stopped on the winning line. Naturally, when the No. 14 red watermelon symbol is operated at the position on the winning line, it is slid by 3 frames at that time, by 2 frames when it is the No. 13 lower chili symbol, by 1 frame when it is the No. 12 upper chili symbol, and by 0 frames when it is the No. 11 white rip symbol. In this way, for all the operation positions (a total of 60 frame positions), the number of slip frames for moving the reel is obtained in advance by calculation, and after the stop operation, the reel is immediately moved and stopped.

[0409] When the player operates the left stop button 10a at the first stop (operates in a predetermined operation procedure or left 1st operation) while all the drums of the drum unit 2 are rotating (refer to Fig. 69(A)), the main control unit 100 controls the stop of the left drum 2a based on the slip frame number data and stops either the blue rip symbol or the white rip symbol of RP1 on the winning line. In this case, it indicates that when the first stop operation is the left stop button 10a (left 1st) and the No. 15 bell symbol is operated on the winning line, it is slid by 4 frames and the No. 11 white rip symbol of RP1 is stopped on the winning line (refer to Fig. 69(C)). This is because when the first stop operation is the left stop button 10a and the left drum 2a stops first, the main control unit 100 is programmed to perform stop control so that RP1 wins. At this point, only RP1 can win.

[0410] When the player operates the middle stop button 10b during the second stop, the main control unit 100 controls the stop of the middle drum 2b based on the number of sliding frames data, and stops either the blue replay symbol or the white replay symbol of RP1 on the winning line. In this case, it shows the state where the blue replay symbol No. 10 has stopped (see Fig. 69(D)). When the right stop button 10c is operated during the subsequent third stop, the main control unit 100 controls the stop of the right drum 2c based on the number of sliding frames data, and stops either the blue replay symbol or the white replay symbol of RP1 on the winning line. In this case, it shows the state where the blue replay symbol No. 1 has stopped, and when RP1 wins, the replay role explicit identification information (re - play game role explicit identification information) is displayed in a straight line on the central horizontal line of the symbol display window (see Fig. 69(E)). Fig. 69(F) shows the case when the player operates the right stop button 10c (performs the scissor - press operation) during the second stop and stops in the same way. When RP1 wins, the replay role explicit identification information is displayed in a straight line on the central horizontal line of the symbol display window (see Fig. 69(E)).

[0411] Fig. 70 is a schematic diagram showing the symbol display state of the window part in time series.

[0412] Fig. 70(A) is in exactly the same state as Fig. 69(A), so the description is incorporated by reference.

[0413] When the main control unit 100 operates the middle stop button 10b (operates according to a specific operation procedure) at the timing when the player can draw in the No. 2 seven-symbol at the first stop (see Fig. 70(B)), it controls the stop of the middle drum 2b based on the slip reel number data and stops the seven-symbol common to RP14 and RP15 on the winning line (see Fig. 70(C)). When the player operates the left stop button 10a at the second stop at the timing when the player can draw in the No. 2 seven-symbol (operates according to a predetermined operation procedure. Left 2nd), the main control unit 100 controls the stop of the middle drum 2b based on the slip reel number data and stops the seven-symbol common to RP14 and RP15 on the winning line (see Fig. 70(D)). Then, when the player operates the right stop button 10c at the third stop at the timing when the player can draw in the No. 2 seven-symbol (operates according to a predetermined operation procedure. Right 3rd), the main control unit 100 controls the stop of the middle drum 2b based on the slip reel number data, stops the seven-symbol of RP14 on the winning line, and causes RP14 to win (see Fig. 70(E)). However, if the third stop operation is performed at a timing when the seven-symbol cannot be drawn in, the bell symbol is stopped on the winning line and RP15 is caused to win (not shown). On the other hand, in the state of Fig. 70(C), if the left 2nd operation is performed at a timing when the seven-symbol cannot be drawn in, the bell symbol of RP15 is stopped on the winning line (see Fig. 70(F)). Note that even if the right 3rd operation is performed at the timing when the No. 5 or No. 20 BAR symbol can be drawn in in the state of Fig. 70(D), the main control unit 100 does not stop the BAR symbol of RP14 on the winning line but stops the bell symbol such as No. 3 on the winning line. That is, in the case of the normal replay 1, when the seven-symbol can be drawn in according to a specific operation order (in the order of middle, left, right), the seven-symbols are displayed in a straight line of three and RP14 wins. On the other hand, even if the BAR symbol can be drawn in at the third stop, RP14 does not win and RP15 wins. Note that when the player operates the middle stop button 10b at the first stop at a timing when the player cannot draw in the No. 2 seven-symbol, the main control unit 100 controls the stop of the middle drum 2b based on the slip reel number data and stops either the blue replay symbol or the white replay symbol on the winning line (not shown).In a subsequent operation, either RP1 or RP2 wins, and a blue replay symbol or a white replay symbol (replay winning combination explicit identification information) is displayed in a straight line in the middle of the symbol display window or in a straight line slanting diagonally upward to the right (not shown). Also, when a right 2nd operation is performed in the state of FIG. 70(C), the bell symbol stops, and in a third stop operation, the bell symbol stops and RP15 wins (the stop display mode is "bell symbol, seven symbol, bell symbol").

[0414] FIG. 71 is a schematic diagram showing the symbol display state of the window portion in chronological order.

[0415] Since FIG. 71(A) is exactly the same state as FIG. 69(A), the description thereof is incorporated by reference.

[0416] When the player operates the right stop button 10c at the timing when the player can draw in the lower chili symbol of No. 10 in the first stop (see FIG. 71(B)), the main control unit 100 controls the stop of the right drum 2c based on the sliding frame number data and stops the lower chili symbol of RP3 on the winning line (see FIG. 71(C)). In this state, it is already impossible to win other than RP3. When the player operates the middle stop button 10b in the second stop when the lower chili symbol of No. 12 is positioned in the upper stage, the main control unit 100 controls the stop of the middle drum 2b based on the sliding frame number data, slides it by 4 frames, and stops the red watermelon symbol of No. 9 on the winning line (see FIG. 71(D)). Further, when the player operates the left stop button 10a in the third stop when the lower chili symbol of No. 13 is positioned in the upper stage, the main control unit 100 controls the stop of the left drum 2a based on the sliding frame number data, slides it by 4 frames, and stops the bell symbol of No. 10 on the winning line. When RP3 wins, a blue replay symbol or a white replay symbol (replay winning combination explicit identification information) is displayed in a straight line horizontally at the lower stage of the symbol display window (see FIG. 71(E)). FIG. 71(F) shows the case where the player operates the left stop button 10a at the same timing in the second stop. In any case, RP3 always wins.

[0417] Explanation of normal replay 2 (not shown): When the main control unit 100 conducts a game in a state where a bonus combination is internally won, if the normal replay 2 shown in FIG. 64 is won by random number lottery, it sets the RP1, RP2, RP14, and RP15 flags. Therefore, as an internally won state, as a result, five flags, namely the bonus flag, ...

Claims

【Claim 1】 a plurality of rotating drums having a plurality of types of symbols arranged on their outer circumferential surfaces; a winning / losing determination means for performing a lottery for a combination for each game to determine the winning or losing of the combination; a symbol display control means for rotating the plurality of rotating drums for each game, and upon receiving an operation of a stop switch provided corresponding to each rotating drum, individually stopping the corresponding rotating drum and displaying a symbol according to the determined combination; a bonus determination means for determining a plurality of types of assist bonuses for which advantageous operation modes of the stop switch are notified; a pseudo-game execution means for executing a pseudo-game using the plurality of rotating drums; characterized by comprising: the assist bonuses have different continuation probabilities, and there is an advantageous assist bonus having the most advantageous continuation probability; in the pseudo-game, a winning or losing for displaying a predetermined outcome is determined, and the winning or losing probability is the maximum in a specific state; in the specific state, when any one of the assist bonuses is won, the bonus determination means determines the assist bonus having the most advantageous continuation probability; a gaming machine.

Citation Information

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