Game machine

The gaming machine addresses low win probability and regulatory restrictions by using rotating drums and varied assist bonuses to increase player satisfaction and medal payouts, maintaining engagement through dynamic gameplay.

JP2025106066APending Publication Date: 2025-07-11NET SA
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Patent Information

Application Number
JP2024000002
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-01
Publication Date
2025-07-11

AI Technical Summary

Technical Problem

Conventional rotary gaming machines face issues such as low win probability, restrictive payout limits, and lack of player engagement due to regulatory restrictions, leading to decreased player motivation and satisfaction.

Method used

The gaming machine incorporates a system with rotating drums, role lottery means, symbol display control, bonus determination, and pseudo-game execution to enhance player interaction and satisfaction by varying assist bonuses with different continuation probabilities, allowing for increased winnings and continuous gameplay.

Benefits of technology

The system enhances player engagement by providing a sense of achievement through self-won victories, allows for higher medal payouts, and maintains player interest by varying win probabilities, ensuring a positive gaming experience even during losing streaks.

✦ 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, pachirots 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 physical gaming media.

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

Background Art

[0003] In recent years, games using rotary gaming machines called pachislot machines have been actively played in conventional pachinko parlors and pachislot-exclusive parlors. There is also a rotary gaming machine called a pachirot (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 personal computers and game machines in ordinary households via the Internet, simulation games that simulate rotary gaming are conducted using substitute coins (that is, "gaming media", "credits") called tokens. And in the near future, rotary gaming machines are also planned to and are expected to record gaming values such as electronic data, tokens, and credits equivalent to medals and 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 rotating reel 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, at that timing, an internal lottery (also described as "internal draw") for a bonus, a plurality of minor winning combinations, or a replay combination (replay game) is executed, and a plurality of rotating 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 pasted on each drum) displayed (drawn) on the rotating drums are varied. At the same time, when the player operates the stop button corresponding to each drum, if 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 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 and the actual display are different. That is, even if the reels are moved after being stopped, it does not result in a win.

[0005] In particular, when a bonus combination (a type of special combination or a continuous special device) is internally selected as a result of the internal lottery in a normal game, and a specific symbol (e.g., a red 7 symbol or a blue 7 symbol) stops and is displayed in a line (the valid 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: a continuous special 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 (a type of special device) is selected and a bar symbol as a specific symbol aligns on the valid line, 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 a 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. Until a predetermined specific symbol (a 7 symbol or a bar symbol) aligns, the flag is carried over to the subsequent variable display game.

[0006] By the way, the conventional rotary gaming machine (Model 4) had a relatively high degree of chance. 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 implemented 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 (e.g., 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 paid-out medals in a single bonus game and the increasing speed (net increase in the number of medals) per game are restricted to be low.

[0008] In addition, as a result of the same regulations banning the bonus stock function for continuously releasing bonuses (continuous chain), which can be said to be the greatest feature of conventional rotating reel gaming machines (Model 4), the devices and performance originally incorporated in conventional slot machines were lost, and as a matter of course, the playability and probability of winning extremely decreased, leading to a loss of customers among players (slotters) who were excellent customers.

[0009] However, even under such strict regulatory circumstances, there has been some relaxation of regulations, and as a result of new devices being developed accordingly, 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 notifies, via liquid crystal display or voice, the symbol stop operation procedure (operation sequence and mode of the stop switch, operation timing for notifying the color of the target bonus symbol, etc.) for winning small roles internally selected by lottery in a high-probability replay state where replay is likely to win (i.e., a state where it is difficult to lose), and assists button operations. At present, ART machines and AT machines are the mainstream of Model 5 or Model 6 slot machines.

[0010] And especially recently, instead of increasing the number of medals obtained with the big bonus or regular bonus by the above-mentioned main control, ART (pseudo bonus, third bonus) is activated at a desired timing (timing of winning in the AT lottery by rare small roles, 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 role with a high probability, creating a wave of medal payouts. Furthermore, by internally selecting a two-type big bonus (two-type BB) where there is no increase or decrease in medals even when winning, a high-probability replay state is maintained, and games are constantly played in this state. Many models that control medal payouts solely with the ART function have been successful, and rotating reel gaming machines with various gameplay 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 9 payouts) where the number of payouts (e.g., 9) is more than the number of inserted coins (e.g., 3). By overlapping the winning areas of three or more types of bell minor winning combinations during the bonus winning combination draw of this certain type of bonus, a bonus with the property of reducing the number of pachinko balls, 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, it has the advantage that the amount by which the number of pachinko balls is reduced by this bonus can be intensively added to the assist bonus. That is, it can effectively create a wave of pachinko balls, 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 the dedicated unit (information to be transmitted as described in the dedicated unit connection specification), while the "game state command" in the present application includes the lever press command when the start lever is operated, the full reel stop command when all reels stop, the insertion request command when the insertion button is operated, the settlement request command when the settlement button is operated, the 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 in when no coins have been inserted, a payout request comes in 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), but 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. If 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 and returns it, thereby "notifying the main control CPU that the medal count control CPU is operating normally" and "transmitting 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 certain that it does not serve as a basis for denying the novelty and inventive step 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), a 6-choice push-order minor winning is made possible. 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 the target minor winning is prevented from winning in case of incorrect answers by stop control. And when ART (assist function and high-probability actual gaming state) wins, the correct operation procedure is notified to the player to create a large difference in the number of medals obtained. As a result, by setting the high-probability actual gaming state to eliminate misses and notifying the advantageous push order in AT, a large number of medals can be obtained, so that a wave of medals can be created.

[0018] However, in conventional ART machines and AT machines, when MY exceeds 2,400, the advantageous section is terminated once, 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 put out is restricted, and there is a problem that it is impossible to reverse all the inserted gaming media in one go and retrieve everything.

[0019] Also, in conventional reducing bonuses (RB), when RB wins, the number of balls put out always 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 replays that do not increase the number of medals during the game are 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 aims 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) aims to provide a gaming machine and the like that emphasizes that the player has independently obtained the winning of a special game and can 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 an expert can show off the superiority of their technical ability to a beginner.

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

[0024] Further, as another invention described in the present specification, the communication signal between the medal-less gaming machine and the dedicated unit is specified in the connection specification defined in the industry. However, 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 is efficiently performed with one response command, and a gaming machine or the like capable of determining 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, and determines whether the dedicated unit is normal, thereby determining whether to execute various games or to process them as an error, and providing a gaming machine or the like capable of causing the sub-control unit to perform appropriate error processing.

[0025] Further, as another first invention described in the present specification, in the big bonus game, an unfavorable RB1 and a favorable RB2 are drawn, and the degree of benefit given to the player is changed according to the internally selected RB (bonus that decreases), so as to provide a gaming machine or the like that can increase the interest. Also, there is provided a gaming machine or the like including a difference counter (generally, a difference number counter) that efficiently counts the number of benefits (payout numbers) given to the player in AT games and ART games (games in a favorable section).

[0026] As another second invention described in the present specification, there is provided a gaming machine that is attractive to the player, in which all of the inserted game media can be retrieved at once, so that even if the player is greatly losing, it is possible to turn to a plus. Also, in a rotary gaming machine (particularly a medal-less gaming machine), there is provided a gaming machine that is attractive to the player by creating a large wave of winning balls.

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

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 on the outer peripheral surface of which a plurality of types of symbols are arranged, a role lottery means for performing a lottery of roles for each game to determine whether a role is won or not, a plurality of rotating drums are rotated for each game, and in response to receiving an operation of a stop switch provided corresponding to each rotating drum, the corresponding rotating drum is individually stopped, and a symbol display control means for displaying a symbol according to the determined role, a bonus determination means for determining a plurality of types of assist bonuses in which an advantageous operation mode of the stop switch is notified, and a pseudo-game execution means for executing a pseudo-game using a plurality of rotating drums. The assist bonuses have different continuation probabilities, and there is an advantageous assist bonus with the most advantageous continuation probability. In the pseudo-game, a win or loss for displaying a predetermined outcome is determined, and in a specific state, the win or loss probability is the maximum. In the specific state, when any assist bonus is won, the bonus determination means determines the assist bonus with the most advantageous continuation probability. In the advantageous assist bonus, when it results in a loss, it is characterized in that an assist bonus with a continuation probability less advantageous than the advantageous assist bonus is selected.

Effects of the Invention

[0029] According to the gaming machine and the like according to the present invention, when the role lottery means wins a special role in the lottery of roles in the current game, in the next game following the current game, when the role lottery means wins a confirmed role in the lottery of roles, the determination means determines the winning of the special game, so it becomes possible to strongly appeal to the player that they have won by themselves.

[0030] In addition, according to the gaming machine related to other inventions described in the specification of the present application, when the main control unit (main control unit 100) wins in the release lottery, it continuously (or intermittently) executes the assist game until the difference exceeds the allowable maximum number. Therefore, even if 10,000 game media are sucked in, it can output up to plus 2,400 sheets at one time (up to a total of 12,400 sheets acquired). After that, since this difference is reset, it is possible to subsequently acquire more than 6,600 sheets up to the limit value of 19,000 sheets that can be paid out in a day.

[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 one 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 (credit control unit 165) 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 efficiently transmits and receives 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 supply of the island where the pachislot machines are installed is turned on by the hall staff, if the rotating gaming machine main body 1 (pachislot main body 1) starts up earlier than the sand device 300, even if the connection to the sand device 300 is correct, it will result in a VL abnormality (VL error). Therefore, at the first detection of VLOFF, it is possible not to sound the error tone. That is, even in the case of a VL abnormality (VL error), if VLON has never been detected, 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 gives a restrained error display). If this function or specification is not provided, it is expected that the error tone 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, the win / loss 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 according to another invention described in the present specification, the lottery for the combination is conducted using the same lottery data. However, in the normal game and during the regular bonus internal game in the BB game, when a composite minor combination wins, a common minor combination is made to win, but in the advantageous regular bonus internal game, when a composite minor combination wins, the pattern is drawn so that a rare minor combination wins. As a result, the winning probability of the assist game based on the winning of the rare minor combination is greatly improved, so a difference in the degree of advantage can be created. Also, it becomes possible to increase the number of activations (additional numbers) of the assist function all at once.

[0036] According to the gaming machine related to another invention described in this specification, it is possible to provide a difference count counter (2 bytes) that efficiently counts the number of payout coins in AT games and ART games (games in a favorable section). Also, although lottery is performed using the same lottery data, in the normal regular bonus internal game during normal games and BB games, when a composite replay winning combination is won, a normal replay winning combination is made to win, but in the favorable regular bonus internal game, when a composite replay winning combination is won, the symbols are drawn so that a special replay winning combination is made to win. As a result, the winning probability of the assist game based on the winning of the special replay winning combination is significantly improved, so that a difference in favorability can be created. Also, it becomes possible to increase the number of activations (additional numbers) of the assist function at once. In summary, according to the gaming machine according to the present invention, when the same composite combination (composite small combination or composite replay winning combination) is won, different combinations (normal small combination and rare small combination, or normal replay winning combination and special replay winning combination) can be made to win in the normal regular bonus internal game and the favorable regular bonus internal game, and the favorability 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 this specification, it is possible to provide a battle-type special game (assist game or chance zone) in which the degree of expectation increases the later it is played. By retrieving all the inserted game media at once, it becomes possible to turn positive even if the player is losing significantly.

Brief Explanation of Drawings

[0038]

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Mode for Carrying Out the Invention

[0039] Definition: In this specification, for the sake of convenience, when the combination of symbols related to the re - game is displayed on the winning line, it is referred to as "winning of the re - game role". However, the original "winning" means that a predetermined combination, which is necessary to obtain game medals etc. for the symbols, is displayed.

[0040] The pressing order winning combination is a winning combination in which a winning target combination and an inhibiting combination are elected simultaneously, and the inhibiting combination is composed of one or more types. When the stop button is operated in the winning pressing order (winning operation mode) notified by the notification means, the winning target combination wins. On the other hand, when the stop button is operated in an operation order different from the winning pressing order, the inhibiting combination wins or no winning occurs. That is, the inhibiting combination is a combination for inhibiting the winning of the winning target combination. For example, in the case of the pressing order bell combination, the bell minor combination (15-pay combination) of the winning target combination, three types of 1-piece minor combinations (1-pay combination) of the first inhibiting minor combination, and five types of 2-piece minor combinations of the second inhibiting minor combination are simultaneously internally elected. When the stop button is operated in the winning pressing order, the bell minor combination wins by stopping the bell symbol on the effective line. On the other hand, when the first stop operation is not in the winning pressing order, the symbol of the first inhibiting minor combination is stopped on the effective line. Thereafter, either the first inhibiting minor combination wins or there is no winning (miss). When the first stop operation is in the winning pressing order and the second stop operation is not in the winning pressing order, the symbol of the second inhibiting minor combination is stopped on the effective line. Thereafter, the second inhibiting minor combination wins. Note that the pay of the second inhibiting minor combination may be set to 1 piece or it may be set to miss. Another example of the pressing order winning combination is the pressing order replay combination.

[0041] Basic Example: As an example of a gaming machine or the like according to the present invention, a rotary gaming machine is taken up. This example 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", which is roughly divided into a housing 1a incorporating a rotating drum (drum unit 2) and a front door 1b (see FIG. 2 in particular).

[0044] The front door 1b is a main part that can be said to be the face of the rotary gaming machine. A unique metallic feeling is required to create a sense of luxury and meet the requirements of design. By applying ordinary chrome plating, dark chrome plating, hard gold plating, metallizing (plating), satin finish (plating), etc. to the resin material, the appearance is given a magnificent 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 forms a bottom surface part 22d that bends inward in the direction of the inside of the housing 1a by an upper surface part 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 part 22b in which a window part 3 (pattern display window) is formed, and a lower surface part 22c to which a light-emitting display device (display LED block 4) is attached. A substantially box-shaped space is formed by a left side surface part 22e and a right side surface part 22f that connect the left and right of the bottom surface part 22d (see FIG. 3 in particular).

[0047] On this bottom surface part 22d, there is provided a three-dimensionally protruding ornament 23 or a three-dimensional electric drive object 24 that is driven according to the progress of the game (for example, there are electric toys, opening and closing doors, bumpers that move up and down, or rocking boats used for effects related to internal winning combinations to arouse anticipation. However, it may simply perform effects unrelated to internal winning combinations.).

[0048] The front door 1b and the design panel 22 are integrally molded 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 part (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 pattern display LED (not shown) is provided, which emits light (lights up or blinks) or turns off according to various effects. That is, each drum is a pattern column that displays a plurality of patterns in a row from top to bottom. In this case, a variable display game that varies three pattern columns (multiple columns) is started. Note that even when using a liquid crystal display device or the like to display patterns instead of each drum, it corresponds to a variable display game that varies a pattern column in which a plurality of patterns are drawn.

[0050] 3 is a window part provided at the front center of the design panel 22, and the patterns on the reel tape attached (arranged, or applied) to the outer periphery of the drum part 2 can be visually observed through the transparent panel 21. Five effective lines, three effective lines extending in the horizontal direction and two effective lines intersecting in the diagonal direction, are visibly displayed in this window part 3 along the lines connecting the left drum 2a and the middle drum 2b and the middle drum 2b and the right drum 2c. However, the effective lines are not limited to the horizontal 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 a rotating body line display LED is embedded below this effective line, and it lights up or blinks during winning or operation.

[0051] 4 is a display LED block provided below the window part 3 and on the lower surface 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 an effect in progress display LED 4f, as described later.

[0052] Reference numeral 5 denotes a medal insertion unit provided with a medal insertion slot for inserting game medals (which are game media and may also be referred to as "coins" or simply "medals") to start a variable display game for rotating and stopping the drum unit 2 (rotating drum). Note that left and right light transmission portions 5a and 5b are provided on both sides of the medal insertion unit 5, and when medals cannot be inserted, it lights up in red (first color) by light from a plurality of light sources (e.g., LEDs) attached to the lower left and right. When a medal can be inserted and is added and displayed for the game, it lights up in blue (second color), and when it is added and displayed in the medal storage device, it lights up in green (third color). However, when medals cannot be inserted, it may be turned off. In the game software, the game medium means data (e.g., the number of inserted medals, credit numerical data, or tokens) representing game medals or game coins, and actual game medals or game coins are not inserted from the medal insertion unit 5.

[0053] Medals inserted through the medal insertion slot are counted by a medal sorting device (or also referred to as a "selector", not shown in the drawings), 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 to activate and deactivate a medal storage device (not shown) and to perform payout settlement (return) of inserted medals and stored medals. In particular, as will be described later, the total value of inserted medals and stored medals (game value) is output to a sand device connected to the game machine main body, 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 game 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, 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 stored medal count will be recorded as 143.

[0055] 7 is a 1 - bet button, which is used when inserting 1 stored medal from the medal storage device to play a game. Note that 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 to simultaneously start the drum unit 2 after inserting a predetermined number of game medals required to play the game. LEDs are provided around the start lever 9 and are lit when the start operation is possible. Further, when performing step setting of the payout rate, the start lever 9 is used to determine (re - set) a desired set value selected from step values 1 to 6 (or, for example, four - step skip numbers 1, 3, 5, 7, etc.).

[0058] 10 is the stop button unit (also referred to as a "stop switch" as a synonymous name) and is used to stop the rotating drum unit 2. This stop button unit 10 is composed of three button groups: a left stop button 10a, a middle stop button 10b, and a right stop button 10c (although there are rarely four). By operating the stop button unit 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 unit becomes operable, the LEDs built into the stop button 10a, the stop button 10b, and the stop button 10c are lit. Further, when the left stop button 10a, the middle stop button 10b, and the right stop button 10c are used 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 composed of a flat panel display (FPD) 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). The display effect device is capable of performing various video effects related to a rotating reel game and notifying necessary information under the control of an effect control unit (not shown). Recently, regardless of whether or not special glasses are used, a display effect device capable of three-dimensional display has 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. The speaker unit generates sound effects corresponding to various effects, warning sounds during the change of stage setting values, when the front door 1b is open, or when a trouble occurs. When a serious trouble (selector error, hopper error, or RAM error, excluding door open) 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, a lower left state display LED 13f, a lower right state display LED 13g, and a middle lower state display LED 13h. The gaming state display LED unit can effectively perform various light effects. During the change of stage setting values, when the front door 1b is open, or when a trouble occurs, the gaming state display LED unit repeats flashing as a warning display.

[0062] Since the game 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 is internally won or won a prize, playing a central role in the lighting effect of notifying the player of winning combinations and the like and arousing a sense of expectation.

[0063] Figure 1(B) shows an embodiment of a rotary gaming machine cabinet in which the logo panel unit 17 described later is eliminated and the top lamp 13a becomes larger as a whole accordingly. This top lamp 13a is used in a variable display game that varies the drum unit. By lottery, the 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 the winning combination (cherry is red, plum is purple, bell is yellow, replay is blue). After that, during the interval period until the next variable display game starts, it turns off or emits light in a neutral color such as white that is different from the unique color.

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

[0065] Reference numeral 14 is a special button for inputting information (e.g., increase in power level gauge, display of bonus winning symbols, input information such as the operation of a fighter plane's machine gun, dropping of bombs, or the moving direction of a character that appears) required according to various games and their video presentations displayed on the display presentation device 11, by a single 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, the sound effect of "PAKI PAKI PAKKIIIN" is generated and the AT stock notification lamp lights up. Note that the information input by this special button 14 is given to the sub-board (sub-block) described later and is used only for various video and audio presentations, and thus does not affect the game result.

[0066] Reference numeral 15 is a tray which can receive the game medals paid out from the medal payout device 18 (see FIG. 4) discharged from the medal payout opening 16, up to about several hundred pieces as the quantity.

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

[0068] Reference numeral 19 is 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 is a return button (officially called the "return button for jammed inserted medals") which is used when returning 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 opening 16.

[0070] Referring to FIG. 3 here, 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, and a bottom surface portion 22d is formed by these, and a decoration or a three-dimensional electric drive object that protrudes three-dimensionally is provided on the upper surface thereof.

[0071] Further, the left side surface portion 22e and the right side surface portion 22f connecting the bottom surface portion 22d form a substantially box-shaped (or substantially boat-shaped) shape, and a space recessed inside is formed. An upper mounting portion 22g and a lower mounting portion 22h having a plurality of mounting holes for mounting to the front door 1b are provided at the upper and lower portions thereof. By attaching decorative seals to the five inner surfaces composed of this bottom surface portion 22d, the left side surface portion 22e, and the right side surface portion 22f, three substantially flat surfaces will be 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 number LED, and it displays the number of game medals inserted from the medal insertion portion 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, and it displays the credit number (storage number) of game medals within a range of, for example, a predetermined maximum number of 50 medals. Also, it performs a payout effect display at the time of settlement of the stored medals.

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

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

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

[0077] 4f is an LED for display during the performance, and lights up when displaying that the performance by the drum unit 2 is being performed. That is, it indicates that the drum performance 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 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 open / closed 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 the initial check 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), and is used when performing a step setting operation of the payout rate or checking the step setting value. By inserting the operation key into the keyhole 28d and rotating it, it can be changed from the OFF state to the ON state or vice versa from the ON state to the OFF state.

[0084] 28b is an error release switch, which is used when setting the stage of the payout rate or releasing the suspension of the game due to an error.

[0085] 4c is the medal payout number display LED, which displays the stage setting value of the payout rate. Each time the error release 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 reel-type 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 (the operation sequence and timing of the stop button part 10) for small winning or avoiding a 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 stores a ROM101 that stores a predetermined data table area and a control program that describes the control procedure of the entire device, and a RAM102 (also called a rewritable memory, which is formed by 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 the 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 is cut off, 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 be able to control each of these devices by transmitting and receiving input / output signals. Index signals of 1 pulse per rotation are input from each index sensor provided in the drum unit 2 to the main control unit 100 respectively.

[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 insertion signal, a medal payout signal, an external output signal 1 (e.g., a BB signal or a pseudo-BB signal), an external output signal 2 (e.g., an RB signal or a pseudo-RB signal), an external output signal 3 (e.g., an AT signal), an external output signal 4 (e.g., a signal indicating that various errors have occurred), an external output signal 5 (e.g., a signal for 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, information on the number of balls) to the player.

[0092] When the main control unit 100 detects an operation of the start lever 9 by the player, it 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, if any of the small winning combinations with a payout such as bell, cherry, watermelon, or plum is internally won in this random number lottery, and the player performs a stop operation on the stop button unit 10, 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 unit 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 increased or decreased as appropriate according to the design specifications and game state.

[0093] For example, assuming that the payout numbers of the game media defined according to the types of winning are 1 bell, 2 cherries, 5 watermelons, and 8 plums, 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 deduction. 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 sum of 1 bell for the winning and 8 plums, resulting in a plus payout of 6 after deduction.

[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 (that is, it is connected such that one-way communication from the main control unit 100 to both control units is possible). However, only credit data composed 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 manner 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-blocks 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 formed by a counter, a timer, registers, etc., which temporarily stores information necessary for control received from the main control unit 100. A plurality of BGM (Background Music) data is stored in this ROM 161, and particularly during a bonus game, specially arranged BGM is appropriately selected and played according to the production scene in order to elevate the mood of the player. 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 a display effect device 11, a speaker unit 12, a game state display LED unit 13, an input SW unit 25 (input switch unit 25), a timing unit 26, an operation direction sensor 111, a special button sensor 112, and a 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 consumed after a bonus. When the counted difference in the number of coins or the number of games reaches a predetermined number, it activates an AT stock lottery or a 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 further 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 times or more of a predetermined number, it conducts a selection game lottery to determine a winning number (for example, "0" or "1"). 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 to prompt 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. 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 of winning 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 contrary, if the player operates the right stop button 10c to select the corresponding "×" or "right", the player loses the selection game. 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 regain more than the amount lost so far or achieve a big win streak, and an instant reversal can be expected. In the above description, a two-choice win results in a double return. However, for example, if it is a five-choice, it is also possible to set a five-fold return when winning, and the game becomes more interesting if the player can select the multiplier.

[0101] When the start lever 9 is operated to start, the sub-control unit 160 performs a production lottery on whether to perform a 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 a random number lottery internally and receives a result notification of a big win, a replay, a small winning combination, or a loss. When winning in 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 pressing order small winning combination (a plurality of parts among the first small winning combination and a plurality of pressing order prescribed small winning combinations) is internally won, the sub-control unit 160 displays assist information (auxiliary information) for aligning the first small winning combination symbol (for example, a bell symbol) of the winning combination on the effective line on the display production device 11. As a result, the player can easily win the first small winning combination.

[0103] Returning to FIG. 5 here, the credit control unit 165 is connected to the sand device 300 and, when set to the sand mode described later, 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 is a recording medium, 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. Further, the credit control unit 165 changes from a state in which it causes the data input circuit 166 to input data 01 to a state in which it causes data 11 indicating a credit number of 3 or more to be input. When the max bet button 8 is operated in this state, the main control unit 100 lights 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. In addition, when a replay role (replay game role) wins and the next game can be executed, if the player operates the settlement button, 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 a replay game 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 device 11 to display various video effects and winning announcements according to the direction signal, and further causes the speaker unit 12 to generate sound effects.

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

[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 and closing of the front door 1b. 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 and 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 and 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 manager 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 passing 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 performs counter logic processing at the rising and falling edges of the pulse signal, and controls 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 bed button detection sensor 140 is composed of two sensors: the single-bed button detection sensor 140a that outputs a pulse signal in response to the operation of the single-bed button 7, and the max-bed button detection sensor 140b that outputs a pulse signal in response to the operation of the max-bed 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-coin LED 4a according to the obtained pulse signal.

[0109] Also, when the player inserts a predetermined number of medals and then operates the start lever 9, the start SW sensor 110 outputs a start signal. 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 one game of variable display game is performed by one operation of the start lever 9, and the player repeats the game with the aim of obtaining a bonus game (big bonus or regular bonus) to increase the number of medals. The bonus game means, for example, the first type of special symbol (RB), the continuous operation of the first type of special symbol, or the continuous operation of the second type of special symbol.

[0110] 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 formed (winning occurs when the symbols on each rotating drum are displayed in a predetermined combination), and medals are paid out, the number of paid-out medals 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, especially a bonus is internally won, the main control unit 100 outputs control data (event data) regarding the internal winning or 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 production 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 production device 11.

[0112] 150 is a stage setting unit. By performing a stage setting operation of the ball payout rate described later, the hall side can select a desired set value from among stage values 1 to 6 (or 1, 3, 5, 7, etc. of the skip numbers) according to events, a large medal release at the opening of new equipment, 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, there are also many slot machines that 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 that receives absolute time data from a satellite or the like and is a radio-controlled clock that marks accurate time, and continues to output the measured time to the sub-control unit 160.

[0116] Figure 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. In response to drive pulse signals from the main control unit 100, the stepping motors 30a, 30b, and 30c are driven. When drive pulse signals are continuously supplied to the three phases simultaneously, an attractive force is generated and it is designed to stop suddenly.

[0118] These stepping motors 30a, 30b, and 30c are of the 4-phase 1-2 excitation type with 252 steps per rotation (1.43 degrees / step), and 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 positions of the respective drums 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). 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] Figure 7 is a block diagram of the configuration of the drum unit.

[0120] The central portions of the left drum 2a, the middle drum 2b, and the right drum 2c, which are thick disk-shaped rotators, are respectively connected to the rotation axes of the step motors 30a (not shown), 30b (not shown), and 30c, and rotate in the direction of the illustrated arrow (i.e., downward from above). Further, left rotating belt 32a, middle rotating belt 32b, and right rotating belt 32c, on which a plurality of types of patterns are drawn, are attached to the outer peripheral portions of the respective drums. In a variable display game, when the same pattern (a predetermined pattern determined in advance) is aligned on the effective line and displayed in the window portion 3, it is established (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 rotating belt is called a reel tape.

[0121] For each of the step motors 30a, 30b, and 30c, rotating belt sensors 31a, 31b, and 31c (not shown) are provided, and an index signal returns 1 pulse from each rotating belt 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 pattern arrangement table of the drums.

[0123] Rotating belts (not shown) on which left drum patterns, middle drum patterns, and right drum patterns are drawn are attached to the outer peripheral portions of the left drum 2a, the middle drum 2b, and the right drum 2c so as to go around once.

[0124] As illustrated, each reel band has 21 symbols arranged in different sequences, including the "Red 7" and "Blue 7" of the big bonus symbols that activate the bonus, the cherries, watermelons, bells of various small winning symbols, and the replay that activates the replay game. Note that the discard symbol does not form any combination even if it stops on the active line, and to make it less noticeable to the player, for example, an "N" is printed in a thin gray circle.

[0125] Figure 9 is a block diagram of the drum unit, and Figures 9(A) and 9(B) show the state where 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 combination is internally won, it performs retraction control to retract the symbol of that combination onto the active line as much as possible.

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

[0128] On the other hand, even if any combination is internally won by lottery, if the predetermined symbol corresponding to the 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 activate unless it is displayed as shown in Figure 9(B). Note that this retraction control is not limited to the right drum 2c but is also performed for the symbols of 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 pull-in control. However, this pull-in control is not limited to 4 frames, and it is possible to increase or decrease the number of pull-in frames by software control so as to adapt to the design specifications or regulations. In addition, 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 pull-in 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 kicking 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 is not established (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)). 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 also performs avoidance control so that the small combination symbols of non-winning do not win. These pull-in controls and avoidance controls (kicking controls) 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 among 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 cylinder sensor 31a, 31b, and 31c, and is controlled by the main control unit 100 so that T1 becomes constant at 0.751 seconds (i.e., 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, when the drive pulse signal is in the range of 1 pulse to 24 pulses, the symbol position data is "21"; when the drive pulse signal is in the range of 25 pulses to 48 pulses, the symbol position data is "20"; when the drive pulse signal is in the range of 49 pulses to 72 pulses, the symbol position data is "19";..., when the drive pulse signal is in the range of 481 pulses to 504 pulses, the symbol position data is "1", 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. As can be seen from the figure, there are 8 pattern numbers from pattern 0 to 7. When the pattern numbers 0 to 7 are repeatedly added to the motor coil phases 1 to 4 three times as this drive pulse signal (i.e., 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 for driving 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 phases. 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 stages 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 stage of the window portion 3.

[0142] When the main control unit 100 performs the start operation of the variable display game by the player, it conducts an internal lottery. As a result, when the upper-stage 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 in which pull-in control is possible. When the stop button 10a is operated while the cherry symbol is in the 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 that the vita symbol is in the upper position). In actuality, since it takes about 36 ms to stop, it is located higher by that amount, but it is described in this way for the sake 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 in which 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 in 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 one position above the upper position or one position below the lower position to make it a losing result. 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 frame numbers 8 and 19 (see FIG. 8), when the upper cherry is internally selected, with the lowermost position of the window 3 as the measurement reference, if 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 result. That is, not only does one win with a probability of 10 / 21 even if the stop button 10a is operated appropriately, but when a winning notification is given, an expert can perform button pressing to win with a probability close to 100%.

[0147] Figure 14 is a determination diagram for the combination display of symbols.

[0148] When all three drums have stopped, the main control unit 100 performs determination of the combination display of symbols related to winning and activation on the effective lines according to the number of inserted game medals. For example, when three game medals are inserted and the cherry symbol for paying out two medals on the left drum 2a is displayed in the window portion 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) will be paid out. However, these effective 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 paying out eight medals are aligned and displayed on the effective lines of the window portion 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 an effect command 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, although the ROM 11c is separately provided in the display effect control unit 11b, 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 relationship between the effect command and 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, so as 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$00) as a performance command, the display panel 11e displays "Daytime Performance Pattern 0" of the low-probability stage mainly indicating a state without AT stock or a state where AT is difficult to win (see Fig. 17(A)). On the other hand, when the sub-control unit 160 transmits ($Y0$00) as a performance command, the display panel 11e is set to display "Nighttime Performance Pattern 0" of the high-probability stage suggesting a state with AT stock or a high-probability state where AT is easy to win (see Fig. 17(B)). Therefore, the player eagerly hopes that the "Nighttime Performance Stage" mainly suggesting the high-probability state will be displayed during the game. However, there may also be a fake performance that displays the "Nighttime Performance Stage" even in a state without AT stock or a non-high-probability state, or vice versa, displaying the "Daytime Performance Stage" in a state with 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 overlays and displays it 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 shown in Fig. 17(B) occurs frequently and then develops in multiple stages, it becomes a precursor production (intense excitement 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 a confirmed bonus release during the bonus internal winning.

[0160] 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 let the character of the butler emerge from the grave in the center of the dug-up screen with the shouting sound of "Orya" and the sound effect of "Tirororororon", or display the word "BONUS" meaning "big win" (see Fig. 19(C)). This can also be used as an intense excitement 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 rotary gaming machine of the present invention, the main control unit 100 generates a random number value. This random number value randomly generates all values from 0 to 65535 (m7) once in one cycle periodically. FIG. 20(A) is a lottery table used in the normal state (non-RT state). When the main control unit 100 performs 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 selected. That is, this internal lottery is to pick up (extract) only one random number value in accordance with the 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 selected; when the random number value is in the range of m2 + 1 to m3, the cherry is selected; when the random number value is in the range of m3 + 1 to m4, the watermelon is selected; when the random number value is in the range of m4 + 1 to m5, the bell is selected; and when the random number value is in the range of m5 + 1 to m6, the replay is selected. 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 the A-type normal machine, the BB winning probability is about "1 / 200", the RB winning probability is about "1 / 400", the winning probabilities of the cherry and the watermelon are about "1 / 50", the winning probability of the bell is about "1 / 6", and the winning probability of the 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). In 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 the replay corresponding to the three-coin payout increases significantly, while the probability of losing decreases. Therefore, in the replay time, the expected value of the payout of the 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 diagram 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 (specified number). The main control unit selects the lottery table according to the stage setting value set by the stage setting unit 150 and the number of inserted medals, and executes the internal lottery for the bonus game and 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. Therefore, players pursue high setting tables. 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 symbol combination and the number of acquired medals.

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

[0170] RB (Regular Bonus) is the name of the combination when the RB symbols of "Blue 7" are aligned on the effective line. When this alignment occurs, the number of acquired medals is 0, a flag 1 is set in the corresponding flag area, and the player enters the Regular Bonus game (RB game: operation of the continuous operation device of the special device), and the game ends with a payout exceeding 120 medals. Note that these continuous operation devices of the special devices can be either the first type of special device or the second type of special device, 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 acquired for each effective line. For example, if the effective line is the display determination diagram in Figure 14, if it stops in the middle section of the left drum, it is 1 medal (short cherry), but if it is in the upper or lower section, 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 acquired.

[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 rotating drum type 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 rotating drum type 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, on the gaming hall side, when the front door of the rotating drum type gaming machine main body 1 is opened and the power switch 28c is turned on, 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 indicating 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 (the "off state" or the "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 attempts to change the setting of the ball payout rate for grand opening, new store opening, or an event in this setting state.

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

[0181] An employee of the game hall opens the front door of the rotary drum gaming machine main body 1, once turns off the power switch 28c, 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 proceeds to step S130. On the other hand, if it is in the ON state, it calls the setting change subroutine in step S120 (shifts 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, on the display panel 11e, as the start screen, "Night effect pattern 1" composed of a full moon, Dracula's castle, and a cemetery screen in the night sky is displayed (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 while looping through 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. Otherwise, it returns to step S130 and waits in a loop for a start operation by repeating each step.

[0188] In step S170, the main control unit 100 executes the main process of the variable display game, performs random number extraction according to the reception timing of the start signal, compares the picked (extracted) random number value with the extraction 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 lottery 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, avoidance control to prevent symbol alignment. Also, when the sub - control unit 160 receives the lottery result command and the game start signal from the main control unit 100, it conducts a production lottery on 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 lottery results of a big win (bonus win), small combinations, replay, or loss.

[0191] In each variable display game of the general game, if a predetermined symbol is arranged and displayed on the effective line of the window unit 3, the combination is considered to be established. According to the payout table shown in FIG. 21, the 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 appear, 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 appear, 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 main game 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 the 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 a determination of the combination display of the symbols related to winning and activation on the effective lines of the window 3 according to the number of inserted game medals (dedicated to 3 general game medals).

[0199] FIG. 24(B) shows the valid lines when a 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 are valid: the first line (upper, middle, lower: descending to the right), the second line (lower, middle, upper: ascending 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 device is activated), the specified number of game medals is two, but the valid lines are exactly the same as the first to fourth lines.

[0200] FIG. 25 shows the payout table when the device is not activated (during normal games, with a 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 valid 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 valid lines are the same.

[0202] (1) Bonus Role (RB: First Type of Special Role): It is the name of the role when any one of (pentagon (red), pentagon (blue), pentagon (white)) stops on the valid line in 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 fluctuates 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 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 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 valid line of the left drum 2a, the bell symbol stops on the valid line of the middle drum 2b, and the bell symbol stops on the valid line of 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 conditional device of FR1 (Fruit 1) activates. Assuming that FR1 has one type of combined symbol and is internally selected alone, regardless of the stop operation sequence or timing of the stop button section 10, the symbols are arranged such that the predetermined red 7 minor winning combination symbol stops on any one of the valid lines and always wins. As will be described later, in the RT0 state or the RT1 state, the red 7 minor winning combination is configured to be simultaneously selected with any one of the single-symbol minor winning combinations on the left 1-3, middle 1-3, and right 1-3 for push order control. 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 valid line. The number of winning coins is 2. When the bell minor winning combination is internally selected by lottery, one conditional device of FR2 (Fruit 2) activates. Assuming that FR2 has one type of combined symbol and is internally selected alone, regardless of the stop operation sequence or timing of the stop button section 10, the symbols are arranged such that the bell symbol stops on any one of the valid lines and always wins. As will be described later, in the RT0 state or the RT1 state, the bell minor winning combination is configured to be simultaneously selected with any one of the single-symbol minor winning combinations on the left 1-3, middle 1-3, and right 1-3 for push order control. 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-symbol minor winning combination for push order control is a minor winning combination (bonus attracting minor winning combination) for attracting the above-described bonus winning combination. In this embodiment, there are 9 types. When the push 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 an incorrect answer, a single-symbol minor winning combination or the bonus winning combination that is simultaneously selected wins. In the case of an incorrect answer, the probability of the bonus winning combination winning is 2 / 3.

[0206] (4) One small bonus left 1 (FR3): It is the name of the combination when a square (brown) symbol appears on the left drum 2a, any one of the symbols (pentagon (red), pentagon (blue), pentagon (white)) appears on the middle drum 2b, and any one of the symbols (pentagon (red), pentagon (blue), pentagon (white)) appears on the right drum 2c and stops aligned on the winning line. The number of winning tokens is 1. When one small bonus left 1 is internally selected by lottery, one condition device of FR3 (Fruit 3) activates. FR3 has 9 types of combined symbols. Assuming it is internally selected alone, if the left stop button 10a is operated at the timing when the square (brown) symbol can be drawn in, regardless of the stop operation order or timing of the other stop button parts 10, the symbols are arranged so that a predetermined one small bonus left 1 symbol stops on any one winning line and wins. Conversely, if the left stop button 10a is operated at a timing when the square (brown) symbol cannot be drawn in, it is a loss. Note that in association with one small bonus left 1, 1 is stored as the push order data meaning the first stop operation is 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 first stop operation being the left stop button 10a for one small bonus left 1, generally, due to the processing time and the required data capacity, the push order data is stored.

[0207] (5) One small bonus left 2 (FR4): It is the same as one small bonus left 1 except that the symbol on the left drum 2a has changed to a square (blue) symbol, so the explanation is omitted.

[0208] (6) One small bonus left 3 (FR5): It is the same as one small bonus left 1 except that the symbol on the left drum 2a has changed to a square (white) symbol, so the explanation is omitted.

[0209] (7)One Minor Prize 1 (FR6): This is the name of the winning combination when any one of the symbols (pentagon (red), pentagon (blue), pentagon (white)) stops aligned on the valid line on the left drum 2a, a quadrilateral (brown) symbol stops on the middle drum 2b, and any one of the symbols (pentagon (red), pentagon (blue), pentagon (white)) stops on the right drum 2c. 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 quadrilateral (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 valid lines and wins. Conversely, if the middle stop button 10b is operated at a timing when the quadrilateral (brown) symbol cannot be drawn in, it is a loss. 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 quadrilateral (blue) symbol, so the explanation is omitted.

[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 quadrilateral (white) symbol, so the explanation is omitted.

[0212] (10)Single Small Bonus Right 1 (FR9): This is the name of the 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 medals obtained is 1. When Single Small Bonus Right 1 is internally selected by lottery, one FR9 (Fruit 9) conditional device activates. FR9 has 9 types of combined symbols. Assuming it is selected internally 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 Bonus Middle 1 symbol stops on any one of the valid lines and wins. Conversely, if the right stop button 10c is operated at a timing when the square (brown) symbol cannot be drawn in, it is a loss. As described above, corresponding to Single Small Bonus 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 Bonus Right 2 (FR10): It is the same as Single Small Bonus 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 Bonus Right 3 (FR11): It is the same as Single Small Bonus 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 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 bonuses or bonus 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 when 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 that is only elected during other special replay roles or bonus games (a replay role that appears to have red 7 symbols aligned on the upper horizontal line, middle horizontal line, or lower horizontal line, which are invalid lines). When these rare minor roles are internally elected, an ART lottery is conducted, or when the red 7 replay role is internally elected, 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, and FIG. 26(D) shows the lottery probability during RB.

[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 a replay being elected) in this general game is approximately 1 / 7.3.

[0219] When the bonus role RB is internally elected 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 cycle is: normal game (medal reduction in the normal replay state) → RB is internally elected → RB wins → 8 RB games → RB game ends → normal game.

[0220] On the other hand, even if RB is internally elected in a general game, if the winning of RB is avoided, it enters the RT state where the bonus role is internally elected (RB internal) (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 (see Fig. 26(B)), the setting number of RB is 12000, and the winning probability is 12000 / 65536. The setting number when RB, small bell combination and single symbol combination win simultaneously is 6000, and the winning probability is 6000 / 65536. The setting number when red 7 small combination and single symbol combination win simultaneously is 23000, and the winning probability is 23000 / 65536. The setting number of replay is 8978, and the winning probability is 8978 / 65536 (1 / 7.3). On the other hand, the probability of non-winning (losing) is 15558 / 65536 (1 / 4.2).

[0222] During the internal RB state (see Fig. 26(C)), since the lottery of RB is not conducted, the winning probability is 0. The internal RB state means that the RB flag is set and RB has already won. In this internal RB state, the winning probability of replay changes to a high-probability replay state (RT state). The lottery areas of the setting number 12000 of RB and the setting number 15558 of non-winning (losing) shown in Fig. 26(B) newly become the winning area of replay. Therefore, the setting number becomes 36536, which is the sum of the original setting number 8978 of replay, the setting number 12000 and the setting number 15558. The winning probability of replay is 36536 / 65536 (about 1 / 1.8), and the probability of non-winning is 0. That is, by activating the AT function in the internal RB state without losing and notifying the pressing order to win the red 7 small combination or the small bell combination, the player can efficiently obtain medals.

[0223] Calculating the expected value in the internal RB state, the probability of the red 7 small combination winning is 23000 / 65536, 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 6000 / 65536, and the increased number of medals is -1 (payout 2 - input 3), so it is -0.09 medals / game. Since the next game can be played without inserting medals even if replay wins, there is no change in the expected value. Therefore, if AT is activated in the internal RB state and the red 7 small combination and the small bell combination win, on average, it will increase by about 4.1 medals / game, 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 of the bell minor role is 65536, and the winning probability is 100%. Since the payout is 2 and the input is also 2, 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 of 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 of 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 lottery. Since the pressing order data of 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 player has operated the left stop button 10a at the first stop while all the drums of the drum unit 2 are rotating, and that it matches the control information to be stored (pull in the bell symbol at the left first stop) (the pressing order is "correct"), 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 in which three symbol columns are varied, and by lottery of combinations (also referred to as "symbol lottery"), simultaneously internally wins RB, the small bell combination (second target small combination), and the single-symbol small combination (nine types of symbol combinations) which is the small combination that prescribes the pressing order. 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 is awarded.

[0232] Figure 28(A) shows a state in which all the drums of 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 pull-in 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 fourth 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 four frames. Note that the main control unit 100 can also stop the square (brown) symbol of the simultaneously won single-symbol small combination (FR3) on the active line, but stops the bell symbol that constitutes the small bell combination with a large 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 pulled in with respect to 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 during the second stop in the 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)). Note that 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 retraction range in the middle stage of the middle drum 2b to enter 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 during 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)). Note that 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 win (in the figure, the second line). 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 during the second stop in the 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)). Note that 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 retraction range in the upper or lower stage of the right drum 2c to enter the ready state.

[0238] In the temporary 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 No. 8 bell symbol in the middle stage 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 of the bell symbols within the draw range in the middle stage 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 will win, while RB or the one-card small combination will not win. As a result, in the variable display game after the next game, since it enters the high-probability replay state (RT state) with RB internally winning, the player can play the game without losing (missing). The sub-control unit 160 notifies 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 in the AT state.

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

[0240] FIG. 31(A) shows a state where 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 5 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 4 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 symbol winning combination (FR3) within the range of the draw-in frame number 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 symbol winning combination (FR3) arranged at intervals of up to 4 frames can be stopped at the middle position. However, the reason the main control unit 100 does not draw in the bell symbol is that the number of symbol combinations when the single symbol is drawn in is 3 (quadrilateral (brown) · pentagon (white) · pentagon (red / blue / white)), while the number of symbol combinations when the small bell winning combination is drawn in is 1. In both cases, the single symbol 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 symbol winning combination (FR3) can be drawn in and stopped on the active line. And since this single 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 part 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 of No. 3 at the lower stage of the right drum 2c (see Figure 32(B)). Note that since the pentagon (red) symbol, pentagon (blue) symbol, or pentagon (white) symbol that constitutes the one-small winning combination (FR3) is arranged on the right drum 2c at intervals of 6 frames, 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 tenpai state. In this case, not only the one-small winning combination (FR3), but also the RB winning combination enters the 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 of No. 5 is at the reference position, the main control unit 100 stops the square (brown) symbol of No. 4 that is 1 frame above at the lower position of the left drum 2a, and causes the one-small winning combination (FR3) to win on the 4th line (see Figure 32(C)). Note that when the player performs a stop operation on the left stop button 10a when the discard symbol from No. 10 to the square (brown) symbol of No. 4 is at the reference position, the square (brown) symbol of No. 4 can be stopped on the 1st line or the 4th line to cause the one-small winning combination (FR3) to win. That is, since it is only necessary to perform a stop operation within the range of 7 frames out of 21 frames, the winning probability is 1 / 3. As a result, in the variable display game after the next game, it enters the high-probability replay state (RT state) where 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 portion 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 of No. 3 is at the reference position, the main control unit 100 stops the pentagon (red) symbol of No. 1 that is 2 frames above at the lower 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 when the square (blue) of No. 11 is at the reference position, the main control unit 100 stops the pentagon (blue) symbol of No. 8, which is 3 frames above, at the lower position of the left drum 2a, and causes the RB combination to win on the 4th line (see FIG. 33(C)). That is, when any of the symbols of No. 1 to No. 3 or 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 1st line or the 4th 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. In addition, 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 chronological order.

[0248] For example, during general gaming, when the red 7 minor combination (FR1) and the 1-card 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 main control unit 100 determines that the player has operated the middle stop button 10b during the first stop while all the drums of the drum unit 2 are rotating and that it matches the control information to be stored (pulling in the bell symbol during the middle first stop) (the pressing order is "correct"), regardless of the order of the subsequent second stop operation and third stop operation, the stop control process always causes only the small red 7 combination to win and pays out 15 medals. That is, the main control unit 100 starts a variable display game in which three symbol columns are varied, and internally wins the small red 7 combination (the first target small combination) and the single-symbol small combination (9 types of symbol combinations), which is the small combination that stipulates the pressing order, at the same time by lottery. When the stop button unit 10 is operated in the pressing order (middle first) stored corresponding to this single-symbol small combination, the bell symbol is stopped on the active line to cause the small red 7 combination to win. Also, as will be described later, if the pressing order is correct, stop control is performed so that the single-symbol small combination that is internally won at the same time does not win.

[0250] Figure 34(A) shows a state in which all the drums of the drum unit 2 are rotating. In this state, when the player operates the middle stop button 10b during the first stop when the No. 8 bell symbol is at the reference position (the No. 7 pentagon (blue) symbol can stop immediately at the middle position of the middle drum 2b; see Figure 34(B)), the main control unit 100 performs pulling-in control so that the bell symbol stops on the active line. In this case, the No. 3 bell symbol at the 5-frame position is stopped at the middle position of the middle drum 2b (see Figure 34(C)). As a result, the middle drum 2b will stop after slipping 4 frames. In this case, since the square (blue) symbol of the single-symbol small combination (FR7) that is simultaneously won is not within the pulling-in range, the main control unit 100 cannot stop it on the active line.

[0251] Figure 35 is a schematic diagram showing the symbol display state of the window portion in chronological order.

[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 bell symbol of No. 11 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 tenpai state.

[0253] In the tenpai 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 red 7 symbol of No. 2 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 explanation is omitted.

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

[0255] FIG. 36(A) shows a state where 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 be immediately stopped 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, which is 6 frames above, at the upper position of the left drum 2a through which the active line passes (refer to FIG. 36(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 pressing order data is 2, which means middle first, and the pressing order is incorrect, the pentagon (red) symbol of the 1-symbol minor winning combination (FR7) 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 (FR7) arranged at intervals of up to 6 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 the 1-symbol minor winning symbol is drawn is 3 (pentagon (red) · square (blue) · pentagon (red / blue / white)), while the number of symbol combinations when the red 7 minor winning symbol is drawn is 1. In either case, the 1-symbol minor winning combination (FR7) has more symbol combinations than the red 7 minor winning combination. That is, when the pressing order at the first stop is incorrect, the symbol that makes up the 1-symbol minor winning combination (FR7) can be drawn in and stopped on the active line. Note that this 1-symbol minor winning symbol 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 No. 3 pentagon (red) symbol 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 the single small winning 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 tenpai state. Note that the single small winning combination symbol in the tenpai state also doubles as the RB symbol. If RB is internally selected, as a result, it will enter the double tenpai state where the symbols of both winning combinations are drawn in.

[0258] In the tenpai state of the single small winning 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 No. 16 square (white) symbol is at the reference position, the main control unit 100 stops the No. 11 square (blue) symbol, which is 5 frames above, at the middle position of the middle drum 2b to win the single small winning 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 No. 16 square (white) symbol to the No. 11 square (blue) symbol is at the reference position, the No. 10 or No. 11 square (blue) symbol can be stopped on the first line to win the single small winning 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 winning 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 in the RB shown in Fig. 26(C), the RB flag is set, and in the RB, for example, if the red 7 minor role (FR1) and the 1-piece minor role (FR11) shown in Fig. 27(B) are simultaneously won by random number lottery, the FR1 flag and the FR11 flag are set. Therefore, as the internal state, the RB flag, the FR1 flag, and the FR11 flag are set (see Fig. 26(C) and Fig. 27(C)).

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

[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 stop immediately 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 special winning combination of "sliding red 7 small winning 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 special winning combination of "sliding 1 symbol small winning combination". Note that the main control unit 100 can also stop the square (white) symbol of the 1 symbol small winning combination (FR11) that is winning simultaneously at the upper position on the active line, but it stops the bell symbol that constitutes the red 7 small winning 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 winning combination symbols over the bonus winning combination symbols when any symbol can be pulled in for both the bonus winning combination and the small winning 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). When the player performs a stop operation on the middle stop button 10b at the second stop in the state where the right drum 2c has stopped and the bell symbol is displayed at the lower position, 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 at most 4 frames, it is possible to stop any bell symbol within the pull-in range at the middle section of the middle drum 2b at any timing of the stop operation to make it in 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 the player stops exactly on the red 7 symbol aiming for the upper stage, 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 slides and stops at the lower stage position. Therefore, if the pressing order is correct, the internal winning state of RB is maintained, so 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] Figure 40(A) shows a state where all the drums of the drum unit 2 are rotating, similar to Figure 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 stop immediately at the lower position of the left drum 2a. Refer to Figure 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 Figure 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 pressing order data is 3, which means right first, and the pressing 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 pressing 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 this 1-symbol minor winning combination symbol also doubles as an RB symbol. So, if RB is internally winning, as a result, the symbols of both winning combinations are drawn in.

[0268] Figure 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, and the player performs a stop operation on 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 immediately stop 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 one-piece minor winning 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 make it in the tenpai state. Note that the one-piece minor winning combination symbol in the tenpai state also serves as the RB symbol, and since RB is internally selected, as a result, it becomes a double tenpai state in which the symbols of both winning 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 and causes 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. Even if the right stop button 10c is operated at the second stop and 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 time series.

[0273] Figure 43(A) is the same as Figure 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 Figure 43(B)). Also, in the state of Figure 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 Figure 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 RB internal winning state is maintained, while there is a 2 / 3 probability that RB wins and the RB game starts. When it ends, it returns to the general game and enters a stuck state where there is a loss. That is, if the red 7 small winning combination (FR1), bell small winning combination (FR2), or small winning combination of one symbol (FR3 - FR11) wins during the internal winning of RB, in the variable display game of the next game, it will enter the high-probability replay state (RT state) during the internal winning of RB, so the player can play the game without losing (missing).

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

[0275] In the game main process of step S170 in Figure 22, the main control unit 100 executes a random number lottery (winning combination lottery or symbol lottery) according to the operation of the player's start lever 9 (the reception timing of the start signal). After calling this subroutine, it 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 the bonus, etc.), and 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 small winning combinations (see FIGS. 25, 26(B), and 26(C)) have won based on the command or data, etc. If none have won, it performs an effect according to the other winning combinations and ends. On the other hand, if a win is detected, 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 number of games. If there is no remaining number of games, 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 winning composite small winning combination, and 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, yo", "In the middle, yo", "On the right, yo" in a female voice.

[0281] When the main control unit 100 proceeds to step S210, if the internally winning combination is a composite small winning combination and a stop operation is performed in the order corresponding to that composite small winning combination (i.e., if the order of pressing is correct), it causes the target small winning combination to win in step S220 and 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 winning combination selected internally is not a composite small winning combination, predetermined stop control is performed according to the other internally winning combinations and the process 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. Therefore, 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-stage cherry, strong watermelon, strong bell, etc.) wins, the sub-control unit 160 then conducts an AT lottery (lottery for releasing an AT bonus) and a high-probability lottery. When winning in this high-probability lottery, it switches from the normal daytime screen to the nighttime screen. On the other hand, each time a replay wins during AT high probability, a fall lottery is conducted with a predetermined probability. Therefore, 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 time, weather, etc. according to the staying modes such as low-probability state, high-probability state, and RB internal winning 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 corresponding to various winning combinations is executed.

[0286] Figure 45(C) shows the lightning 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 performs an assist lottery (AT lottery) every time a predetermined condition is satisfied, such as when a rare minor winning combination is selected. When the sub-control unit 160 performs the AT lottery, in order to inform the player to that effect, it performs an effect of dropping lightning on the night stage screen along with thunderclaps in accordance with the operation timing of the stop button unit 10. Also, when the AT wins during the display of the day stage, the day stage screen is rapidly changed 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 lightning is dropped three times in accordance with the operation timing of the stop button unit 10, the determination of AT release (confirmation of AT bonus) is announced. Therefore, by appropriately generating thunderclaps and lightning, the player's sense of anticipation can be stimulated.

[0287] As another precursor effect for releasing the AT, the night lightning screen is continuously used together with the sound effect of "Gorogoro Dokkan". In particular, during the precursor effect in the general game shown in FIG. 26, when "RB + bell minor winning combination + single-card minor winning combination" is internally selected, after setting it to a freeze state where the stop button unit 10 cannot be operated for a stop operation together with the intense AT activation effect, the pressing order for winning the bell minor winning combination is notified. Thereby, it is possible to guide to the bonus internal winning state. Also, during the precursor of the AT bonus release, when the "red 7 minor winning combination and single-card minor winning combination" shown in FIG. 26 is internally selected, the pressing 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 the AT lottery, instead of immediately activating the AT function, it is added and stored as AT stock (stored or saved), and released all at once at a desired timing, enabling 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 align 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, since ART can continue indefinitely without reducing the held balls due to RT, a large outburst of balls can be created.

[0289] Figure 46 is a schematic diagram of the effect 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 thunder effect shown in Fig. 45(C), it displays the night stage screen 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" become visible (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 protagonist emerge from the grave in the center of the raised screen along with the shouting sound "Orya" and the sound effect "Tirororororon" can also be an extremely exciting premium effect for the player (see Fig. 46(C)).

[0292] Figures 47 to 48 are schematic diagrams of the effect 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 ART activation (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 pressing order of the stop button unit 10 necessary for winning the target minor winning, the red 7 minor winning, as the number 1. In this case, the number 1 indicating 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 sub-control unit 160 changes the character "ANY" in the left circle to "×" and notifies the information necessary for winning the 1 - medal minor winning. In this case, it enlarges and displays "Blue" which means the square (blue) of the middle drum 2b to be aimed at (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. Thus, 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 selected, the order of pressing the stop button unit 10 required 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 "miggi" 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 internal winning 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 game count 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 similar to 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 + small bell combination + one small combination" or (2) "RB + red 7 small combination + one small combination" shown in Fig. 26(C) is internally selected, and the sub-control unit 160 notifies the operation sequence for awarding the small bell combination or the red 7 small combination. 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 selected, 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 the 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 or avoidance procedures.

Example

[0302] Fig. 50 is a diagram showing the symbol arrangement on the drums.

[0303] On each of the left drum 2a, the middle drum 2b, and the right drum 2c, a rotating belt (not shown) with left drum symbols, middle drum symbols, and right drum symbols drawn on it is attached so as to go around once on 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 one-kind symbol continuous activation device. Hereinafter referred to as "RBB") to operate, namely "blue 7, red 7, white bar", the symbols for various small combinations, and the symbols for various replay combinations, such as "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 diagram for determining the symbol combination display.

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

[0307] FIG. 51(B) shows the active line when three specified game medals are inserted. Only one of the first lines (middle row, middle row, middle row: a straight horizontal line in the center) becomes active in the order of the left drum 2a, the middle drum 2b, and the right drum 2c. Note that even in the bonus game (when the first type of accessory continuous operation device is operating), the specified number of game medals is three, and the active line is exactly the same, being only the first line.

[0308] FIG. 52 shows the payout table etc. when the accessory is not operating (during normal gaming, with the specified number of three).

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

[0310] (1) Bonus role (RBB: Reel Continuous Operating Device for the First Type of Special Role 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 combined 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 that is disadvantageous to the player. In the general game state (RT0 state: The replay winning probability is about 1 / 7.3 of the 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 (the state where the replay probability does not change) 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 the time of 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 stops aligned on the effective line on the left drum 2a, any of the (Bell 1 / Bell 2 / Bell 3) symbols stops on the middle drum 2b, and any of the (Bell 1 / Bell 2 / Bell 3) symbols stops 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 always wins 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 single 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 loses. 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, any one of the (Bell 1 / Bell 2 / Bell 3) symbols stops and is displayed in the upper 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 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 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 Role (FR3: Third Target Minor Role): When the third minor role wins, any one of the (Bell 1 / Bell 2 / Bell 3) symbols stops and is displayed at 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 at 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 role is internally selected in the role lottery, the condition device of FR3 (Fruit 3) stands and operates. FR3 has 9 types of combination symbols (3×3×3). Assuming 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 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 role almost always wins simultaneously with a single minor role (inhibiting minor role) for pressing order control. Similarly, the third target minor role is a minor role for which winning is desired, and it wins when the pressing order is correct, which is advantageous for the player. On the other hand, when the pressing order is incorrect and the inhibiting minor role wins or loses, the assist function is activated and the operation order of the stop button part 10 for winning the first target minor role is notified.

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

[0315] (6) Middle Cherry Role (FRn+1): This 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 coins 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 also 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 is prevented from winning.

[0316] (7) Lower Cherry Role (FRn+2): This 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 coins 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 also 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 is prevented from winning.

[0317] (8) Replay: This is the role name when the replay 1 or replay 2 symbol appears 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 always wins and activates. There are 8 types of combined 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 does not trigger a change in RT (the winning probability of the replay).

[0318] (9) Red 7 replay (re - game): This is the name of the role when the Red 7 symbols align on the valid line on the three drums. No medals are obtained for this. When it is internally elected, a Red 7 RP flag is set in the flag area. However, it is always elected simultaneously with other replay roles (not shown). The Red 7 replay wins only when the pressing order is correct and the operation timing is appropriate. If the button - pressing is missed, one of the other replay roles will definitely win. Even when elected simultaneously with the bonus role, one of the re - games will definitely win and activate. It is used to clearly show the player that the assist bonus (generally referred to as the "third bonus") has been elected. 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 RT (the winning probability of re - games).

[0319] (10) Blue 7 replay (re - game): This is the name of the role when the Blue 7 is on the left drum 2a and the Red 7 symbols are aligned on the valid line on the other two drums. No medals are obtained for this. When it is internally elected, a Blue 7 RP flag is set in the flag area. However, it is always elected simultaneously with other replay roles (not shown). The Red 7 replay wins only when the pressing order is correct and the operation timing is appropriate. If the button - pressing is missed, one of the other replay roles will definitely win. Even when elected simultaneously with the bonus role, one of the re - games will definitely win and activate. It is used to clearly show the player that the assist bonus (generally referred to as the "third bonus") has been elected. 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 RT (the winning probability of re - games).

[0320] This embodiment is for explaining the basic configuration. It is also possible to provide, as needed, rare minor roles such as watermelons and chance symbols, and other special replay roles, in addition to the elected roles described above. When these rare minor roles are internally elected, an additional AT lottery can be conducted, or through a lottery by the sub - control unit, align the Red 7 replay role during AT to grant multiple sets of AT.

[0321] FIG. 52(D) is an explanatory diagram of a small combination of button presses in which a small bell combination (first to third small combinations: target small combinations) wins when the correct sequence of two presses is made.

[0322] The small combination of button presses (medium 1) is a small combination in which a small bell combination (first to third small combinations) aimed at winning, a plurality of types of single small combinations (e.g., red 7 - square - pentagon, etc.) that make up a group of single small combinations for the purpose of inhibiting the winning of the small bell combination, and a plurality of other types of single small combinations (e.g., red 7 - any one of bells 1 to 3 - pentagon, etc.) that make up a group of single small combinations for the purpose of inhibiting the winning of the first small combination can win (see FIG. 52(D)). Note that the explanation of other single small combinations is omitted in FIG. 52(A).

[0323] When the main control unit 100 starts the variable display game, it internally selects one from among a plurality of small combinations of button presses 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 (a plurality of 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 plurality of small combinations of button presses to be selected, the operation sequence of the stop switch as operation sequence data (in this case, middle → left → right or 2 - 1 - 3). Further, the ROM 101 stores nine payout sheets (predetermined number) for the small bell combination, one payout sheet for the single small combination, and one payout sheet for the other single small combination.

[0324] The main control unit 100 recognizes or confirms the operation sequence for causing the small bell combination in the internally selected small combination of button presses to win (in this case, middle → left → right). Further, the main control unit 100 creates a slip 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 to be performed (see JP - A - 2012 - 040355). This slip frame number table is a stop control table in which slip 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 push order middle stop button 10b is first stopped, the main control unit 100 controls the middle drum 2b to move 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 correct push order left stop button 10a is second stopped, the main control unit 100 controls the left drum 2a to move 1 frame so that the bell 3 symbol No. 9 stops, and the first minor winning combination becomes the tempai state. After that, when the right drum 2c is third stopped, 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 incorrect push order right stop button 10c 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 the tempai state. After that, the other single minor winning combination wins. It should be noted 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, the replay - bell - square symbol stops on the valid line (see Fig. 52(B)). Also, for the third minor winning combination, the 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 while all the drums in the drum unit 2 are rotating and the incorrect push order left stop button 10a is first stopped, the main control unit 100 controls the left drum 2a to move 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] Figs. 53 and 54 are a game state transition diagram and a conceptual diagram showing the drawing probabilities of various winning combinations. Fig. 53(B) shows the drawing probability during normal gaming in the initial state, Fig. 54(B) shows the drawing probability inside the RBB, and Fig. 54(B) shows the drawing probability during the 1 - type BB game in the RBB. Even if the stage setting value is reset, the game state is maintained.

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

[0329] In the general game, if the RBB, which is a bonus combination, is internally won and the RBB wins in that game, the RBB game starts from the next play. The RBB game ends when the payout of medals exceeds a predetermined number of 120, and from the next play, it enters the normal replay state where the winning probability of the replay combination is low. Note that it is almost impossible to go from the general game → the RBB is internally won → the RBB wins → more than 120 medals are paid out in the RBB game → the RBB game ends → the general game, and the player will repeat the game in the RBB internal middle state (hereinafter referred to as the "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 set number of the RBB is 2000, and the set number for the simultaneous winning of the RBB and a single small combination (a small combination that inhibits the winning of the RBB) is 2558. Only the former can cause the RBB to win when it is internally won. However, if you do not aim for the blue 7 symbol, red 7 symbol, and white bar symbol at the timing of the internal win, you will not win, and moreover, even if you win, only the game medals will decrease, so there is no merit for the player in causing a win.

[0330] On the other hand, if the RBB is internally won in the general game but the winning of the RBB is avoided, it enters the 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 set number of losses 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 the freeze trigger combination or the freeze determination combination.

[0331] In normal gameplay (refer to Fig. 53(B)), the number of bets by combining 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 combined winning probability 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 - symbol minor winning combinations can 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 alone. The number of bets for the middle - row cherry winning combination is 250, the number of bets for the bottom - row cherry winning combination is 750, and the number of bets for the replay winning combination is 8978. However, basically, multiple different replay winning combinations can win simultaneously.

[0332] During the RBB internal state (refer to Fig. 54(A)), since the RBB lottery is not conducted, the winning probability is 0. Note that the RBB internal state means that the RBB flag is set and the RBB has already won and is carried over. This RBB internal state becomes a high - probability replay state (RT state) where the winning probability of the replay fluctuates. The lottery area with a bet number of 2000 where the RBB wins alone, as shown in Fig. 53(B), newly becomes the winning area for the replay. Therefore, the bet number becomes 10978, which is the original bet number of the replay 8978 plus 2000, and the winning probability of the replay is 10978 / 65536 (about 1 / 6), and the non - winning probability is 0. That is, in the RBB internal 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 bet number of 2558 in the area where the RBB and a single - symbol minor winning combination win simultaneously becomes the winning area for only the single - symbol 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 the 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 the 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 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 1 / 3. 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 the single medal minor prize as an increased prize wins. However, the number of replay settings can be set 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, while 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 will decrease or 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 coins is 9, so the payout per game is 2.33 coins. The probability that two cherry winning combinations are won is 1000 / 65536, and the number of payout coins is 2, so the payout per game is 0.03 coins. The probability that a single minor winning combination is won is 6558 / 65536, and the number of payout coins is 1, so the payout per game is 0.10 coins. The expected value of the payout per game obtained by summing these is 2.46 coins (resulting in a decrease of 0.54 coins / game). Since the RBB game ends with a payout of over 120 coins, it ends in about 49 games on average, so the calculation shows a decrease of 26.4 coins in one RBB game.

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

[0337] The upper diagram in Figure 55(A) shows the winning area for minor winning combinations in a general game and an RBB internal middle game (see Figure 53(A)), and the lower diagram shows the winning area for minor winning combinations in an RBB game (see Figure 53(A)). When the probability that a replay winning combination (replay winning combination) is won in a general game is set to a predetermined probability (1 / 7.3), the probability that a replay winning combination is won 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 value used for the role lottery appears only once per cycle within 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 above figure shows that the first minor role is internally selected when the extracted random number value is in the range of n1 to n2 - 1, the second minor role is internally selected when the extracted random number value is in the range of n2 to n3 - 1, and the third minor role is internally selected when the extracted random number value is in the range of n3 to n4 - 1. As described above, the first minor role to the third minor role form the pushing 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 above figures in FIGS. 55(B) to (D)). When the pushing 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 can also 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 where the main control unit 100 has the internal selection state of the bonus role, the main control unit 100 executes the role lottery so that the probability of the replay role being selected is higher than a predetermined probability and so that a plurality of pushing order roles are selected separately from each other.

[0339] The following figure in FIG. 55(A) shows that the first minor role is internally selected when the extracted random number value is in the range of n1 to n2 - 1, and within this 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 are not within the range of n1 to n2 - 1 are pushed out, and using a lottery table that increases the probability of a single - piece minor role group being selected in the range of n2 to n2 + α and being a loss (non - selection) in the range of n2 + α + 1 to n4, the main control unit 100 conducts the lottery. As a result, the expected value of the number of payouts per game is 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 occurrences of small winning combinations compared to the lottery tables used in the general game and the RBB internal medium game. In the latter, multiple push-order small winning combinations are selected separately (or dispersed), while in the former, at least a part of the multiple push-order small winning combinations 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 target small winning combinations (small winning combinations for the purpose of winning) do not win simultaneously, while in the former, a lottery area where target small winning combinations win 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 of the push-order small winning combinations is internally selected, and within that range, the second small winning combination of the first small winning combination and the non-push-order small winning combinations, the third small winning combination of the first small winning combination and the non-push-order small winning combinations, and all of the first to third small winning combinations are selected simultaneously. As a result, it is not necessary to push out multiple single-card small winning combinations and multiple other single-card small winning combinations, and it becomes possible to make all the areas where the second and third small winning combinations were selected non-winning.

[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 of the push-order small winning combinations is internally selected, the number of occurrences of the third small winning combination is the same, and the first small winning combination and the second small winning combination of the push-order small winning combinations, and the third small winning combination and the second small winning combination are selected simultaneously. It shows that the α of the pushed-out part 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 of the push-order small winning combinations 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 α of the pushed-out part and the losing area are increasing.

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

[0345] The upper diagram of FIG. 56(A) shows the winning areas of minor roles in the general game and the internal game within RBB (refer to FIG. 53(A)), and the lower diagram shows the winning areas of minor roles in the RBB game (refer to 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 game (a 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 lottery appear only once in one cycle within 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 wins internally when the extracted random number value is in the range of n1 to n2 - 1, and the second minor role wins internally 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 wins internally 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 conducts a lottery 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 the probability of losing (not winning) in the range of n2 + α + 1 to n3 are 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 wins internally 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 won not win.

[0348] The lower diagram of Fig. 56(C) shows that when the extracted random number value is in the range of n1 to n2 - 1, the first minor winning combination of the pushing order minor winning combinations is internally elected, and a part of it has the second minor winning combination elected simultaneously. A part that was the winning area of the second minor winning combination has the second minor winning combination elected, and 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 number value is in the range of n1 to n2 - 1, the first minor winning combination of the pushing order minor winning combinations is internally elected, and a part of it has the second minor winning combination elected simultaneously. A part that was the winning area of the second minor winning combination has the second minor winning combination elected, 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 is possible to start the 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 combination or replay winning combination occurs, but it may also be a losing result. By operating the start lever 9, it is pre-determined whether to allow winning by lottery, and the 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 the 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 are 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 internal winning state of RBB will be established. The winning probability of the replay winning combination in the 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 to third small winning combinations 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 to third small winning combinations the same, make all the winning areas different in the general game or the 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 paid-out medals per RBB game is made less than the number of inserted medals per game.

[0351] In the RBB game, the conventional method is to increase the winning probability (number of placements) of minor winning combinations. However, in the case of the present invention, in general games, internal RBB games, and RBB games, the ratio (number of placements) of minor winning combinations winning overall is made the same (or may be slightly increased), 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 game medium becomes negative. Referring to FIGS. 54(A) and (B), the ratio of minor winning combinations winning overall means that when it is assumed that the first minor winning combination is composed of a total of four, i.e., one target minor winning combination and inhibition minor winning combinations 1 to 3, and the number of placements is 17,000, the number of placements of the target minor winning combination is 17,000, the number of placements of inhibition minor winning combination 1 is 17,000, the number of placements of inhibition minor winning combination 2 is 17,000, and the number of placements of inhibition minor winning combination 3 is 17,000, resulting in a total number of placements of 68,000. Assuming the same for the second and third minor winning combinations, the total number of placements is 204,000, which is three times the above. 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 to be used as the number of placements.

[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. Note that 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 very similar symbols).

[0354] When the push-order bell minor combination (generally, a minor combination composed of a target minor combination and an inhibitory minor combination) is internally won, when the stop button unit 10 is operated in a procedure (for example, in the order of middle-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 for displaying in a straight line with the winning line is the same, but the line for displaying the bell symbols in a straight line may be set to the upper or 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 push-order bell minor combination is internally won, when the stop button unit 10 is operated in a procedure (for example, in the order of right-left-middle) for causing the target minor combination to win, the main control unit 100 stops and displays the replay 2 symbols, bell 3 symbols, and square (blue) symbols of the symbols constituting the target minor combination on the winning line, and displays the bell 1 symbol, bell 3 symbol, and 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 look scattered, since the bell minor combination explicit identification information looks aligned in a straight line, there is no sense of discomfort for the player.

[0356] Fig. 58 is a diagram showing an example of the replay game minor 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, namely, 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 symbol 1 to replay symbol 3 are based on a light blue color. The replay symbol 1 and the replay symbol 2 differ in that the direction of the character's face and the position of the bubbles are different (that is, the symbol shapes are different). In the replay symbol 1, the character faces left and the bubbles are on the left, while in 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", whether it is black or white (that is, the colors are different). Therefore, they look like the same symbol to the player's eyes (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 pinching left and right in the middle), the main control unit 100 stops and displays the replay symbol on the winning line and 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 with the winning line is the same, but the line for displaying the replay symbol in a straight line may be set to the upper or lower stage, diagonally upward or diagonally downward so as to be different from the winning line. When the replay winning combination wins, the main control unit 100 lights up the inserted coin number LED 4a. For example, if the game in which the replay winning combination wins is 3 coins, 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 identification information is seen 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 identification information.

[0361] FIG. 59(A) is an example of the winning mode of the so-called bell replay role. When the bell replay role 1 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 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 FIG. 59(A)). That is, although the winning symbols of the bell replay role seem to be scattered, since the small role explicit identification information seems to be aligned in a straight line, the player feels that a small role has won, even though it is actually a winning of the replay role. Therefore, the main control unit 100 actually wins the replay role, but operates 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) elapses, the inserted coin number LED 4a lights up. On the other hand, when 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. Note that when the external output signal 3 of the external centralized terminal board 170 indicating that the assist function is in operation is ON, and when 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 (in the first stop operation, the right stop button 10c is operated, 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, the same replay symbol alone may also 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 concentration 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 also 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. If the left stop button 10a 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. If the right stop button 10c is operated in the third 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 and displays the red 7 symbol in a straight line in the middle row (see Fig. 59(C)). That is, by the correct pressing order of middle, left, and right and the existence of the red 7 symbol 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 concentrated 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 concentrated 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 concentrated terminal board 170 is not turned on. When the bell replay role 1 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-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 (however, 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 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 seems to be aligned in a straight line, the player feels that a small winning combination has won even though 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 and the small winning combination 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.

[0366] When the bell replay role 2 wins internally and the stop button section 10 is operated in another predetermined operation sequence (right first), the main control section 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 in a straight line in the middle (see Fig. 60(B)). In particular, when the left stop button 10a is operated by the second stop operation and the middle stop button 10b is operated by the third stop operation after the right first operation, the main control section 100 turns on the external output signal 3 of the external concentration 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, they may stop diagonally downward or diagonally upward.

[0367] When the bell replay role 2 wins internally, 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-in range, the main control unit 100 stops the red 7 symbol on the winning line. If the left stop button 10a is operated in the second stop operation and there is a blue 7 symbol within the drawing-in range, the main control unit 100 stops the blue 7 symbol on the winning line. If the right stop button 10c is operated in the third stop operation and 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 three 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 pressing in the correct order of middle, left, and right and having a red 7 symbol or a blue 7 symbol within the drawing-in range, the blue 7 replay role can 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-in range in the third stop operation, any bell symbol is stopped (blue 7 symbol, red 7 symbol, bell symbol). In this case, the replay role also 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 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, if the left stop button 10a is operated in the third stop operation and there is a blue 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, the replay role also 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 internally and the stop button unit 10 is operated with the middle first, if 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 subsequent stop operations, 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 (but it may also be just the same replay symbol) are displayed in a straight line in the middle row (see Fig. 60(D)).

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

[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 symbol, the middle drum symbol, and the right drum symbol drawn 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 drawn thereon, and the seven symbols (7 symbols), the BAR symbol, the upper chili symbol, the lower chili symbol, the red watermelon symbol, the green watermelon symbol, the blank symbol, the bell symbol, the blue rip symbol, and the white rip symbol are drawn as shown in the figure. The winning line (also referred to as the "effective 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, the pressing order bell 1a to the 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 according to the design specifications). The pressing order bell 1a has the correct operation procedure (sequence data of middle, left, right (213)) 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 flag is 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 symbol of FR1 is that the left drum 2a is the bell symbol, the middle drum 2b is the bell symbol, and the right drum 2c is the bell symbol (hereinafter, the explanation will be made in this order of left, middle, and right). When it is displayed on the winning line, 9 medals or credits (both are "game values") can be obtained. This bell symbol is the minor combination explicit identification information based on yellow (see Fig. 57), and when it wins, it is displayed in a straight line in the symbol display window. However, the bell symbol is not of one type, and as the minor combination explicit identification information, a plurality of bell 1 symbols to bell n symbols 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 rip symbol or the white rip symbol. When they are displayed on the winning line, one medal or the like can be obtained. The winning symbols of FR3 are the blue rip symbol, the red watermelon symbol or the upper chili symbol, the 7-symbol or the green watermelon symbol. When they are displayed on the winning line, one medal or the like can be obtained. The winning symbols of FR4 are the white rip symbol, the 7-symbol or the green watermelon symbol, the red watermelon symbol or the lower chili symbol. 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 bell 1b in the pressing order, the correct operation procedure (sequence data of middle left right (213)) is stored corresponding to the ROM. When the bell 1b in the pressing order wins, FR1, FR2, FR5, and FR6 are internally won 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 rip symbol, the red watermelon symbol or the upper chili symbol, the red watermelon symbol or the lower chili symbol. When they are displayed on the winning line, one medal or the like can be obtained. The winning symbols of FR6 are the white rip symbol, the 7-symbol or the green watermelon symbol, the 7-symbol or the green watermelon symbol. 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 bell 1 with the same correct operation procedure is to prevent the player from aiming for a single minor role due to the stop symbol. For example, when the blue rip symbol stops on the left drum 2a and the red watermelon symbol stops on the middle drum 2b, if there is only the bell 1a in the pressing order, 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 bell 1b, there is also the possibility of the red watermelon symbol or the lower chili symbol. As a result, the player cannot aim for any of them.

[0376] The push - order bell 2a stores the correct operation procedure (order data of middle - right - left (231)) corresponding to the ROM. When the push - order bell 2a is selected, FR1, FR2, FR7, and FR8 are simultaneously internally selected, 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 symbol of FR7 is the blue replay symbol, the 7 symbol, or the green watermelon symbol, the 7 symbol, or the green watermelon symbol. When it is displayed on the winning line, one medal or the like can be obtained. The winning symbol of FR8 is the white replay symbol, the red watermelon symbol, or the upper chili symbol, the red watermelon symbol, or the lower chili symbol. When it is displayed on the winning line, one medal or the like can be obtained. FR2, FR7, and FR8 are inhibitory minor roles.

[0377] The push - order bell 2b stores the correct operation procedure (order data of middle - right - left (231)) corresponding to the ROM. When the push - order bell 2b is selected, FR1, FR2, FR9, and FR10 are simultaneously internally selected, 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 symbol of FR9 is the blue replay symbol, the 7 symbol, or the green watermelon symbol, the red watermelon symbol, or the lower chili symbol. When it is displayed on the winning line, one medal or the like can be obtained. The winning symbol of FR10 is the white replay symbol, the red watermelon symbol, or the upper chili symbol, the 7 symbol, or the green watermelon symbol. When it is displayed on the winning line, one medal or the like can be obtained. FR2, FR9, and FR10 are inhibitory minor roles. The reason for providing the push - order bell 2 with the same correct operation procedure is the same as that for the push - order bell 1.

[0378] Figure 63 is a configuration diagram of the push - order minor role, and the right 1st is the correct operation procedure.

[0379] The push order bell 3a stores the correct operation procedure (sequence data of right, left, middle (312)) corresponding to the ROM. When the push order bell 3a wins, FR1, FR11, FR3, and FR4 are simultaneously internally selected, and any one of these four small winning combinations becomes a winning possibility. The only difference between the push order bell 3a and the push order bell 1a is that FR2 has changed to FR11. The winning symbols of this FR11 are red watermelon symbols or green watermelon symbols, blue lip symbols or white lip symbols, and bell symbols. 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 push order bell 1a, the description is omitted (incorporated by reference). The push 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, a plurality of types of replay 1 symbols to replay n symbols (replay winning combination explicit identification information) based on light blue are displayed in a straight line in the symbol display window to allow the player to recognize the winning of the replay winning combination. However, whether this straight-line display of the replay winning combination explicit identification information is on the winning line or not is completely irrelevant. 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"), it wins, and the normal replays 1 and 2 in which the replay symbols are displayed in a straight line in the center horizontal are provided, and when the left stop button 10a is operated in the first stop operation, it wins, and the bell replays 1 and 2 in which the bell symbols (small winning combination explicit identification information) are displayed in a straight line in the upper horizontal or the lower right are provided.

[0383] Normally, when Replay 1 wins, RP1 (REPLAY1 role), RP2, RP3, RP14, and RP15 are simultaneously internally selected (flags are set), and any one of these five REPLAY roles (re - game roles) becomes eligible for a prize. The winning symbols for RP1 are such that the left drum 2a shows a blue Replay symbol or a white Replay symbol, the middle drum 2b shows a blue Replay symbol or a white Replay symbol, and the right drum 2c shows a blue Replay symbol or a white Replay symbol (hereinafter, described in this order from left to right). When they are displayed on the winning line, it results in a win for the re - game role (originally, simply called "re - game"), and the next game can be played without relying on the insertion of game medals, etc. (including making game medals available for play by operating buttons related to the storage device or other devices). These blue Replay symbols and white Replay symbols are Replay role explicit identification information (re - 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. Normal Replay 1 is role - selected based on a random number extracted by the main control unit 100 in both the initial state (where the re - game probability has not fluctuated) and the RT state (high - probability re - game state) where a bonus role is internally selected.

[0384] The winning symbols for 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 - 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 for 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 - 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 on the right, or a BAR symbol. 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 order and timing of the stop button unit 10, in fact, only seven symbols, seven symbols, and seven symbols win, and due to the kicking control by the main control unit 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 losing combination) 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 order and timing of the stop button unit 10, in fact, only seven symbols, seven symbols, and a BAR symbol win for RP14, and due to the kicking control by the main control unit 100, seven symbols, seven symbols, and seven symbols will not be displayed. The main control unit 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 the Bell Replay 1 wins, RP1, RP2, RP3, RP4, RP14, and RP15 are simultaneously elected 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 the Bell Replay 1 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 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 is selected, RP1, RP2, RP3, RP5, RP14, and RP15 are simultaneously internally selected (flags are set), and any one of these six REPLAY roles becomes eligible for winning (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 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 RP5 to win (the second and third stop operations are not in 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 the 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.In the initial state, the main control unit 100 does not draw the bell replay 2, and in the RT state where the bonus combination is internally won, it performs a combination draw based on the randomly generated number that has been drawn.

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

[0390] In the game within the RBB shown in FIG. 53(A), the RBB flag is set, and in the RBB where the high-probability replay state has been entered (see the shaded part in FIG. 53(A)), the main trend of recent slot machines is to repeat a normal game in which the game medium decreases and a special game in which the game medium increases. The reason for the decrease in the game medium in the normal game is that the internally won small combination of pressing order is missed. On the other hand, the reason for the increase in the game medium in the special game is that by instructing (notifying) the operation sequence (or operation procedure) for winning the target small combination of the internally won small combination of pressing order (for example, in the range of 8 to 15 payouts), the player receives more payouts than the number of inserted coins (3 coins). As a result, the expected value of the increase in the number of coins per game can be set to about 3 to 4 coins. Note that the CBB (second type of special combination continuous operation device) may be in an internally won state. In this case, for example, when 2 coins are inserted, 2 coins are always paid out, and when a predetermined number is exceeded, the CBB ends, so there is no increase or decrease in the game medium during the CBB game. Similarly, in the game within the RB shown in FIG. 26(C), the RB flag is set, and in the RB where the high-probability replay state has been entered, a normal game in which the game medium decreases and a special game in which the game medium increases may be repeated. The symbol combination of the bonus combinations (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 is in a game 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 FR4 flags. Therefore, as an internally selected state, as a result, five flags, namely the bonus flag and the FR1 flag to FR4 flags, 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 bonus symbols. That is, when both the bonus combination and a small winning combination are internally selected, 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 is necessary to slide 3 frames, when it is the No. 5 blue rip symbol, it is necessary to slide 2 frames, when it is the No. 4 green watermelon symbol, it is necessary to slide 1 frame, and when it is the No. 3 bell symbol, it is necessary to slide 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 slip 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 slipping 4 frames, the bell symbol of No. 3 is stopped on the winning line. In this state, there is a possibility that either FR1 or FR2 wins, but 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 slip 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 slipping 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 is in a tenpai 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 slip 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 is in a non-winning state), but the bell symbols are arranged on the right drum 2c at intervals of 4 frames (or within the range of 0 to 4 frames), and any of the bell symbols can be stopped on the winning line (for example, the bell symbol of No. 8), so 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 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 sliding reel number 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, a small winning combination with a small number of payout coins but a large number of symbol combinations, has reached the tempai 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 sliding reel number 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 will surely win. Therefore, FR2 can be said to be a small winning combination (second inhibiting small winning 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 winning combinations that are won simultaneously are complicated in a mischievous way and the payout is only 1 coin even if a win occurs, it does not have much influence on the payout rate. Therefore, even if the second stop is an incorrect operation, the specification is such that FR2 will surely win.

[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 player operates the left stop button 10a at the first stop while all the drums of the drum unit 2 are rotating (see Fig. 67(A)), the main control unit 100 controls the stop of the left drum 2a based on the sliding reel number data and stops either the blue replay symbol of FR3 or the white replay symbol of FR4 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 shows that the No. 1 blue replay symbol of FR3 is stopped on the winning line after sliding three reels (see Fig. 67(C)). This is because the combination symbols of FR3, which have a small number of payout coins 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 stop the No. 20 bell symbol of FR1 on the winning line after sliding four reels, but the winning of FR1 is inhibited by FR3. If the operation timing is different, the white replay symbol of FR4 will stop on the winning line, and only FR4 will have the possibility of winning. Therefore, FR3 and FR4 can be said to be minor roles (first inhibiting minor 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 frame 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 wobble mark (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 frame 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 pressing order is internally elected, if the left stop button 10a is operated during 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, 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 with the awareness of the penalty, as a result, the game medium will decrease.

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

[0402] Fig. 68(A) is 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). Normally, it is 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 inhibiting 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 certain probability (in other words, FR3 may also 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 frames 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 it is not possible to stop the seven symbols of FR4 and the green watermelon symbol on the winning line with a probability of 1 / 2, it stops at the wobble pattern (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 frames data, and when the white rip symbol of FR4 is stopped on the winning line with a probability of 3 / 4, 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 shown in FIG. 53(A) and the RBB internal medium game. On the other hand, normal 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. Basically, the player 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. If you aim for the BAR symbol on the left, the green watermelon symbol in the middle, and the red watermelon symbol on the right, you will win, but such a state is very rare. Also, 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), so the player does not deliberately try to make the RBB win. Also, since the state within the RBB is maintained even if 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 the normal 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 the internally selected state, as a result, six flags, namely the bonus flag, RP1~RP3, RP14, and RP15 flags, are 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, and since some replay role will surely win, the bonus role does not win when a replay role is selected.

[0408] Before all the drums in 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, operation procedures, and operation positions (operation timings). For example, assume that at the first stop, the middle stop button 10b is operated when the No. 15 bell symbol is at the position on the winning line. At that time, it is necessary to slip 4 frames and stop the No. 11 white rip symbol on the winning line. Naturally, when the No. 14 red watermelon symbol is at the position on the winning line and is operated, it is necessary to slip 3 frames at that time; when it is the No. 13 lower chili symbol, it is necessary to slip 2 frames; when it is the No. 12 upper chili symbol, it is necessary to slip 1 frame; and when it is the No. 11 white rip symbol, it is necessary to slip 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.

[0409] When all the drums in the drum unit 2 are rotating (refer to Fig. 69(A)), and the player operates the left stop button 10a at the first stop (operates in a predetermined operation procedure or makes a left 1st operation) (refer to Fig. 69(B)), the main control unit 100 performs stop control on 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, 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 indicates that it is necessary to slip 4 frames and stop the No. 11 white rip symbol of RP1 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 where the player operates the right stop button 10c (performs the pincer 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 chronological order.

[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 is operated (operated in a specific operation procedure) the middle stop button 10b 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 number of sliding frames data, and stops the seven-symbol common to RP14 and RP15 on the winning line (see Fig. 70(C)). When the player operates (operates in a predetermined operation procedure. Left 2nd) the left stop button 10a at the timing when the player can draw in the No. 2 seven-symbol at 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 seven-symbol common to RP14 and RP15 on the winning line (see Fig. 70(D)). Then, when the player operates (operates in a predetermined operation procedure. Right 3rd) the right stop button 10c at the timing when the player can draw in the No. 2 seven-symbol at the third stop, the main control unit 100 controls the stop of the middle drum 2b based on the number of sliding frames data, stops the seven-symbol of RP14 on the winning line, and wins RP14 (see Fig. 70(E)). However, when the third stop operation is performed at a timing when the seven-symbol cannot be drawn in, the bell symbol is stopped on the winning line, and RP15 is won (not shown). On the other hand, in the state of Fig. 70(C), when 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 when the right 3rd operation is performed at the timing when the No. 5 or No. 20 BAR symbol can be drawn 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 in a specific operation order (in the order of middle, left, right) and when the seven-symbol can be drawn in, the seven-symbol is displayed in a straight line of three and RP14 wins. On the other hand, even when 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 No. 2 seven-symbol cannot be drawn in, 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 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 role explicit identification information) is displayed in a straight line in the middle or a straight line diagonally upward to the right in the symbol display window (not shown). Also, when the right 2nd operation is performed in the state of FIG. 70(C), the bell symbol stops, and with the 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 part 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 slip 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 except for RP3. When the player operates the middle stop button 10b in the second stop when the lower chili symbol of No. 12 is located in the upper stage, the main control unit 100 controls the stop of the middle drum 2b based on the slip 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 located in the upper stage, the main control unit 100 controls the stop of the left drum 2a based on the slip 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 role explicit identification information) is displayed in a straight line horizontally in 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 will surely win.

[0417] Explanation of normal replay 2 (not shown): In a game where a bonus role is internally elected, when the normal replay 2 shown in FIG. 64 is elected by random number lottery, the main control unit 100 sets the RP1, RP2, RP14, and RP15 flags. Therefore, as the internal election state, as a result, five flags of the bonus flag, RP1, RP2, RP14, and RP15 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, and since a replay role will surely win, the bonus role will not win when a replay role is elected.

[0418] When the player operates the left stop button 10a at the first stop (pressing in sequence or pinching), the main control unit 100 controls the stop of the left drum 2a based on the number of sliding blocks data, stops either the blue replay symbol or the white replay symbol of RP1 on the winning line, and causes RP1 to win in a subsequent stop operation. When aiming for the seven symbol in the middle 1st, the seven symbol in the left 2nd, and the BAR symbol in the right 3rd and operating, RP14 wins, and (seven symbol, seven symbol, BAR symbol) is displayed on the central horizontal line of the symbol display window. If missed, RP15 or RP1 of other symbols wins. When performing a right 1st stop operation, RP2 wins, and the replay role explicit identification information (replay role explicit identification information) is displayed in a stra...

Claims

【Claim 1】 a plurality of rotating drums having a plurality of types of symbols arranged on their outer peripheral surfaces; a winning lottery means for performing a lottery of winning combinations for each game to determine whether a winning combination is obtained; 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 winning 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; comprising the assist bonuses having different continuation probabilities, and there being an advantageous assist bonus having the most advantageous continuation probability; determining a win or loss for displaying a predetermined outcome in the pseudo-game, and the win or loss probability being 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; in the case of a loss in the advantageous assist bonus, causing an assist bonus having a continuation probability less advantageous than that of the advantageous assist bonus to be won; A gaming machine characterized by the above.

Citation Information

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