Game machine

JP2025106923A5Pending Publication Date: 2026-07-24UNIVERSAL ENTERTAINMENT CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
UNIVERSAL ENTERTAINMENT CORP
Filing Date
2024-01-05
Publication Date
2026-07-24

AI Technical Summary

Benefits of technology

【0010】 上記構成の遊技機によれば、遊技者に不快感を与えることなく推奨される遊技方法を報知することができる。また、遊技者にわかりやすい表示を行うことができる。

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Abstract

To provide a game machine which can notify a player of a recommended game method without giving the player a discomfort feeling.SOLUTION: What a predetermined stop button is firstly operated is stipulated as a not-recommended game method. When the predetermined stop button is firstly operated, displaying a specific display is started. When a predetermined period passes over, the displaying the specific display may be ended even if there is a yet varying display column. An alarm display is displayed with a specific display frame in which a specific sentence is displayed. A sentence display is displayed with a predetermined display frame in which a predetermined sentence is displayed. A ratio of an area occupied by the specific sentence in the specific display frame is larger than a ratio of an area occupied by the predetermined sentence in the predetermined display frame. In the predetermined sentence, letters having the same font and size as those of the specific sentence are not used.SELECTED DRAWING: Figure 468
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Description

[Technical Field]

[0001] The present invention relates to gaming machines such as pachislot machines and pachinko machines. [Background technology]

[0002] In conventional gaming machines, when a stop operation is performed in a specific manner (for example, the first left stop), the decision regarding a special game state (for example, an AT state) is more favorable than when the stop operation is performed in a predetermined manner (for example, other than the first left stop), and when a stop operation is performed in a predetermined manner, a specific notification can be issued to encourage the player to perform the stop operation in a specific manner (see, for example, Patent Document 1).

[0003] With such a gaming machine, if a game is played using an unrecommended playing method, the recommended playing method will be announced, so even players who are unfamiliar with the recommended playing method can play with peace of mind. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 7202700 Summary of the Invention [Problem to be solved by the invention]

[0005] However, there are cases where a player simply accidentally plays in a non-recommended playing method, and in such cases, excessive notification of the recommended playing method could cause discomfort to the player.

[0006] An object of the present invention is to provide a gaming machine that can notify a player of a recommended playing method without causing discomfort to the player. [Means for solving the problem]

[0007] In order to achieve the above object, the gaming machine according to this embodiment can provide the following gaming machine.

[0008] Variable display means (for example, reels 3L, 3C, and 3R) capable of displaying symbols in a variable manner in a plurality of display columns; A plurality of stop buttons (e.g., stop buttons 8L, 8C, 8R) that are provided corresponding to the plurality of display columns and that allow a player to perform a stop operation; A gaming machine (for example, a slot machine 1) equipped with a performance display means (for example, a main performance display unit 21) capable of performing a performance display, It is specified that a recommended game method is to first operate a specific stop button (e.g., stop button 8L) corresponding to a specific display column among the plurality of display columns (e.g., first stop on the left), and that a non-recommended game method is to first operate a predetermined stop button (e.g., stop button 8C or 8R) corresponding to a predetermined display column different from the specific display column among the plurality of display columns (e.g., other than first stop on the left), The performance display means When the predetermined stop button is operated for the first time in a situation where all of the plurality of display columns are fluctuating, a specific display (for example, a game method display shown in FIG. 469) capable of informing that operating the specific stop button first is the recommended game method is started; When a predetermined period of time (for example, 4 seconds) has elapsed since the predetermined stop button was first operated, it is possible to terminate the display of the specific display even if there is a display column that is still changing among the plurality of display columns, Furthermore, the effect display means is capable of performing a warning display (for example, the warning display shown in Figs. 449 to 452) in which a specific sentence (for example, the warning sentence shown in Figs. 449 to 452) for issuing a specific warning is displayed, and a sentence display (for example, the sentence display shown in Figs. 453 to 456) in which a predetermined sentence (for example, the lines shown in Figs. 453 to 456) is displayed in a predetermined effect, The warning display is displayed in a display area of ​​the effect display means, accompanied by a specific display frame (for example, the display frame CAF shown in Figures 449 to 452 and 457) in which the specific sentence is displayed, The text display is displayed in a display area of ​​the effect display means, accompanied by a predetermined display frame (for example, a display frame SEF shown in FIGS. 453 to 457) in which the predetermined text is displayed, the proportion of the area occupied by the specific text in the specific display frame is greater than the proportion of the area occupied by the specific text in the predetermined display frame, A gaming machine characterized in that the predetermined text in the text display does not use characters in the same font and size as the specific text in the warning display.

[0009] With a gaming machine of this configuration, even if a player accidentally plays in a non-recommended playing method, the display of the specific message can be terminated after a predetermined period of time has passed, so that the player can be properly informed of the recommended playing method while preventing the player from feeling uncomfortable as a result. Furthermore, with this gaming machine, the proportion of the area occupied by the specific text in the specific display frame is made larger than the proportion of the area occupied by the specific text in the predetermined display frame, making it easier to distinguish whether the displayed text is a warning display or a text display. Therefore, a display that is easy for the player to understand can be provided. Furthermore, because the area occupied by the text in the warning display is made larger than that in the text display, the content of the warning can be conveyed to the player clearly and reliably. Furthermore, with a gaming machine of this configuration, a player can determine whether a displayed text (characters) is a warning display based on two elements: the font and size of the text. For example, if the player recognizes that a text displayed in a specific font and a specific size is a warning display, the player will be able to immediately recognize that it is a warning display just by looking at the displayed text, making it possible to display a warning display in an easy-to-understand and reliable manner for the player. [Effects of the Invention]

[0010] According to the gaming machine having the above configuration, it is possible to notify the player of the recommended playing method without causing discomfort to the player, and also to provide a display that is easy for the player to understand. [Brief explanation of the drawings]

[0011] [Figure 1] 1 is a diagram showing the external structure of the gaming machine according to the first embodiment. [Figure 2] 1 is a diagram showing the internal structure of the gaming machine according to the first embodiment. [Figure 3] 1 is a block diagram showing the electrical configuration of the gaming machine according to the first embodiment. [Figure 4] 2 is a diagram for explaining the functional flow of the gaming machine according to the first embodiment. FIG. [Figure 5] FIG. 2 is a diagram for explaining the gameplay of the first gaming machine according to the first embodiment. [Figure 6] FIG. 2 is a diagram for explaining modes of the first gaming machine according to the first embodiment. [Figure 7] 2 is a diagram showing various tables of the first gaming machine according to the first embodiment. FIG. [Figure 8] 2 is a diagram showing various tables of the first gaming machine according to the first embodiment. FIG. [Figure 9] FIG. 2 is a diagram showing a symbol arrangement table of the first gaming machine according to the first embodiment. [Figure 10] FIG. 2 is a diagram showing an internal lottery table of the first gaming machine according to the first embodiment. [Figure 11] FIG. 2 is a diagram showing a symbol combination table of the first gaming machine according to the first embodiment. [Figure 12] FIG. 2 is a diagram showing a symbol combination table of the first gaming machine according to the first embodiment. [Figure 13] FIG. 2 is a diagram showing a symbol combination table of the first gaming machine according to the first embodiment. [Figure 14] FIG. 2 is a diagram showing a symbol combination table of the first gaming machine according to the first embodiment. [Figure 15]FIG. 10 is a diagram for explaining the correspondence between the internal winning combinations, stop operation modes, display combinations, etc. of the first gaming machine according to the first embodiment. [Figure 16] FIG. 2 is a diagram for explaining the limit processing of the first gaming machine according to the first embodiment. [Figure 17] FIG. 2 is a diagram showing the configuration of a winning flag storage area, a winning activation flag storage area, and a symbol code storage area of ​​the first gaming machine according to the first embodiment. [Figure 18] FIG. 2 is a diagram showing the configuration of a carryover role storage area of ​​the first gaming machine according to the first embodiment. [Figure 19] 10 is a diagram showing the configuration of a game status flag storage area of ​​the first gaming machine according to the first embodiment. FIG. [Figure 20] 10 is a diagram showing the configuration of a mode flag storage area of ​​the first gaming machine according to the first embodiment. FIG. [Figure 21] FIG. 2 is a diagram showing the configuration of an operation stop button storage area of ​​the first gaming machine according to the first embodiment. [Figure 22] FIG. 2 is a diagram showing the configuration of a press sequence storage area of ​​the first gaming machine according to the first embodiment. [Figure 23] 4 is a flowchart showing main processing executed by a main control circuit of the first gaming machine according to the first embodiment. [Figure 24] 4 is a flowchart showing a power-on process executed by a main control circuit of the first gaming machine according to the first embodiment. [Figure 25] 10 is a flowchart showing a medal acceptance and start check process executed by a main control circuit of the first gaming machine according to the first embodiment. [Figure 26] 10 is a flowchart showing an internal lottery process executed by a main control circuit of the first gaming machine according to the first embodiment. [Figure 27] 10 is a flowchart showing a game start state control process executed by a main control circuit of the first gaming machine according to the first embodiment. [Figure 28] A flowchart showing the processing at the start of play during a favorable zone executed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 29] 10 is a flowchart showing a reel stop control process executed by a main control circuit of the first gaming machine according to the first embodiment. [Figure 30] 10 is a flowchart showing a game end state control process executed by a main control circuit of the first gaming machine according to the first embodiment. [Figure 31] A flowchart showing the processing at the end of play during a favorable zone executed by the main control circuit of the first gaming machine according to the first embodiment. [Figure 32] 10 is a flowchart showing a periodic interrupt process executed by a main control circuit of the first gaming machine according to the first embodiment. [Figure 33] 4 is a flowchart showing an outline of the sub-side control processing executed by the sub-control circuit of the gaming machine according to the first embodiment. [Figure 34] 1 is a diagram showing an example of the configuration of a medalless gaming machine according to a first embodiment. FIG. [Figure 35] 2 is a diagram showing an example of the configuration of a main control board of the gaming machine according to the first embodiment. FIG. [Figure 36] 10A and 10B are diagrams illustrating examples of lock effects according to the second embodiment. [Figure 37] A figure showing a specific example of the lock effect corresponding to lock effect number "1". [Figure 38] A figure showing a specific example of the lock effect corresponding to lock effect number "2". [Figure 39] A figure showing a specific example of the lock effect corresponding to lock effect number "3". [Figure 40] A figure showing a specific example of the lock effect corresponding to lock effect number "4". [Figure 41] A figure showing a specific example of the lock effect corresponding to lock effect number "5". [Figure 42] A figure showing a specific example of the lock effect corresponding to lock effect number "6". [Figure 43] 10 is a flowchart showing a lock effect determination process performed in the main control circuit. [Figure 44]10 is a flowchart showing a lock effect execution process performed in the main control circuit. [Figure 45] FIG. 10 is a diagram showing an example of an image displayed on the main display device in a simulated game. [Figure 46] 10 is a flowchart showing the processing during pseudo-game play performed in the main control circuit. [Figure 47] 10 is a flowchart showing normal pseudo-game processing performed in the main control circuit. [Figure 48] 10 is a flowchart showing a post-pseudo game reel effect process performed in the main control circuit. [Figure 49] 10 is a flowchart showing the processing during pseudo-game play after reel presentation performed in the main control circuit. [Figure 50] 10 is a flowchart showing a reel rotation start process performed in the main control circuit. [Figure 51] 10 is a flowchart showing a random delay process performed in the main control circuit. [Figure 52] FIG. 10 is a diagram showing an example of temporal changes in the reel control state when a pseudo game is being played. [Figure 53] FIG. 10 is a diagram showing an example of temporal changes in the reel control state when a pseudo game is being played. [Figure 54] FIG. 10 is a diagram showing an example of temporal changes in the reel control state when a pseudo game is being played. [Figure 55] 11 is a flowchart showing a lock effect execution process performed in a main control circuit according to the third embodiment. [Figure 56] 10 is a flowchart showing a pseudo-game start process performed in the main control circuit. [Figure 57] 10 is a flowchart showing normal pseudo-game processing performed in the main control circuit. [Figure 58] 10 is a flowchart showing a stop button operation acceptance process performed in the main control circuit. [Figure 59] 4 is a flowchart showing a swing control process performed in a main control circuit. [Figure 60] 10 is a flowchart showing the pseudo-game ending process performed in the main control circuit. [Figure 61] 10 is a flowchart showing a pseudo-game challenge operation acceptance process performed in the main control circuit. [Figure 62] FIG. 10 is a diagram showing an example of an image displayed on the main display device. [Figure 63] 10 is a flowchart showing a process performed in the main control circuit when a bonus is won. [Figure 64] 10 is a flowchart showing a process for determining a lock effect at the end of a game, which is carried out in the main control circuit. [Figure 65] 10 is a flowchart showing a process for executing a lock effect at the end of a game, which is carried out in the main control circuit. [Figure 66] 10 is a flowchart showing the process for starting a lock effect at the end of a game, which is carried out in the main control circuit. [Figure 67] FIG. 4 is a diagram showing a memory map of the main control circuit. [Figure 68] FIG. 10 is a diagram for explaining the gameplay of the first gaming machine (modified example) according to the first embodiment. [Figure 69] 10 is a diagram for explaining an example of preferential control (during normal mode) of the first gaming machine (modified example) according to the first embodiment. FIG. [Figure 70] FIG. 10 is a diagram for explaining an example of preferential control (during ST) of the first gaming machine (modified example) according to the first embodiment. [Figure 71] FIG. 10 is a diagram for explaining an example of control of anticipation effects in the first gaming machine (modified example) according to the first embodiment. [Figure 72] FIG. 10 is a diagram for explaining an example of control of anticipation effects in the first gaming machine (modified example) according to the first embodiment. [Figure 73] FIG. 10 is a diagram for explaining an example of control of anticipation effects in the first gaming machine (modified example) according to the first embodiment. [Figure 74] FIG. 10 is a diagram for explaining an example of control of anticipation effects in the first gaming machine (modified example) according to the first embodiment. [Figure 75]FIG. 10 is a diagram for explaining an example of control of anticipation effects in the first gaming machine (modified example) according to the first embodiment. [Figure 76] FIG. 10 is a diagram for explaining an example of control of anticipation effects in the first gaming machine (modified example) according to the first embodiment. [Figure 77] FIG. 10 is a diagram for explaining an example of control of anticipation effects in the first gaming machine (modified example) according to the first embodiment. [Figure 78] FIG. 10 is a diagram for explaining an example of control of anticipation effects in the first gaming machine (modified example) according to the first embodiment. [Figure 79] A figure for explaining variant 3 (example of transmission information control (part 1)) of the push order bell of the first gaming machine (variant) according to the first embodiment. [Figure 80] FIG. 10 is a diagram for explaining variant 3 (example of transmission information control (part 2)) of the push order bell of the first gaming machine (variant) according to the first embodiment. [Figure 81] 10A is a diagram showing transitions of game states according to a fourth embodiment of the present invention, and FIG. 10B is a table summarizing transition conditions of game states according to the fourth embodiment of the present invention. [Figure 82] 1A is a diagram showing a symbol arrangement table, and FIG. 1B is a diagram showing a symbol code table. [Figure 83] FIG. 10 is a diagram showing a symbol combination table. [Figure 84] FIG. 10 is a diagram showing a symbol combination table. [Figure 85] FIG. 10 is a diagram showing a combination table by flag. [Figure 86] FIG. 10 is a diagram showing a combination table by flag. [Figure 87] FIG. 10 is a diagram showing a combination table by flag. [Figure 88] FIG. 10 is a diagram showing a combination table by flag. [Figure 89] FIG. 10 is a diagram showing a combination table by flag. [Figure 90] A figure showing an internal lottery table for RT0 gaming state. [Figure 91]10A is a diagram showing an internal lottery table for the RT1 gaming state, and FIG. 10B is a diagram showing an internal lottery table for the BB gaming state. [Figure 92] FIG. 10 is a diagram showing an example of the correspondence between internal winning combinations, stop operation modes, display combinations, etc. [Figure 93] A figure showing an example of the transition flow of the game state in the non-advantageous zone and the advantageous zone in the fourth embodiment of the present invention. [Figure 94] A diagram showing the transition of the ball output state in the fourth embodiment of the present invention. [Figure 95] 10 is a table summarizing the conditions for transitioning the ball output state in the fourth embodiment of the present invention. [Figure 96] 10A is a diagram showing the numerical values ​​displayed on the instruction monitor in the pseudo BIG and pseudo REG modes, and FIG. 10B is a diagram showing the contents corresponding to the numerical values ​​displayed on the instruction monitor. [Figure 97] FIG. 10 is a diagram showing the correspondence between internal winning combinations, sub-flags, and payout flags. [Figure 98] A flowchart showing the processing performed in the main control circuit at the start of play in a non-advantageous zone. [Figure 99] 1A is a diagram showing a lottery table for shifting to an advantageous zone, and FIG. 1B is a diagram showing a lottery table for shifting to an advantageous zone. [Figure 100] 10 is a flowchart showing the process at the start of consecutive games to prepare for the game, which is carried out in the main control circuit. [Figure 101] 10A is a diagram showing a consecutive game preparation mode lottery table (1), and FIG. 10B is a diagram showing a consecutive game preparation mode lottery table (2). [Figure 102] A diagram showing a lottery table for transition to consecutive game challenges. [Figure 103] 10A is a diagram showing a lottery table for determining whether a consecutive game challenge is started or not, and FIG. 10B is a diagram showing a lottery table for determining whether a consecutive game challenge is started or not. [Figure 104] 10 is a flowchart showing the processing at the start of a normal stage game performed in the main control circuit. [Figure 105]10 is a flowchart showing a process at the start of a normal stage performed in the main control circuit. [Figure 106] 10A is a diagram showing a normal transition mode lottery table, and FIG. 10B is a diagram showing a normal transition ceiling lottery table. [Figure 107] FIG. 10 is a diagram showing a point mode lottery table. [Figure 108] 10 is a flowchart showing a normal stage-only process performed in the main control circuit. [Figure 109] A figure showing a freeze lottery table during the normal stage. [Figure 110] A diagram showing a normal stage transition flag / winning flag lottery table. [Figure 111] A diagram showing a normal stage transition flag / winning flag lottery table. [Figure 112] A diagram showing a normal stage transition flag / winning flag lottery table. [Figure 113] 10 is a flowchart showing the common processing for normal ball output state performed in the main control circuit. [Figure 114] 10 is a flowchart showing a normal prescribed number of games counter update process performed in the main control circuit. [Figure 115] This is a diagram showing the lottery table for transitioning to high probability 1 with the normal number of plays. [Figure 116] This is a diagram showing the lottery table for transitioning to high probability 1 with the normal number of plays. [Figure 117] A diagram showing a ceiling fake preparation lottery table. [Figure 118] 10 is a flowchart showing ceiling-related processing performed in the main control circuit. [Figure 119] A figure showing a lottery table for lottery types when the ceiling is reached. [Figure 120] A figure showing a lottery table for lottery types when the ceiling is reached. [Figure 121] 10 is a flowchart showing point-related processing performed in the main control circuit. [Figure 122] FIG. 10 is a diagram showing a point acquisition lottery table. [Figure 123] FIG. 10 is a diagram showing a lottery table when points are reached. [Figure 124] 10 is a flowchart showing a process for lottery-determining the number of premonition games when a flag is drawn during the normal stage, which is performed in the main control circuit. [Figure 125] This is a flowchart showing the process of lottery for determining the number of premonition plays when a pseudo BIG promotion chance is won during the normal stage, which is performed in the main control circuit. [Figure 126] 10 is a flowchart showing a process for lottery-determining the number of premonition games when a chance stage is won during a normal stage, which is performed in the main control circuit. [Figure 127] (a) is a diagram showing the lottery table for the number of premonition plays when a pseudo BIG or promotion chance is won during the normal stage (when a point is reached). (b) is a diagram showing the lottery table for the number of premonition plays when a pseudo BIG or promotion chance is won during the normal stage (when a ceiling is reached). (c) is a diagram showing the lottery table for the number of premonition plays when a pseudo BIG or promotion chance is won during the normal stage (basic). [Figure 128] (d) is a diagram showing a lottery table for determining the number of premonition plays when a chance stage is won during the normal stage (when a point is reached). (e) is a diagram showing a lottery table for determining the number of premonition plays when a chance stage is won during the normal stage (basic). (f) is a diagram showing a lottery table for determining the number of premonition plays when a ceiling fake is won during the normal stage. [Figure 129] 10 is a flowchart showing the premonition game number counter management process for the normal stage performed in the main control circuit. [Figure 130] 10 is a flowchart showing a probability mode-related process performed in the main control circuit. [Figure 131] (a) is a diagram showing a high probability 2 transition lottery table (1). (b) is a diagram showing a high probability 2 transition lottery table (2). (c) is a diagram showing a high probability 2 transition lottery table (3). (d) is a diagram showing a high probability 2 drop lottery table. [Figure 132] 10 is a flowchart showing a promotion chance pre-processing performed in the main control circuit. [Figure 133]FIG. 10 is a diagram showing a promotion chance transition lottery table. [Figure 134] 10 is a flowchart showing a game start process for a chance stage performed in the main control circuit. [Figure 135] FIG. 10 is a diagram showing a chance stage guaranteed number of plays lottery table at the start of the chance stage. [Figure 136] This is a diagram showing the pseudo-BIG / promotion chance lottery table during the chance stage. [Figure 137] A diagram showing a lottery table for adding the number of plays during the chance stage. [Figure 138] 10 is a flowchart showing a process of lottery for determining the number of premonition games when a flag is drawn during a chance stage, which is performed in the main control circuit. [Figure 139] A figure showing a lottery table for determining the number of premonition games when a flag is drawn during a chance stage. [Figure 140] 10 is a flowchart showing a chance stage counter management process performed in the main control circuit. [Figure 141] 10 is a flowchart showing the processing performed in the main control circuit at the start of a promotion chance game. [Figure 142] FIG. 10 is a diagram showing a promotion chance mode lottery table. [Figure 143] FIG. 10 is a diagram showing a promotion chance mode lottery table. [Figure 144] FIG. 10 is a diagram showing a lottery table during promotion chances. [Figure 145] A figure showing the next pseudo-game lottery table. [Figure 146] This is a diagram showing a pseudo BIG promotion lottery table when the specified number of plays is played. [Figure 147] FIG. 10 is a diagram showing the current pseudo gaming lottery table. [Figure 148] FIG. 10 is a diagram showing the contents of a pseudo game. [Figure 149] FIG. 10 is a diagram showing the flow of the game during a promotion chance. [Figure 150] FIG. 10 is a diagram showing an example of the presentation when a pseudo-BIG is won in the first game of the promotion chance. [Figure 151] FIG. 10 is a diagram showing an example of a presentation when the pseudo BIG is not won in all of the first to fourth promotion chance games. [Figure 152] 10 is a flowchart showing the pseudo BIG game start processing performed in the main control circuit. [Figure 153] 10 is a flowchart showing a pseudo BIG start process performed in the main control circuit. [Fig. 154] A diagram showing a lottery table for consecutive win challenge at the start of pseudo BIG. [Figure 155] This is a diagram showing a lottery table for 1G consecutive wins during pseudo BIG. [Figure 156] 10 is a flowchart showing a pseudo BIG counter management process performed in the main control circuit. [Figure 157] 10 is a flowchart showing pseudo BIG end processing (1) performed in the main control circuit. [Figure 158] A figure showing a lottery table when the number of successful replies is insufficient. [Figure 159] 10 is a flowchart showing pseudo BIG end processing (2) performed in the main control circuit. [Figure 160] A figure showing the consecutive win challenge lottery table at the end of the final second pseudo BIG. [Figure 161] 10 is a flowchart showing the processing at the start of a pseudo-REG game performed in the main control circuit. [Figure 162] A diagram showing a consecutive win challenge lottery table at the start of pseudo-REG. [Figure 163] A diagram showing a 1G consecutive lottery table during pseudo REG. [Fig. 164] 10 is a flowchart showing a pseudo REG counter management process performed in the main control circuit. [Figure 165] 10 is a flowchart showing the processing performed in the main control circuit at the start of a consecutive game challenge game. [Figure 166] A figure showing a pseudo bonus lottery table at the start of a consecutive win challenge. [Figure 167]A figure showing a lottery table for determining the number of games at the start of a consecutive game challenge. [Figure 168] A diagram showing a lottery table during a consecutive win challenge. [Figure 169] A figure showing a lottery table for transitioning to normal mode at the end of a consecutive win challenge. [Figure 170] 10 is a flowchart showing a counter management process for consecutive game challenges performed in the main control circuit. [Figure 171] FIG. 10 is a diagram showing a list of counters managed in the main control circuit. [Fig. 172] 4 is a flowchart showing AT-related processing performed in the main control circuit when the lever is on. [Figure 173] 10 is a flowchart showing the AT-related processing performed in the main control circuit when the engine is completely stopped. [Fig. 174] FIG. 10 is a diagram showing an example of a presentation when a penalty occurs during a promotion chance. [Figure 175] FIG. 11 is a diagram illustrating an example of the configuration of a microprocessor of a main control board according to a fifth embodiment of the present invention. [Figure 176] FIG. 11 is a diagram illustrating the configuration of various registers included in a main CPU according to a fifth embodiment of the present invention. [Figure 177] FIG. 11 is a diagram showing a memory map of a microprocessor according to a fifth embodiment of the present invention. [Figure 178] FIG. 13 is a diagram for explaining an outline of external interrupt processing related to power interruption detection in the fifth embodiment of the present invention. [Figure 179] 13 is a flowchart showing main processing in a fifth embodiment of the present invention. [Figure 180] 13 is a flowchart showing a power-on process in a fifth embodiment of the present invention. [Figure 181] 13 is a flowchart showing a CRC check process (outside a used area) in the fifth embodiment of the present invention. [Figure 182] 13 is a flowchart showing a CRC calculation process (outside the used area) in the fifth embodiment of the present invention. [Figure 183]13 is a flowchart showing a game return impossible error process (outside the use area) in the fifth embodiment of the present invention. [Figure 184] 13 is a flowchart showing a BB (special prize) number of plays check process, a transmission standby & RAM initialization process, and a designated RAM initialization process in the fifth embodiment of the present invention. [Figure 185] 13 is a flowchart showing a BB (special prize) number of plays check process, a transmission standby & RAM initialization process, and a designated RAM initialization process in the fifth embodiment of the present invention. [Figure 186] 13 is a flowchart showing an out-of-use area RAM initialization process (outside of the used area) and an out-of-use area RAM initialization process (continued) in a fifth embodiment of the present invention. [Figure 187] 13 is a flowchart showing a random number value acquisition process and an internal lottery process in the fifth embodiment of the present invention. [Figure 188] 13 is a flowchart showing a random number value acquisition process and an internal lottery process in the fifth embodiment of the present invention. [Figure 189] 13 is a flowchart showing interface 2 output processing (outside of the use area) and interface 2 output processing (continuation) in the fifth embodiment of the present invention. [Figure 190] 13 is a flowchart showing the process of determining an abnormality in the number of passing medals (outside the use area) in the fifth embodiment of the present invention. [Figure 191] 13 is a flowchart showing a medal payout / replay operation process, a settlement execution process, and a medal payout process in a fifth embodiment of the present invention. [Figure 192] 13 is a flowchart showing a medal payout / replay operation process, a settlement execution process, and a medal payout process in a fifth embodiment of the present invention. [Figure 193] 13 is a flowchart showing the process of counting the number of passing medals (outside the use area) in the fifth embodiment of the present invention. [Figure 194] 13 is a flowchart showing the role ratio monitor aggregation start process (outside the use area) in the fifth embodiment of the present invention. [Figure 195]13 is a flowchart showing a periodic interrupt process in the fifth embodiment of the present invention. [Figure 196] 10 is a flowchart showing a test firing signal control process (outside the use area) in the fifth embodiment of the present invention. [Figure 197] 13 is a flowchart showing an error detection process (outside the area of ​​use) in the fifth embodiment of the present invention. [Figure 198] 13 is a flowchart showing a set value check process (outside the range of use) and a random number inspection process (outside the range of use) in the fifth embodiment of the present invention. [Figure 199] 13 is a flowchart showing a power interruption interruption process in the fifth embodiment of the present invention. [Figure 200] 13 is a flowchart showing a CRC generation process (outside a used area) in a fifth embodiment of the present invention. [Figure 201] 13 is a flowchart showing an out-of-use area error cause clearing process (outside the use area) in the fifth embodiment of the present invention. [Figure 202] FIG. 13 is a diagram for explaining a situation regarding designation of a call destination in CALLEX in the fifth embodiment of the present invention. [Figure 203] FIG. 13 is a diagram illustrating a process related to a CRC check of a main RAM in the fifth embodiment of the present invention. [Figure 204] 13 is a flowchart showing a 4-bit data acquisition process in the fifth embodiment of the present invention. [Figure 205] FIG. 13 is a diagram for explaining a process related to a 4-bit data acquisition process in the fifth embodiment of the present invention. [Figure 206] FIG. 13 is a diagram showing an example of a table defined so as to be read by applying 4-bit data acquisition processing in the fifth embodiment of the present invention. [Figure 207] FIG. 13 is a diagram showing an example of a table defined so as to be read by applying 4-bit data acquisition processing in the fifth embodiment of the present invention. [Figure 208]FIG. 13 is a diagram showing an example of a table defined so as to be read by applying 4-bit data acquisition processing in the fifth embodiment of the present invention. [Figure 209] 13 is a flowchart showing a 2-bit data acquisition process in the fifth embodiment of the present invention. [Figure 210] FIG. 13 is a diagram for explaining a process related to a 2-bit data acquisition process in the fifth embodiment of the present invention. [Figure 211] FIG. 13 is a diagram showing an example of a table defined so as to be read by applying 2-bit data acquisition processing in the fifth embodiment of the present invention. [Figure 212] FIG. 13 is a diagram for explaining a process related to a common process in which a lower address of a counter is used as an input parameter in the fifth embodiment of the present invention. [Figure 213] FIG. 13 is a diagram for explaining a process related to a common process in which a lower address of a counter is used as an input parameter in the fifth embodiment of the present invention. [Figure 214] FIG. 13 is a diagram for explaining a method for determining a clear start address of an out-of-use RAM area in a fifth embodiment of the present invention. [Figure 215] 13 is a flowchart showing a stop button input monitoring process in the fifth embodiment of the present invention. [Figure 216] 13 is a flowchart showing a common information backup generation process and a common information backup restoration process in the fifth embodiment of the present invention. [Figure 217] 13 is a flowchart showing common information restoration processing in the fifth embodiment of the present invention. [Figure 218] FIG. 13 is a diagram illustrating common processing in backup generation and backup restoration in the fifth embodiment of the present invention. [Figure 219] FIG. 10 is a block diagram showing the electrical configuration of a gaming machine equipped with a main control board according to a sixth embodiment of the present invention. [Figure 220]A figure showing an example of the configuration of a game information display unit, a medal count display unit, and a medal lending display unit provided in a gaming machine equipped with a main control board related to the sixth embodiment of the present invention. [Figure 221] FIG. 13 is a diagram showing an example of the configuration of a main control microprocessor and a medal count control microprocessor of a main control board according to a sixth embodiment of the present invention. [Figure 222] FIG. 13 is a schematic diagram illustrating an example of a circuit configuration of a main control board according to a sixth embodiment of the present invention. [Figure 223] This is a diagram to explain an example of the change in the difference in number of coins when multiple types of values ​​are set as the initial value of the advantageous zone payout number counter. [Figure 224] This is a diagram to explain the case where the initial value of the advantageous zone payout number counter is set taking into account the average net increase in the number of coins per game in the AT state, which is part of the ball output performance of the gaming machine. [Figure 225] This is a diagram to explain specific examples 1 to 3 of whether or not the advantageous zone payout number counter is processed for each trigger. [Figure 226] 10A and 10B are diagrams for explaining an example of data (retained data) that is not subject to clearing for each trigger. [Figure 227] FIG. 10 is a diagram showing state transitions when settings are changed in the case of specific example 3. [Figure 228] This is a diagram to explain an example of updating the advantageous zone payout number counter before and after a setting change in relation to the ceiling number. [Figure 229] 10A and 10B are diagrams illustrating examples of notifications made in relation to a complete function. [Figure 230] 10 is a flowchart showing a complete function calculation process for updating CMP_MY and the like. [Figure 231] 10 is a flowchart for partially explaining the error processing, mainly the processing related to the operation of the complete function. [Figure 232] 10 is a flowchart illustrating a complete-related notification process for making various notifications based on CMP_MY. [Figure 233]FIG. 1 is a diagram showing a gaming system including a pachislot machine, a data display device placed on top of the pachislot machine, and a hall computer. [Figure 234] FIG. 2 is a diagram for explaining a lighting pattern of a lamp. [Figure 235] FIG. 10 is a diagram illustrating a model identification pattern. [Figure 236] 10 is a flowchart showing a lighting pattern detection process performed in the data display device. [Figure 237] 10A and 10B are diagrams for explaining examples of displaying predetermined advantageous-related information and advance notices. [Figure 238] 10A and 10B are diagrams for explaining examples of displaying predetermined advantageous-related information and advance notices. [Figure 239] 10A and 10B are diagrams showing specific examples of when various notifications based on CMP_MY are made on a two-digit seven-segment LED. [Figure 240] 10A and 10B are diagrams illustrating examples of LEDs for making various notifications based on CMP_MY. [Figure 241] FIG. 10 is a diagram showing the transition flow of the gaming state between the bonus state and the non-bonus state of a pachislot machine in the second gaming machine according to this embodiment. [Figure 242] FIG. 10 is a diagram showing an example of a symbol arrangement table in the second gaming machine according to the present embodiment. [Figure 243] FIG. 10 is a diagram showing an example of the contents of a symbol combination in the second gaming machine according to the present embodiment. [Figure 244] FIG. 10 is a diagram showing an example of a symbol combination determination table for RT0 and RT1 in the second gaming machine according to the present embodiment. [Figure 245] FIG. 10 is a diagram showing an example of a symbol combination determination table for RT0 and RT1 in the second gaming machine according to the present embodiment. [Figure 246] FIG. 10 is a diagram showing an example of a symbol combination determination table for RT2 in the second gaming machine according to the present embodiment. [Figure 247] FIG. 10 is a diagram showing an example of a symbol combination determination table for RT2 in the second gaming machine according to the present embodiment. [Figure 248]FIG. 10 is a diagram showing an example of a correspondence table between winning combination numbers, winning combination names, and winning combination group numbers in the second gaming machine according to the present embodiment. [Figure 249] FIG. 10 is a diagram showing an example of a correspondence table between winning combination group numbers and winning combination group names in the second gaming machine according to the present embodiment. [Figure 250] FIG. 10 is a diagram showing an example of a table of winning combinations that can be won in the RT state (RT0 to RT2) in the second gaming machine according to the present embodiment. [Figure 251] FIG. 10 is a diagram showing an example of an internal lottery table in the second gaming machine according to the present embodiment. [Figure 252] A figure showing an example of notification of the order of pressing buttons using an instruction monitor in the second gaming machine of this embodiment. [Figure 253] FIG. 10 is a diagram showing an example of the payout (replay, BB, number of medals paid out) for the winning selection according to the RT state and the push order in the second gaming machine according to this embodiment. [Figure 254] FIG. 10 is a diagram showing an example of a scenario group lottery table in the second gaming machine according to the present embodiment. [Figure 255] A figure showing an example of a scenario lottery table for scenario group A in the second gaming machine of this embodiment. [Figure 256] A figure showing an example of a scenario lottery table for scenario group B in the second gaming machine of this embodiment. [Figure 257] FIG. 10 is a diagram showing an example of a scenario rewrite lottery table in the second gaming machine according to the present embodiment. [Figure 258] A figure showing an example of a high probability 1 MAP position lottery table in the second gaming machine of this embodiment. [Figure 259] A figure showing an example of a high probability 2 MAP position lottery table in the second gaming machine of this embodiment. [Figure 260] FIG. 10 is a diagram showing an example of a GSB consecutive rank lottery table in the second gaming machine according to the present embodiment. [Figure 261]A figure showing an example of a TS type 0_premonition transition lottery table for low probability in the second gaming machine of this embodiment. [Figure 262] A figure showing an example of a TS type 0_premonition transition lottery table for high probability 1 in the second gaming machine of this embodiment. [Figure 263] A figure showing an example of a TS type 0_premonition transition lottery table for high probability 2 in the second gaming machine of this embodiment. [Figure 264] A figure showing an example of a TS type 0_premonition transition lottery table for the ceiling in the second gaming machine of this embodiment. [Figure 265] A figure showing an example of an initial AT level lottery table in the second gaming machine of this embodiment. [Figure 266] A figure showing an example of an AT level promotion lottery table in the second gaming machine of this embodiment. [Figure 267] FIG. 10 is a diagram showing an example of a premonition game number lottery table in the second gaming machine according to the present embodiment. [Figure 268] FIG. 10 is a diagram showing an example of a RUSH promotion lottery table in the second gaming machine according to the present embodiment. [Figure 269] FIG. 10 is a diagram showing an example of a RUSH start navigation count lottery table in the second gaming machine according to the present embodiment. [Figure 270] FIG. 10 is a diagram showing an example of a RUSH_RUSH pseudo-BNS lottery table in the second gaming machine according to the present embodiment. [Fig. 271] A figure showing an example of a pseudo-BNS lottery table during pseudo-BNS end_RUSH in the second gaming machine according to this embodiment. [Fig. 272] FIG. 10 is a diagram showing an example of a RUSH burst BC rewrite lottery table in the second gaming machine according to the present embodiment. [Fig. 273] FIG. 10 is a diagram showing an example of a compensation mode shift lottery table in the second gaming machine according to the present embodiment. [Fig. 274] A figure showing an example of an AT level promotion lottery table during compensation mode in the second gaming machine of this embodiment. [Figure 275] FIG. 10 is a diagram showing an example of a navigation count lottery table in a compensation mode in the second gaming machine according to the present embodiment. [Figure 276] FIG. 10 is a diagram showing an example of a specified cherry rewrite lottery table in the second gaming machine according to the present embodiment. [Figure 277] FIG. 10 is a diagram showing an example of a scenario-related data table in the second gaming machine according to the present embodiment. [Fig. 278] A figure showing an example of a TY value_addition 1 data table in the second gaming machine of this embodiment. [Figure 279] A figure showing an example of a TY value_addition 2 data table in the second gaming machine of this embodiment. [Figure 280] A figure showing an example of a non-AT compensation point data table in the second gaming machine of this embodiment. [Figure 281] A figure showing an example of an AT compensation point data table in the second gaming machine of this embodiment. [Figure 282] FIG. 10 is a diagram showing an example of a no-instruction premonition point number data table in the second gaming machine according to the present embodiment. [Figure 283] FIG. 10 is a diagram showing an example of an instruction T time_premonition point number data table in the second gaming machine according to the present embodiment. [Fig. 284] FIG. 10 is a diagram showing a transition flow of a gaming state taking into consideration notification of a pachislot in the second gaming machine according to the embodiment. [Figure 285] FIG. 13 is a perspective view showing the configuration of a coaxial cable used in a gaming machine according to a seventh embodiment of the present invention. [Figure 286] FIG. 286 is a cross-sectional view of the coaxial cable of FIG. 285. [Figure 287] This is a diagram for comparing the resistance to electromagnetic noise of the coaxial cable in Figure 285 with the resistance to electromagnetic noise of a discrete cable. [Figure 288] FIG. 13 is a schematic diagram showing the appearance of one cable assembly (harness) used in the gaming machine according to the seventh embodiment. [Figure 289] 13(a) is a schematic plan view of another cable assembly used in the gaming machine according to the seventh embodiment, and FIG. 13(b) is a schematic cross-sectional view of the cable assembly of FIG. [Figure 290] (a) is an oblique view of an all-fine-coaxial type cable subassembly having the coaxial cable of Figure 285 as a component, (b) is an oblique view of a cable subassembly with mixed fine-coaxial / discrete cable wiring, and (c) is an oblique view of a ground finger type cable subassembly. [Figure 291] FIG. 2 is a diagram showing the resolution, number of pixels, and aspect ratio of a display device. [Figure 292] FIG. 1 is a diagram illustrating an outline of a state in which a fine-coaxial cable is twisted. [Figure 293] FIG. 10 is a rear perspective view of the front door showing an example of connection between components using a cable assembly (harness) including at least a thin coaxial cable. [Fig. 294] FIG. 1 is a diagram showing a first state of a cable assembly (harness) when components are connected using the cable assembly (harness) including at least a thin coaxial cable. [Figure 295] FIG. 10 is a diagram showing a second state of the cable assembly (harness) when components are connected using the cable assembly (harness) including at least the thin coaxial cable. [Figure 296] FIG. 10 is a diagram showing a third state of the cable assembly (harness) when components are connected using the cable assembly (harness) including at least a thin coaxial cable. [Figure 297] A conceptual diagram of a medalless gaming machine and a sandwich. [Figure 298] Conceptual diagram of a managed gaming machine and a sandbox. [Figure 299] Conceptual diagram of the operation base (specification example 1). [Figure 300] Conceptual diagram of the area around the medal count display unit (specification example 1). [Figure 301]Conceptual diagram of a cross section near the medal count display unit (specification example 1). [Figure 302] Overall image of the gaming machine (specification example 2). [Figure 303] Conceptual diagram of the operation base (specification example 2). [Figure 304] Conceptual diagram of the area around the medal count display unit (specification example 2). [Figure 305] Conceptual diagram of a cross section near the medal count display unit (specification example 2). [Figure 306] Overall image of the gaming machine (specification example 3). [Figure 307] Conceptual diagram of the area around the medal count display unit (specification example 3). [Figure 308] Conceptual diagram of a cross section near the medal count display unit (specification example 3). [Figure 309] An example of the specifications for the credit addition sound (loan sound) of a medalless gaming machine. [Figure 310] An example of the specifications for the sound that counts one coin for a medalless gaming machine (sound of transferring one coin from gaming machine to Sand). [Figure 311] An example of the specifications for the long press counting sound of a medalless gaming machine (sound transferred from gaming machine to Sand all at once). [Figure 312] The counting completion sound and off-edge sound of the counting button on a medalless gaming machine. [Figure 313] Example A of sound effects for adding and counting balls on a managed gaming machine (pachinko machine). [Figure 314] Example 1 of credit addition specifications at the time of lending. [Figure 315] FIG. 13 is a perspective view showing the external structure of the gaming machine according to the eighth embodiment. [Figure 316] FIG. 13 is a side view of the gaming machine according to the eighth embodiment. [Figure 317] FIG. 13 is an exploded perspective view of the gaming machine according to the eighth embodiment. [Figure 318] FIG. 13 is a front view of the gaming machine according to the eighth embodiment, showing the state in which the mask for the second mode is connected to the cabinet. [Figure 319] FIG. 13 is a side view showing the state in which the mask for the second mode is connected to the cabinet in the gaming machine according to the eighth embodiment. [Figure 320] FIG. 13 is an exploded oblique view of the upper mask in the gaming machine according to the eighth embodiment. [Figure 321] 13 is an oblique view of the lower mask in the gaming machine according to the eighth embodiment, seen from the front side. FIG. [Figure 322] 13 is an oblique view of the lower mask in the gaming machine according to the eighth embodiment, seen from the rear side. FIG. [Figure 323] FIG. 13 is a side view of the lower mask in the gaming machine according to the eighth embodiment. [Figure 324] FIG. 13 is a perspective view of an operation unit in the gaming machine according to the eighth embodiment. [Figure 325] FIG. 13 is a perspective view of a start lever device in the gaming machine according to the eighth embodiment. [Figure 326] FIG. 13 is an exploded perspective view of a start lever device in the gaming machine according to the eighth embodiment. [Figure 327] FIG. 13 is an oblique view of the start lever in the gaming machine according to the eighth embodiment, seen from the rear side. [Figure 328] 13 is an exploded perspective view of a light guide base in a gaming machine according to an eighth embodiment, seen from the front. FIG. [Figure 329] 13 is an exploded perspective view of the light guide base in the gaming machine according to the eighth embodiment, seen from behind. FIG. [Figure 330] FIG. 13 is an exploded perspective view of a lever support base in the gaming machine according to the eighth embodiment. [Figure 331] 13 is a cross-sectional view illustrating the operation of the start lever device in the gaming machine according to the eighth embodiment. FIG. [Figure 332] FIG. 13 is a cross-sectional view illustrating light incident on the start lever in a non-operated state in the gaming machine according to the eighth embodiment. [Figure 333] FIG. 13 is a cross-sectional view illustrating light incident on the start lever in the operating state in the gaming machine according to the eighth embodiment. [Figure 334] FIG. 13 is a perspective view of an operation unit in a first modified example of the gaming machine according to the eighth embodiment. [Figure 335] FIG. 10 is a perspective view of a start lever device according to a first modified example. [Figure 336]13 is an oblique view of the lower mask in a second modified example of the gaming machine according to the eighth embodiment, seen from the front side. FIG. [Figure 337] FIG. 10 is a perspective view of a tray in a second modified example. [Figure 338] FIG. 10 is an exploded perspective view of a tray according to a second modified example. [Figure 339] FIG. 10 is a perspective view of the lower mask showing a state in which the tray is placed at a retracted position in a second modified example. [Figure 340] FIG. 10 is a side view of the operation section unit in the second modified example. [Figure 341] FIG. 10 is a diagram illustrating the configuration of a volume operation section in a second modified example. [Figure 342] FIG. 11 is a perspective view of a stop button operation assisting member in a second modified example. [Figure 343] FIG. 11 is an exploded perspective view of a stop button operation assisting member in a second modified example. [Figure 344] FIG. 11 is a perspective view of the operation section unit showing a state in which the stop button operation auxiliary member in the second modified example has been rotated from the use position. [Figure 345] 10A and 10B are explanatory diagrams illustrating the operation of the stop button operation assisting member in the second modified example. [Figure 346] 10A and 10B are explanatory views illustrating the operation of another example of the stop button operation assisting member in the second modified example. [Figure 347] FIG. 13 is a schematic diagram showing the configuration of an operation unit in a third modified example of the gaming machine according to the eighth embodiment. [Figure 348] FIG. 10 is a front view showing a main board case that houses a main control board according to another example, attached to a cabinet. [Figure 349] FIG. 10 is a perspective view showing a state in which a main board case accommodating a main control board according to another example has been removed from a cabinet. [Figure 350] FIG. 10 is a plan view showing the mounting surface of a main control board according to another example. [Figure 351] FIG. 10 is an exploded perspective view of a main board case according to another example. [Figure 352] FIG. 10 is a perspective view of an upper case of a main board case according to another example. [Figure 353] FIG. 10 is a plan view showing the inside of the upper case of a main board case according to another example. [Figure 354] FIG. 10 is a view showing the right side of the upper case of a main board case according to another example. [Figure 355] FIG. 10 is a view showing the left side surface of the upper case of a main board case according to another example. [Figure 356] FIG. 10 is a plan view showing a main board case accommodating a main control board according to another example. [Figure 357] 10A and 10B are diagrams illustrating the opening operation of the main board case according to another example. [Figure 358] 10A and 10B are diagrams illustrating the opening operation of the main board case according to another example. [Figure 359] 10A and 10B are diagrams illustrating the opening operation of the main board case according to another example. [Figure 360] 10A and 10B are diagrams illustrating the opening operation of the main board case according to another example. [Figure 361] 10A and 10B are diagrams illustrating the opening operation of the main board case according to another example. [Figure 362] 10A and 10B are diagrams illustrating a sealing operation of a main board case according to another example. [Figure 363] FIG. 10 is an exploded perspective view of a lower door mechanism according to another example. [Figure 364] FIG. 10 is a front view of a decorative unit according to another example. [Figure 365] FIG. 10 is a diagram showing the rear side of a decorative unit according to another example. [Figure 366] FIG. 10 is a view showing the rear side of a lower door body according to another example. [Figure 367] 10 is an explanatory diagram showing a state in which a slide member is attached to the rear surface of a lower door body according to another example, as viewed from the rear surface side. FIG. [Figure 368] 10 is an explanatory diagram showing a state in which a slide member is attached to the rear surface of a lower door body according to another example, as viewed from the front surface side. FIG. [Figure 369] FIG. 10 is a perspective view of a first slide member according to another example. [Figure 370] FIG. 10 is an exploded perspective view of a first slide member according to another example. [Figure 371]FIG. 10 is a bottom view of a first member of a first slide member according to another example. [Figure 372] FIG. 10 is a front view of a second slide member according to another example. [Figure 373] FIG. 10 is a perspective view of a third slide member according to another example. [Figure 374] FIG. 10 is a front view of a fourth slide member according to another example. [Figure 375] FIG. 10 is a view showing the rear side of a lower door mechanism according to another example. [Figure 376] 10 is a diagram illustrating the state in which the upper hook portion of the decorative unit according to another example is inserted into the upper hook through-hole of the lower door body. FIG. [Figure 377] 10 is a diagram illustrating the state in which the upper hook portion of the decorative unit according to another example is engaged with the upper hook receiving portion of the first slide member. FIG. [Figure 378] 10 is a diagram illustrating a state in which the lower hook portion of the decorative unit according to the modified example is inserted into the lower hook through-hole of the lower door body. FIG. [Figure 379] 10 is a diagram illustrating the state in which the lower hook portion of the decorative unit according to another example is engaged with the lower hook receiving portion of the third slide member. FIG. [Figure 380] FIG. 10 is a diagram showing an example of the operation of a movable prop. [Figure 381] A figure showing an example of the initial operation of a movable device of the gaming machine related to the 10th embodiment. [Figure 382] A diagram showing another example of a movable prop. [Figure 383] A figure showing examples of voice patterns according to navigation customization in the gaming machine of the 10th embodiment. [Figure 384] FIG. 20 is a diagram illustrating the operation volume when entering a password in the gaming machine according to the tenth embodiment. [Figure 385] FIG. 10 illustrates basic lamp control for the stop button. [Figure 386] A diagram showing the flow of play in a chance zone where a freeze may occur. [Figure 387] FIG. 22 is a diagram showing the lamp control of the stop button when a freeze occurs in the gaming machine according to the tenth embodiment. [Figure 388] FIG. 22 is a diagram showing the lamp control of the stop button when a freeze occurs in the gaming machine according to the tenth embodiment. [Figure 389] FIG. 20 is a diagram illustrating the display control of the volume and other adjustment screen in the gaming machine according to the tenth embodiment. [Figure 390] A diagram showing the shape of a lower tray in a medal-less gaming machine according to a tenth embodiment. [Figure 391] A diagram showing the shape of a lower tray in a medal-less gaming machine according to a tenth embodiment. [Figure 392] FIG. 22 is a diagram showing an example of cable wiring in the gaming machine according to the tenth embodiment. [Figure 393] FIG. 22 is a diagram showing an example of cable wiring in the gaming machine according to the tenth embodiment. [Figure 394] FIG. 23 is a diagram showing a symbol arrangement table of the gaming machine according to the eleventh embodiment. [Figure 395] FIG. 23 is a diagram showing an internal lottery table (non-bonus state: configuration example 1) of the gaming machine according to the eleventh embodiment. [Figure 396] FIG. 23 is a diagram showing an internal lottery table (bonus state: configuration example 1) of the gaming machine according to the eleventh embodiment. [Figure 397] FIG. 23 is a diagram showing an internal lottery table (bonus state: configuration example 2) of the gaming machine according to the eleventh embodiment. [Figure 398] FIG. 23 is a diagram showing an internal lottery table (bonus state: configuration example 3) of the gaming machine according to the eleventh embodiment. [Figure 399] FIG. 20 is a diagram illustrating the bonus state (configuration example 3) of the gaming machine according to the 11th embodiment. [Figure 400] This is a diagram explaining example 1 of the bonus probability change specification according to the RT state. [Figure 401] This is a diagram explaining example 2 of the bonus probability change specification according to the RT state. [Figure 402] This is a diagram explaining example 3 of the bonus probability change specification according to the RT state. [Figure 403] This is a diagram explaining example 4 of the bonus probability change specification according to the RT state. [Figure 404]This is a diagram explaining example 5 of the bonus probability change specification according to the RT state. [Figure 405] This is a diagram explaining example 6 of the bonus probability change specification according to the RT state. [Figure 406] This is a diagram explaining example 7 of the bonus probability change specification according to the RT state. [Figure 407] This is a diagram explaining example 8 of the bonus probability change specification according to the RT state. [Figure 408] FIG. 23 is a diagram showing an internal lottery table (non-bonus state: configuration example 2) of the gaming machine according to the eleventh embodiment. [Figure 409] This is a diagram explaining example 9 of the bonus probability change specification according to the RT state. [Figure 410] This is a diagram explaining example 10 of the bonus probability change specification according to the RT state. [Figure 411] This is a diagram explaining example 11 of the bonus probability change specification according to the RT state. [Figure 412] This is a diagram explaining example 12 of the bonus probability change specification according to the RT state. [Figure 413] This is a diagram explaining example 13 of the bonus probability change specification according to the RT state. [Figure 414] This is a diagram explaining example 14 of the bonus probability change specification according to the RT state. [Figure 415] This figure shows an internal lottery table (non-bonus state: conventional example), an internal lottery table of a gaming machine related to the 11th embodiment (variant example) (non-bonus state: configuration example 3), and an internal lottery table of a gaming machine related to the 11th embodiment (variant example) (non-bonus state: configuration example 4). [Figure 416] FIG. 10 is a diagram illustrating a conventional example of providing an advantage after the bonus ends. [Figure 417] FIG. 10 is a diagram illustrating variant 1, which provides an advantage after the bonus ends. [Figure 418] FIG. 10 is a diagram illustrating a second modification that provides an advantage after the bonus ends. [Fig. 419] FIG. 10 is a diagram illustrating a comparison between a conventional example and a modified example that provides an advantage after the bonus ends. [Figure 420]FIG. 10 is a diagram illustrating a modified example 3 (another example) that provides an advantage after the bonus ends. [Figure 421] FIG. 10 is a diagram illustrating performance control by main counter correction. [Figure 422] FIG. 10 is a diagram illustrating performance control by main counter correction. [Figure 423] FIG. 10 is a diagram illustrating performance control by main counter correction. [Figure 424] FIG. 10 is a diagram illustrating performance control by main counter correction. [Figure 425] FIG. 10 is a diagram illustrating performance control by main counter correction. [Figure 426] FIG. 10 is a diagram illustrating performance control by main counter correction. [Figure 427] FIG. 10 is a diagram illustrating performance control by main counter correction. [Figure 428] FIG. 10 is a diagram illustrating performance control by main counter correction. [Figure 429] FIG. 10 is a diagram illustrating performance control by main counter correction. [Fig. 430] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 431] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 432] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 433] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Fig. 434] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 435] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 436] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 437] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Fig. 438] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 439] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Fig. 440] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 441] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 442] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 443] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 444] A figure showing an example of a color notification effect lottery table for the gaming machine of this embodiment. [Figure 445] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 446] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 447] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 448] 10A and 10B are diagrams illustrating examples of specifications for displaying winning symbols, etc. [Figure 449] 10A and 10B are diagrams illustrating the relationship between a warning display and a text display. [Figure 450] 10A and 10B are diagrams illustrating the relationship between a warning display and a text display. [Figure 451] 10A and 10B are diagrams illustrating the relationship between a warning display and a text display. [Figure 452] 10A and 10B are diagrams illustrating the relationship between a warning display and a text display. [Figure 453] 10A and 10B are diagrams illustrating the relationship between a warning display and a text display. [Figure 454] 10A and 10B are diagrams illustrating the relationship between a warning display and a text display. [Figure 455] 10A and 10B are diagrams illustrating the relationship between a warning display and a text display. [Figure 456] 10A and 10B are diagrams illustrating the relationship between a warning display and a text display. [Figure 457] 10A and 10B are diagrams illustrating the relationship between a warning display and a text display. [Figure 458] FIG. 10 is a diagram illustrating the control of the display of a game method. [Fig. 459] FIG. 10 is a diagram illustrating the control of the display of a game method. [Figure 460] FIG. 10 is a diagram illustrating the control of the display of a game method. [Figure 461] FIG. 10 is a diagram illustrating the control of the display of a game method. [Figure 462] FIG. 10 is a diagram illustrating the control of the display of a game method. [Figure 463] FIG. 10 is a diagram illustrating the control of the display of a game method. [Fig. 464] FIG. 10 is a diagram illustrating the control of the display of a game method. [Figure 465] FIG. 10 is a diagram illustrating the control of the display of a game method. [Figure 466] FIG. 10 is a diagram illustrating the control of the display of a game method. [Figure 467] FIG. 10 is a diagram illustrating the control of the display of a game method. [Fig. 468] FIG. 10 is a diagram illustrating the control of the display of a game method. [Figure 469] FIG. 10 is a diagram illustrating the control of the display of a game method. [Figure 470] FIG. 10 is a diagram illustrating the control of the game mode display (comparison between normal gameplay without navigation and gameplay with navigation). [Figure 471] FIG. 10 is a diagram illustrating the control of character movement effects. [Figure 472] FIG. 10 is a diagram illustrating the control of character movement effects. [Fig. 473] FIG. 10 is a diagram illustrating the control of character movement effects. [Fig. 474] FIG. 10 is a diagram illustrating the effect control (part 1) before the payout number limiter is activated. [Figure 475] This is a diagram explaining the presentation control (part 2) before the payout number limiter is activated. [Figure 476] FIG. 10 is a diagram illustrating the performance control when the complete function is activated. [Figure 477] FIG. 10 is a diagram illustrating the performance control when the complete function is activated. [Figure 478] FIG. 10 is a diagram illustrating the performance control before the complete function is activated. [Figure 479] FIG. 10 is a diagram illustrating the performance control before the complete function is activated. [Figure 480] 10 is a diagram illustrating control of information suggestion display by a predetermined performance operation. FIG. [Figure 481] 10A and 10B are diagrams illustrating display control of the volume and light intensity adjustment bar. [Figure 482] FIG. 10 is a diagram illustrating a technique for making the batting order announcement easier to recognize. [Figure 483] FIG. 10 is a diagram illustrating a technique for making the batting order announcement easier to recognize. [Figure 484] FIG. 10 is a diagram illustrating the innovations used to enhance the interest of the revival performance. [Figure 485] FIG. 10 is a diagram illustrating the innovations used to enhance the interest of the revival performance. [Figure 486] FIG. 10 is a diagram illustrating a technique for connecting wireless earphones and the like. [Figure 487] FIG. 10 is a diagram illustrating a technique for connecting wireless earphones and the like. [Figure 488] FIG. 10 is a diagram illustrating a technique for connecting wireless earphones and the like. [Figure 489] FIG. 10 is a diagram illustrating a technique for connecting wireless earphones and the like. [Figure 490] FIG. 10 is a diagram illustrating a technique for connecting wireless earphones and the like. [Figure 491] FIG. 10 is a diagram illustrating a technique for connecting wireless earphones and the like. [Figure 492] FIG. 10 is a diagram illustrating a technique for connecting wireless earphones and the like. [Figure 493] FIG. 10 is a diagram illustrating a technique for connecting wireless earphones and the like. [Figure 494] FIG. 10 is a diagram illustrating a technique for connecting wireless earphones and the like. DETAILED DESCRIPTION OF THE INVENTION

[0012] [First embodiment] Hereinafter, a gaming machine according to this embodiment will be described with reference to the drawings. Note that in this embodiment, a pachislot machine will be described as an example of the gaming machine.

[0013] [1. Pachislot machine structure] First, the structure of the pachislot machine 1 will be described with reference to Figures 1 and 2. Note that Figure 1 is a diagram showing the external structure of the pachislot machine 1, and Figure 2 is a diagram showing the internal structure of the pachislot machine 1. For the sake of convenience, the following description of the external structure may sometimes explain part of the internal structure, and vice versa.

[0014] [1-1.External structure] [1-1-1. Cabinet] The pachislot machine 1 is composed of a rectangular box-shaped housing 2. The housing 2 has a metal cabinet G that serves as the gaming machine body and has a rectangular opening on the front side, an upper door mechanism UD located at the top front of the cabinet G, and a lower door mechanism DD located at the bottom front of the cabinet G.

[0015] The cabinet G has an intermediate support plate G1, a pair of left and right side walls G2, a rear wall G3, a top wall G4, and a bottom wall G5. The rear wall G3 and bottom wall G5 are not shown in Figures 1 and 2. Two openings G4a are formed in the top wall G4 of the cabinet G, penetrating the cabinet G in the vertical direction and spaced a predetermined distance apart in the horizontal direction. Wooden plate members G4b are attached to the top wall G4 so as to close the two openings G4a, respectively.

[0016] The plate member G4b is used to fix the pachislot machine 1 to a gaming island (not shown) when it is installed in an amusement parlor, and as long as such a fixing method is ensured, it can be made of metal or resin, or can be formed integrally with the top wall G4. Also, as long as a certain level of strength is ensured for the cabinet G, some or all of the components can be made of wood or resin.

[0017] Furthermore, an upper opening G101 that opens forward is formed on the upper side of the cabinet G, with an intermediate support plate G1 in between, and a lower opening G102 that opens forward is formed on the lower side of the cabinet G, with the intermediate support plate G1 in between. That is, the interior of the cabinet G is divided into an upper space and a lower space with the intermediate support plate G1 in between, and the intermediate support plate G1 functions as a partition plate that divides the interior of the cabinet G into the upper and lower spaces. The upper space is the space behind the upper door mechanism UD within the cabinet G, and accommodates the main display device 210 (described below) and the like. The lower space is the space behind the lower door mechanism DD within the cabinet G, and accommodates the reel unit RU, main control board 71 (described below), and the like.

[0018] The cabinet G does not necessarily have to include the intermediate support plate G1. In other words, the cabinet G may be configured without separating the upper and lower spaces as long as each device can be appropriately accommodated within the cabinet G. The cabinet G can also be referred to simply as a "box" or "main body," or, because it functions as a frame that supports or fixes the upper door mechanism UD and the lower door mechanism DD, it can also be referred to as a "main body frame," "support body," "support frame," "fixing frame," or the like.

[0019] [1-1-2. Front door] The upper door mechanism UD and the lower door mechanism DD are formed to correspond to the shape and size of the opening of the cabinet G, and are provided so as to be able to close the upper and lower spaces of the opening in the cabinet G. In other words, the upper door mechanism UD and the lower door mechanism DD function as a front door provided on the front side of the pachislot machine 1.

[0020] Furthermore, each of the upper door mechanism UD and the lower door mechanism DD is attached to the cabinet G so as to be able to open and close freely, for example, by an opening and closing mechanism (not shown), such as a hinge, provided on the left side wall G2. Note that it is also possible to configure either one of the upper door mechanism UD and the lower door mechanism DD to be able to open and close freely by the above-mentioned opening and closing mechanism, while the other can be attached and detached only when one of the door mechanisms is in the open state.

[0021] The upper door mechanism UD has a performance display window UD1 provided in its center and an upper lamp 23 provided above the performance display window UD1. The performance display window UD1 is configured as a transparent panel made of resin, for example, and allows visual recognition of performance images displayed on a screen device C that constitutes a main display device 210 (described below) provided on the back side of the window. In this embodiment, the main display device 210 that displays performances through the performance display window UD1 may be described as a main performance display unit 21.

[0022] The lower door mechanism DD has a main display window 4 provided in the approximate center of its upper part, and a reel unit RU attached to the inside of the cabinet G behind the main display window 4.

[0023] The reel unit RU is mainly composed of three reels: 3L (left reel), 3C (center reel), and 3R (right reel). Each reel 3L, 3C, and 3R is composed of, for example, a cylindrical reel body and a translucent reel band attached to the periphery of the reel body. The reel band has multiple (e.g., 20) symbols drawn at predetermined intervals along the reel rotation direction. The reels 3L, 3C, and 3R are arranged in parallel (in a horizontal row) so that they can rotate vertically at a constant speed. The main display window 4 is, for example, a transparent panel made of resin, and allows at least a portion (e.g., three) of the symbols on the periphery of each reel 3L, 3C, and 3R to be visible. In addition, a light source (a reel lamp, which is included in the lamps and LEDs described below) is provided inside each reel 3L, 3C, and 3R at a position where the symbols can be seen at least from the main display window 4, and at least when each reel 3L, 3C, and 3R is spinning, the reels are illuminated from the inside at a constant brightness, thereby ensuring the visibility of the symbols.

[0024] The lower door mechanism DD also has a sub-effect display unit 22 provided on the left side of the main display window 4, and an effect button 10b provided on the right side of the main display window 4. The sub-effect display unit 22 displays effect images displayed on the sub-display device 220, which will be described later. The sub-effect display unit 22 can be configured as a touch panel, and can function not only as an effect display but also as one of the effect buttons. The effect button 10b is an operation unit that accepts effect operations (effect operations) by the player.

[0025] In addition, the lower door mechanism DD has a base portion formed below the main display window 4 on an approximately horizontal surface, and has a MAX BET button 6a, a 1 BET button 6b, and a settlement button 9 on the left side, a performance button 10a located approximately in the center, and a medal insertion slot 5 located on the right side.

[0026] The MAX BET button 6a and the 1 BET button 6b are operation units that accept game operations (betting operations, which can also be called "insertion operations" or "betting operations") by the player to use medals deposited (credited) inside the pachislot machine 1. When the MAX BET button 6a is operated, if the current number of bets is less than the maximum number of bets (for example, 3 medals) and the number of credited medals is equal to or greater than that difference, the maximum number of bet medals will be bet. On the other hand, if the number of credited medals is less than that difference, no medals will be bet. Also, when the 1 BET button 6b is operated, if the current number of bets is less than the maximum number of bets and there is one or more credited medals, one medal will be bet.

[0027] The settlement button 9 is an operation unit that accepts a game operation (settlement operation) by the player to return (settle) credited medals. If the settlement button 9 is operated when there are no credited medals, the game unit may accept a game operation (C / P mode selection operation) by the player to select either a credit mode (C mode) in which inserted or paid-out medals are credited, or a pay mode (P mode) in which the medals are not credited, within the creditable number (for example, 50 medals). In other words, the settlement button 9 can also function as a so-called C / P button. The effect button 10a is an operation unit that accepts a game operation (effect operation) by the player for effect.

[0028] The medal insertion slot 5 accepts medals inserted into the pachislot machine 1 from outside by a player. The accepted medals are detected by a selector 31, which will be described later, and it is determined whether or not they are valid medals. If an accepted medal is not valid, the accepted medal is returned from a medal payout outlet 11, which will be described later. If an accepted medal is valid and the current number of bets is less than the maximum number of bets, one medal is bet. If the current number of bets is the maximum number of bets and the number of credited medals has not reached the creditable number, one medal is credited. On the other hand, if the number of credited medals has reached the creditable number, the accepted medal is returned from a medal payout outlet 11, which will be described later.

[0029] The lower door mechanism DD also has an information display device 14 provided between the main display window 4 and the base portion. The information display device 14 is configured to include a plurality of lamps (LEDs) or 7-segment LEDs, and displays information about the game depending on the lighting state of the lamps.

[0030] The lower door mechanism DD has, below the base, a start lever 7 on the left side, three stop buttons 8L, 8C, and 8R located approximately in the center, and a locking mechanism 15 on the right side. The start lever 7 is tiltable within a predetermined angle range and is an operation unit that accepts a game operation (start operation) by the player to start a game. Each stop button 8L, 8C, and 8R is provided corresponding to each reel 3L, 3C, and 3R and is an operation unit that accepts a game operation (stop operation) by the player to stop the respective reels' rotation.

[0031] The locking mechanism 15 is, for example, a key cylinder lock. When the lower door mechanism DD is closed, an amusement parlor manager (e.g., a store clerk at the amusement parlor; the same applies below) inserts a door key (not shown) into the keyhole and turns it clockwise to unlock the lock, placing the lower door mechanism DD in an open state. The locking mechanism 15 may also function as a reset switch in addition to managing the opening and closing of the door mechanism. For example, when an amusement parlor manager inserts the door key into the keyhole and turns it counterclockwise, the locking mechanism 15 may be configured to detect a reset operation similar to the reset switch 53 described below. In this embodiment, when the lower door mechanism DD is opened, the upper door mechanism UD may also be opened in conjunction with this. Alternatively, a separate locking mechanism corresponding to the upper door mechanism UD may be provided so that the opening and closing of each mechanism can be managed independently.

[0032] The lower door mechanism DD also has a lower panel 13 provided in the center of its lower part, a medal tray 12 provided below the lower panel 13, a medal payout outlet 11 provided above the medal tray 12, and sound-transmitting holes 24a, 24b provided on the left and right sides of the medal payout outlet 11.

[0033] The lower panel 13 is composed of a decorative panel bearing model information, such as a logo representing the model name or characters representing a motif, and a light source (a lower lamp, included in the lamps and LEDs described below) for illuminating the decorative panel from the rear side. The medal tray 12 stores medals dispensed from the medal payout outlet 11. The medal payout outlet 11 discharges medals dispensed (or returned) from the interior of the pachislot machine 1 to the outside. The medals dispensed from the medal payout outlet 11 include those dispensed from a hopper device 32 described below and those returned from a selector 31 via a cancel chute (not shown). The sound transmission holes 24a and 24b are located on the rear side of the pachislot machine 1 and allow sound, such as sound effects and background music, output from speakers 35a and 35b (the speaker 35a is not referenced in FIG. 2) attached to the interior of the cabinet G to pass through to the front side of the pachislot machine 1.

[0034] In this embodiment, the upper door mechanism UD and the lower door mechanism DD are provided in correspondence with the fact that the interior of the cabinet G is divided into an upper space and a lower space, but as long as the opening in the cabinet G can be opened and closed appropriately, the upper door mechanism UD and the lower door mechanism DD can be configured as a single door mechanism or as three or more door mechanisms. Also, the upper door mechanism UD and the lower door mechanism DD can be configured as a double door mechanism in the front-to-rear direction (for example, an outer door and an inner door). Furthermore, the upper door mechanism UD and the lower door mechanism DD can be simply referred to as "doors" or "doors," or, because they function as members that can open and close the opening in the cabinet G, they can also be referred to as "opening and closing members," "door members," or "door members."

[0035] [1-1-3. Fluctuation display section] As described above, the pachislot machine 1 includes the reels 3L, 3C, and 3R and the main display window 4. When the start lever 7 is operated (when a start operation is performed by a player), the stepping motors 51L, 51C, and 51R (described later) are driven and controlled to start the rotation of the reels 3L, 3C, and 3R. As a result, the symbols displayed in the main display window 4 are displayed in a variable manner. Furthermore, when the stop buttons 8L, 8C, and 8R are operated (when a stop operation is performed by a player), the stepping motors 51L, 51C, and 51R (described later) are driven and controlled to stop the rotation of the reels 3L, 3C, and 3R. As a result, the symbols displayed in the main display window 4 are displayed in a static manner.

[0036] That is, each of the reels 3L, 3C, 3R and the main display window 4 constitutes a variable display unit (means) capable of variably displaying (and stopping) multiple symbols in multiple rows, or multiple variable display units (means) capable of variably displaying (and stopping) multiple symbols. The variable display unit (means) can also be called a "symbol display unit (means)" or a "variable display unit (means)." The symbols can also be called "pictures" or "designs," and in that sense can also be called "identification information," etc., as long as they are information that can be visually identified by the player.

[0037] The main display window 4 is configured so that when the rotation of each of the reels 3L, 3C, and 3R is stopped, three consecutively arranged symbols are displayed within its frame. That is, the main display window 4 displays one symbol in each of the upper, middle, and lower areas of each column (three symbols in total) (the symbols are displayed in a 3-row by 3-column format within the frame of the main display window 4). The main display window 4 is sometimes referred to as a "symbol display area" or a "window portion," etc.

[0038] In addition, pay lines are defined in the main display window 4. Pay lines are lines used to determine whether a specified combination of symbols is displayed when all the symbols in all columns are stopped and displayed in response to the player's stop operation. In this sense, pay lines can also be called "win lines" or "determination lines." Pay lines are also configured as lines connecting any of the regions in each column. In other words, if the main display window 4 is configured to display symbols in a 3-row by 3-column format, up to 27 pay lines can be defined. However, in practice, one or more of these lines can be defined as pay lines, and the remaining lines can be defined as inactive lines.

[0039] For example, the line connecting the middle area of ​​reel 3L, the middle area of ​​reel 3C, and the middle area of ​​reel 3R is called the "center line," the line connecting the upper area of ​​reel 3L, the upper area of ​​reel 3C, and the upper area of ​​reel 3R is called the "top line," the line connecting the lower area of ​​reel 3L, the lower area of ​​reel 3C, and the lower area of ​​reel 3R is called the "bottom line," the line connecting the lower area of ​​reel 3L, the middle area of ​​reel 3C, and the upper area of ​​reel 3R is called the "cross-up line," and the line connecting the upper area of ​​reel 3L, the middle area of ​​reel 3C, and the lower area of ​​reel 3R is called the "cross-down line," etc. Since these lines connect the areas of each column in a straight line, one or more of these lines are often defined as active lines. However, as mentioned above, so-called irregular lines connecting the areas of each column with broken lines can also be defined as active lines.

[0040] Furthermore, in order for an active line to be activated, the player must bet the number of medals required for the current game (the number of medals that can be used to start a game) prior to starting the game. However, the number of activated active lines may be the same regardless of the number of bets, or may vary depending on the number of bets. For example, if the three lines, the "center line," "top line," and "bottom line," are defined as active lines, in the former case, the "center line," "top line," and "bottom line" are activated regardless of the number of bets, from 1 to 3. On the other hand, in the latter case, if the number of bets is 1, only the "center line" is activated; if the number of bets is 2, the "center line" and "top line" are activated; and if the number of bets is 3 (the maximum number of bets), the "center line," "top line," and "bottom line" are activated.

[0041] In this embodiment, the variable display unit has three reels 3L, 3C, and 3R and a main display window 4 that can display three symbols in each column, thereby displaying symbols in a 3-row by 3-column format, but the symbol display format in the variable display unit is not limited to this. For example, the number of reels can be one, two, or four or more, and the number of symbols displayed in each column can be one, two, or four or more, to display symbols in a format different from the above format. In this case, the number of definable active lines can also be increased or decreased as appropriate.

[0042] Furthermore, in this embodiment, the variable display unit variably displays the symbols by rotating each of the reels 3L, 3C, and 3R, but the configuration of the variable display unit is not limited to this. For example, it may be configured using an image display device similar to the main display device 210 and the sub display device 220 described below, or it may be configured using other display devices (for example, organic EL, 7-segment LED, etc.). Furthermore, it may be configured using other physical devices (for example, a belt, etc.). Furthermore, the arrangement, size, etc. of the variable display unit can be changed as appropriate.

[0043] Furthermore, in this embodiment, the variable display unit functions as a main display unit directly related to the game and is controlled by the main control circuit 100 (described later). However, a variable display unit may also be provided as a sub-display unit related to effects not directly related to the game and controlled by the sub-control circuit 200 (described later). The sub-display unit may be configured using, for example, the main display device 210 or the sub-display device 220. That is, not only the main display unit but also the sub-display unit may be provided as a variable display unit that variably displays symbols in response to a player's start operation (or the fulfillment of other start conditions) and stops displaying symbols in response to a player's stop operation (or the fulfillment of other stop conditions). In this case, to enable a player to identify whether a variable display unit is directly related to the game, an identification mark indicating the words "reel" or "main reel" may be attached near the main display unit, thereby enabling the player to identify the variable display unit as the main display unit. Such an identification display may be displayed on the main display device 210 or the sub-display device 220.

[0044] [1-1-4. Medal slot] As described above, the pachislot machine 1 is equipped with a medal insertion slot 5 that accepts medals inserted into the pachislot machine 1 by a player from outside. The medal insertion slot 5 and the selector 31, described below, function to bet the number of medals required for one game, similar to the MAX BET button 6a and the 1 BET button 6b. Therefore, this insertion action can also be described as a betting operation. Therefore, the medal insertion slot 5 can also be said to be a betting operation detection unit (means) that can detect a player's betting operation. The shape, arrangement, size, etc., of the medal insertion slot can be changed as appropriate. Furthermore, when the pachislot machine 1 is configured as a medalless gaming machine, as described below, the medal insertion slot is not necessarily a required component.

[0045] In this embodiment, medals are used as gaming media as gaming value used in games or awarded according to game results, but gaming value used in this manner is not limited to this. For example, coins, gaming balls, gaming point data or tokens, etc. may also be used. Furthermore, gaming value may simply be referred to as "value" or "gaming value," etc.

[0046] [1-1-5.Operation section] The pachislot machine 1 is equipped with the following operation units as operation units that can be operated by the player. Note that the operation units shown below are merely examples, and the machine may be configured to include operation units different from these, and operation units that are not necessarily required may not be included.

[0047] [1-1-5-1. Bet button] As described above, the pachislot machine 1 is equipped with a MAX BET button 6a and a 1 BET button 6b that accept a player's betting operation to use medals deposited (credited) therein. Furthermore, such betting operations are detected by a bet switch 6S, which will be described later. Therefore, the MAX BET button 6a, the 1 BET button 6b, and the bet switch 6S constitute a bet operation detection unit (means) that can detect a player's bet operation. Note that the bet buttons only need to be able to detect a player's bet operation, and their shape, placement, size, and the like can be changed as appropriate. Furthermore, while the MAX BET button 6a and the 1 BET button 6b are provided in this embodiment, it is also possible to provide only the MAX BET button 6a without the 1 BET button 6b. Furthermore, a 2 BET button for betting two medals may also be provided separately.

[0048] [1-1-5-2.Start lever] As described above, the pachislot machine 1 is equipped with the start lever 7 that receives a start operation by the player to start a game. This start operation is detected by the start switch 7S, which will be described later. Therefore, the start lever 7 and the start switch 7S constitute a start operation detection unit (means) that can detect the start operation by the player. Note that the start lever may be modified as appropriate in terms of its shape, position, size, etc., as long as it is capable of detecting the start operation by the player.

[0049] [1-1-5-3. Stop button] As described above, the pachislot machine 1 is provided with stop buttons 8L, 8C, and 8R, each corresponding to a reel 3L, 3C, and 3R, that accept a player's stop operation to stop the reels. Such a stop operation is detected by a stop switch 8S, which will be described later. Therefore, the stop buttons 8L, 8C, and 8R and the stop switch 8S constitute a stop operation detection unit (means) that can detect a player's stop operation. The stop buttons may be modified in shape, position, size, and the like, as long as they are capable of detecting a player's stop operation.

[0050] [1-1-5-4. Checkout button] As described above, the pachislot machine 1 is equipped with a settlement button 9 that accepts a player's settlement operation (return operation) to return (settle) credited medals. Furthermore, such a settlement operation is detected by a settlement switch 9S, which will be described later. Therefore, the settlement button 9 and the settlement switch 9S constitute a settlement operation detection unit (means) that can detect a player's settlement operation. Note that the settlement button only needs to be capable of detecting a player's settlement operation, and its shape, arrangement, size, etc. can be changed as appropriate.

[0051] [1-1-5-5. Stage buttons] As described above, the pachislot machine 1 is equipped with effect buttons 10a and 10b that accept effect operations by the player. Such effect operations are detected by detection switches (not shown) provided corresponding to the respective effect buttons. Therefore, the effect buttons 10a and 10b and the detection switches constitute an effect operation detection unit (means) capable of detecting effect operations by the player. The effect buttons only need to be capable of detecting effect operations by the player, and their shape, arrangement, size, etc. can be changed as appropriate. In addition, while the present embodiment is provided with two effect buttons 10a and 10b, the machine can be configured without either of these buttons, or with only one of these buttons. It can also be configured with three or more effect buttons.

[0052] The main uses of the effect buttons are to change the effect mode when a specific effect (for example, an operation-linked effect described below) is executed, and to perform selection and confirmation operations in a user menu described below. Therefore, it is also possible to configure the device so that effect buttons are provided according to the purpose. For example, the effect buttons 10a and 10b are used for the former purpose, and the touch panel described above is used for the latter purpose. For the latter purpose, it is also possible to configure the device so that a jog dial, a cross key, or the like capable of receiving selection and confirmation operations is provided as a separate effect button.

[0053] [1-1-6. Medal payout outlet] As described above, the pachislot machine 1 is equipped with a medal payout outlet 11 that discharges medals that are paid out (or returned) from inside the pachislot machine 1 to the outside. When a win occurs and medals are paid out, the medal payout outlet 11 awards medals paid out from a hopper device 32 (described later) to the player, and therefore can also be said to be part of a bonus awarding means that awards a bonus to the player. The shape, arrangement, size, etc. of the medal payout outlet can be changed as appropriate. Furthermore, when the pachislot machine 1 is configured as a medalless gaming machine (described later), the medal payout outlet is not necessarily a required component.

[0054] [1-1-7. Medal tray] As described above, the pachislot machine 1 is equipped with a medal tray 12 that stores medals paid out from the medal payout opening 11. In other words, the medal tray 12 constitutes a storage section (means) that can store the awarded gaming value. The shape, arrangement, size, etc. of the medal tray can be changed as appropriate. Furthermore, when the pachislot machine 1 is configured as a medalless gaming machine, which will be described later, this is not necessarily a required component.

[0055] [1-1-8. Waist Panel] As described above, the pachislot machine 1 is equipped with a lower back panel 13, which is composed of, for example, a decorative panel on which model information is depicted and a lower back lamp for illuminating the decorative panel from the rear side. The lower back panel 13 basically indicates to the player in an easy-to-understand manner what model the pachislot machine 1 is, but it can also be configured as one of the effect execution means capable of executing effects, for example, by the lighting mode of the lower back lamp, or by configuring the lower back panel 13 itself as an image display device or the like.

[0056] [1-1-9. Information display section] As described above, the pachislot machine 1 is provided with the information display device 14 that displays information about the game by its lighting mode. That is, the information display device 14 constitutes an information display unit (means) that can display information about the game.

[0057] The information display device 14 includes, for example, an insert lamp, a start lamp, a replay lamp, a bet number lamp, a credit lamp, a payout number lamp, an instruction monitor, a limit lamp, and the like.

[0058] The insert lamp lights up to indicate that medals can be inserted. The start lamp lights up to indicate that play can begin by operating the start lever 7. The replay lamp lights up to indicate that medals have been automatically inserted due to the replay function. The bet number lamp lights up to indicate the number of medals bet. The credit lamp indicates the number of medals credited depending on how it lights up. The payout number lamp indicates the number of medals paid out (payout number) depending on the game result depending on how it lights up.

[0059] The instruction monitor is also configured to include a notification lamp (stop operation display unit) and a section lamp (status display unit). Under circumstances where information about a stop operation is notified to the player (e.g., in an AT state), the notification lamp displays information about the stop operation by lighting up in a manner that uniquely corresponds to the information about the stop operation being notified. The "manner that uniquely corresponds to the information about the stop operation being notified" refers to, for example, a manner in which the instruction monitor displays the number "1" when notifying the push order (which may be referred to as the "batting order" in this embodiment) "1st (performing the first stop operation on reel 3L)," a number "2" when notifying the push order "2nd (performing the first stop operation on reel 3C)," and a number "3" when notifying the push order "3rd (performing the first stop operation on reel 3R)." The notification lamp does not necessarily have to be provided separately from the credit lamp and the payout number lamp. For example, information about the stop operation may be displayed using either the credit lamp or the payout number lamp.

[0060] As described above, in this embodiment, when information about a stop operation is notified to a player, the information about the stop operation is notified not only by a sub-side notification means (e.g., the main effect display unit 21) controlled by the sub-control circuit 200 (described later), but also by an instruction monitor serving as a main-side notification means controlled by the main control circuit 100 (described later). Note that the notification mode of the main-side notification means and the notification mode of the sub-side notification means may be different from each other. That is, the main-side notification means only needs to notify the information about the stop operation in a mode that uniquely corresponds to the information about the stop operation to be notified, and does not necessarily need to notify the information about the stop operation directly. For example, when notifying the push order "1st," even if the number "1" is displayed on the instruction monitor, some players may not be able to identify the content of the notification. On the other hand, the sub-side notification means only needs to directly notify the information about the stop operation. For example, when notifying the push order "1st," the main effect display unit 21 only needs to directly notify the information about the stop operation to perform the first stop operation on reel 3L.

[0061] Furthermore, the section lamp, when lit, indicates that the current state is in the advantageous section, described below. For example, when transitioning from a non-advantageous section to an advantageous section, described below, the section lamp lights up at any timing before play in the advantageous section begins, and when the advantageous section ends and transitions to a non-advantageous section, the lamp goes out at any timing before play in the non-advantageous section begins. Note that the timing of lighting the section lamp is not limited to this. For example, when transitioning from a non-advantageous section or advantageous section, described below, in a performance section (normal advantageous section) to a later-described increase section (AT state) in an advantageous section for the first time, the lamp may light up at any timing before play in the increase section begins. In other words, the section lamp may indicate that the advantageous section is in a performance section or an increase section, regardless of whether it is a performance section or an increase section, or may indicate at least the period from the start of the first increase section to the end of the advantageous section, including this.

[0062] Furthermore, the limit lamp indicates whether or not a limit process, which will be described later, has been executed, or the possibility of such an execution, depending on the lighting state. For example, by lighting up when a limit process has been executed, it notifies the player that a state advantageous to the player (for example, an AT state) has been forcibly ended by the execution of the limit process. Also, for example, by flashing when the execution of the limit process is imminent, it notifies the player that there is a high possibility that the advantageous state will be forcibly ended by the execution of the limit process. In addition to these, by providing triggers for lighting, flashing, or turning off, other information related to the limit process can also be appropriately notified.

[0063] [1-1-10. Production display section] As described above, the pachislot machine 1 includes a main effect display unit 21 and a sub effect display unit 22 that display effect images. The main effect display unit 21 and the sub effect display unit 22 constitute an effect display unit (means) that can display effects. They are also configured as one of the effect execution means that can execute effects from a visual perspective for the player.

[0064] The main display unit 21 includes a main display device 210 that displays effects through a display window UD1. The main display device 210 is configured as a display unit A that is replaceably mounted on an intermediate support plate G1 within the cabinet G. The display unit A is a so-called projection mapping device that includes an illumination unit B that emits light for image display and a screen device C that displays an image by irradiating the light from the illumination unit B. While the main display device 210 is configured as described above in this embodiment to provide a sophisticated and powerful display effect, the configuration of the main display device 210 is not limited thereto. As long as it can provide visual effects to the player, it can be configured as an image display device such as a liquid crystal display device or organic electroluminescence (EL) display device, a 7-segment LED display device, or a dot display device. Furthermore, the shape, layout, size, and other aspects of the main display device can be appropriately modified based on these factors. Furthermore, in cases where the pachislot machine 1 is a game that is primarily entertaining through the results of the so-called numbers, it may be configured so as not to have a main performance display unit 21 (the same applies to the sub-performance display unit 22).

[0065] The sub-effect display unit 22 includes a sub-display device 220. The sub-display device 220 is configured as a liquid crystal display device. Like the main display device 210, the sub-display device 220 can be configured as another image display device or display device, or as a variable display device or dot display device. From this perspective, its shape, layout, size, and other factors can be appropriately modified. Since the main effect display unit 21 has a large screen, it primarily displays effects closely related to the current game, such as push order notifications, win notifications, and continuous effects. Since the sub-effect display unit 22 has a small screen, it primarily displays effects less closely related to the current game, such as game history. This allows for separate display content depending on the purpose. In addition, in this embodiment, two effect display units, the main effect display unit 21 and the sub-effect display unit 22, are provided. However, the configuration may include neither of these units, or only one of them. Three or more effect display units may also be provided.

[0066] [1-1-11. Lamp] As described above, the pachislot machine 1 is equipped with one or more lamps (light-emitting means) that can produce effects by changing their light-emitting modes (not only lighting, blinking, or extinguishing, but also their brightness and light-emitting color if configured as a full-color LED), such as the upper lamp 23 given as an example. Furthermore, such light-emitting means is configured as one of the effect execution means that can produce effects from a visual perspective for the player. From this perspective, the number, shape, arrangement, size, etc. of the light-emitting means can also be changed as appropriate.

[0067] Other lamps included in the lamps and LEDs described below include, for example, side lamps provided on both end faces of the upper door mechanism UD and the lower door mechanism DD, and operation unit lamps provided in each operation unit. Note that, since the latter include a function to inform the player whether or not each operation unit is operable, when performing this function, the light emission pattern does not change depending on the performance content, but can be controlled to emit light in a unique light emission pattern.

[0068] [1-1-12.Speaker] As described above, the pachislot machine 1 is equipped with speakers 35a, 35b that output sounds such as sound effects and background music. The speakers 35a, 35b constitute audio output means capable of producing effects by outputting sounds. They are also configured as one of the effect execution means capable of producing effects from an auditory perspective for the player. From this perspective, the number, shape, arrangement, size, etc. of the speakers can be changed as appropriate.

[0069] [1-1-13. Other production equipment] It should be noted that the pachislot machine 1 may be provided with other performance devices in addition to the various performance devices (performance execution means) described above. For example, it is possible to provide a performance device such as a movable performance device, a vibration performance device that produces a performance by vibration, or an air performance device that produces a performance by injecting air, and the like, to perform a performance. In other words, any performance device that can perform a performance that appeals to any of the player's five senses (sight, hearing, touch, taste, and smell) (allowing the player to recognize that a performance is being performed) can be used. Therefore, in this embodiment, "performing a performance" means that a performance may be performed using one or more of the various performance devices (performance execution means) described above, unless otherwise specified.

[0070] [1-2. Internal structure] [1-2-1. Selector] The selector 31 (reference numeral omitted in FIG. 2) is a path through which medals inserted through the medal insertion slot 5 flow down, and is provided on the back side of the lower door mechanism DD. The selector 31 includes, for example, a medal sensor 31S, which will be described later, and a sorting device.

[0071] The medal sensor 31S detects medals inserted through the medal insertion slot 5 and determines whether the detected medals are appropriate. If the medal sensor 31S determines that the detected medals are appropriate and the system is ready to accept the medals, the sorting device is controlled and driven to guide the medals toward the hopper device 32, described below. In this case, the number of bets or credits is incremented by one. On the other hand, if the medal sensor 31S determines that the detected medals are not appropriate, or if the system is not ready to accept the medals, the sorting device is controlled and driven to return the medals through the cancel chute and from the medal payout outlet 11. If an abnormality occurs in the detection of medals by the medal sensor 31S, a selector error occurs. In this case, the error state is cleared by eliminating the cause of the abnormality (for example, a medal jam) and performing a reset operation.

[0072] That is, the selector 31 constitutes a game medium detection unit (means) capable of detecting the inserted game medium. The selector 31 also constitutes a determination means capable of determining whether the inserted game medium is proper or not. The selector 31 also constitutes a sorting means that stores the inserted game medium internally if it is proper, and discharges the inserted game medium externally if it is improper. The configuration, arrangement, size, etc. of the selector 31 can be changed as appropriate. Furthermore, when the pachislot machine 1 is configured as a medalless gaming machine, which will be described later, the selector 31 is not necessarily a required component.

[0073] [1-2-2.Hopper device] The hopper device 32 is provided in the lower space within the cabinet G. The hopper device 32 has, for example, a bucket section that stores medals that are inserted through the medal insertion port 5 and guided by the selector 31, a disk section that is provided at the bottom of the bucket section and stirs the medals stored in the bucket section and guides them one by one to the discharge section, a discharge section that discharges the medals guided by the disk section one by one, and a count sensor that counts the medals discharged from the discharge section.

[0074] The bucket is configured to be able to store a certain number of medals. Any medals exceeding this number are guided through a guide passage provided on the top side to the auxiliary medal storage 33, which will be described later. If the medals stored in the bucket become empty, a hopper empty error occurs. In this case, the error state can be cleared by refilling the bucket with medals and performing a reset operation.

[0075] The disk unit has multiple medal-shaped cutouts formed radially from the center, and when the central shaft is rotated in accordance with a drive signal, medals that fit into the cutouts are guided one by one to the discharge unit. The rotation of the disk unit stirs the medals stored in the bucket unit. If an abnormality occurs in the rotation of the disk unit, a hopper jam error occurs. In this case, the error state will be cleared by eliminating the cause of the abnormality (for example, a medal jam) and performing a reset operation.

[0076] The count sensor detects medals dispensed from the dispenser and counts the number of medals. For example, when one medal is dispensed, the disk starts rotating, and then the count sensor counts the dispensed medal and stops the rotation of the disk. In this way, the correct number of medals is dispensed.

[0077] In other words, the hopper device 32 constitutes a gaming media payout unit (means) capable of paying out gaming media. As described above, it can also be said to be part of a bonus granting means for granting bonuses to players. The configuration, arrangement, size, etc. of the hopper device 32 can be changed as appropriate. Furthermore, when the pachislot machine 1 is configured as a medal-less gaming machine, which will be described later, the hopper device 32 is not necessarily a required component.

[0078] [1-2-3. Auxiliary Medal Storage] The auxiliary medal storage 33 is provided in the lower space within the cabinet G. The auxiliary medal storage 33 has, for example, a storage section that stores medals guided from the bucket section of the hopper device 32, and an auxiliary medal storage switch 33S that is provided near the storage section and detects the amount of medals stored in the storage section.

[0079] The storage unit is configured to be able to store a certain number of medals. If the auxiliary medal storage switch 33S determines that more than the certain number of medals have been stored, an auxiliary medal storage error occurs. In this case, the error state is cleared by reducing the number of medals stored in the storage unit to at least below the certain number and then performing a reset operation.

[0080] That is, the auxiliary medal storage 33 constitutes a surplus game medium storage section (means) capable of storing surplus game media. The configuration, arrangement, size, etc. of the auxiliary medal storage 33 can be changed as appropriate. Also, when the pachislot machine 1 is configured as a medalless game machine, which will be described later, this is not necessarily a required configuration.

[0081] [1-2-4.Power supply device] The power supply device 34 is provided in the lower space within the cabinet G. The power supply device 34 has, for example, a power supply board 34a and a power switch 34b, and supplies power to the pachislot machine 1 when the power switch 34b is turned on. The power supply device 34 converts 100V AC power supplied from a power cable (not shown) into DC power required by each component, similar to household electrical appliances, and supplies the converted power to each component. In other words, the power supply device 34 constitutes a power supply unit (means) capable of supplying the required power to the gaming machine. The configuration, arrangement, size, etc. of the power supply device 34 can be changed as appropriate.

[0082] In this embodiment, the setting key switch 52 and reset switch 53 described below are configured to be provided on the main control board 71 (more specifically, on the main control board case described below), but these switches can also be configured to be provided on the power supply unit 34.

[0083] [1-2-5. Circuit board] The pachislot machine 1 is equipped with the following boards as boards necessary for various controls: Note that the boards shown below are merely examples, and the configuration may include boards other than these, and boards that are not necessarily required among these may not be included.

[0084] [1-2-5-1. Main control board] The main control board 71 is attached to the rear side of the reel unit RU inside the cabinet G. The main control board 71 is a game control board that controls games, and is housed in a transparent (or nearly transparent) resin main control board case (not shown) so that its state can be seen. The electrical configuration of the main control board 71 will be described later.

[0085] There are various restrictions on the specifications of the main control board 71, and although it is generally configured with various electronic components mounted in a DIP, some or all of the various electronic components may be configured with SMT (surface mounting). In this case, test points may be provided for verifying operation using a tester or oscilloscope. Small electronic components not exceeding 6 square mm may be used for some or all of the various electronic components. The board surface of the main control board 71 may also be configured with multiple layers.

[0086] [1-2-5-2. Sub-control board] The sub-control board 72 is attached to the back side of the intermediate support plate G1 inside the cabinet G. The sub-control board 72 is a performance control board that controls performance-related aspects, and is housed in a resin sub-control board case (not shown). The sub-control board case can be configured as a transparent (or nearly transparent) resin case like the main control board case, or as an opaque (or nearly opaque) case made of another material. The electrical configuration of the sub-control board 72 will be described later.

[0087] [1-2-5-3. Other boards] (Main relay board) The main relay board 73 (reference numeral omitted in FIG. 2 ) is attached to a specific position within the cabinet G (for example, on the rear side of the lower door mechanism DD) and is an intermediate control board that relays between the main control board 71 and various devices connected to the main relay board 73, and between the main control board 71 and the sub-control board 72. Note that the main relay board 73 is configured as a separate board from the main control board 71 for the sake of control efficiency and wiring efficiency. Therefore, unless there is a particular problem, it is also possible to have the main control board 71 perform all of the functions of the main relay board 73, and to eliminate the main relay board 73. From this perspective, the main relay board 73 may be further divided into multiple relay boards to improve control efficiency and wiring efficiency. In other words, multiple boards may be provided as main relay boards.

[0088] (Sub-relay board) The sub-relay board 74 is attached to a specific position within the cabinet G (for example, on the rear side of the lower door mechanism DD) and is an intermediate control board that relays between the sub-control board 72 and various devices connected to the sub-relay board 74, and between the main control board 71 and the sub-control board 72. Since the sub-relay board 74 is configured as a separate board from the sub-control board 72 for the sake of control efficiency and wiring efficiency, it is also possible to have the sub-control board 72 perform all of the functions of the sub-relay board 74 and not provide the sub-relay board 74 unless there is a particular problem. From this perspective, the sub-relay board 74 may be further divided into multiple relay boards to improve control efficiency and wiring efficiency. In other words, multiple boards may be provided as sub-relay boards.

[0089] (External centralized terminal board) The external centralized terminal board 55 is attached to a specific position within the cabinet G (for example, the back of the lower space) and outputs signals such as a medal insertion signal, a medal payout signal, external signals 1-4, and a security signal to the outside of the pachislot machine 1. The output start and end conditions for external signals 1-4 can be set appropriately, making it possible to report to the outside the transition of the internal state of the pachislot machine 1 (for example, bonus state or AT state) according to the gameplay. Furthermore, since the external centralized terminal board 55 is usually connected to an external data display device or hall computer, these devices can also recognize not only the medal insertion and payout status and error occurrence status of the pachislot machine 1, but also the transition of such internal states.

[0090] (Testing machine interface board) The first interface board 301 for the test machine and the second interface board 302 for the test machine are both relay boards used to output various signals related to gameplay to the test machine during a certification test (test firing test) of the pachislot machine 1 (note that these relay boards are not installed in the pachislot machine 1 as a released product for sale, and therefore the various electronic components necessary for connecting to the first interface board 301 for the test machine and the second interface board 302 for the test machine are not mounted on the main control board 71 for sale). For example, test signals for controlling major game-related operations (e.g., internal lottery, reel stop control, etc.) are output via the first interface board 301 for the test machine, and test signals related to the push order navigation determined by the main control board 71 are output via the second interface board 302 for the test machine.

[0091] [2. Electrical configuration of pachislot machines] Next, the electrical configuration of the pachislot machine 1 will be described with reference to Fig. 3. Fig. 3 is a block diagram showing the electrical configuration of the pachislot machine 1.

[0092] As described above, the pachislot machine 1 has a main control board 71, a sub-control board 72, a main relay board 73, and a sub-relay board 74. The main control board 71 and the main relay board 73, the main relay board 73 and the sub-relay board 74, and the sub-relay board 74 and the sub-control board 72 are electrically connected to each other. Furthermore, the main control board 71 and the sub-control board 72 are electrically connected to each other so that one-way serial communication is possible from the main control board 71 to the sub-control board 72 via the main relay board 73 and the sub-relay board 74.

[0093] The main control board 71 is equipped with a main control circuit 100, which functions as a game control unit that controls games. The main control circuit 100 includes, for example, a main CPU 101, a main ROM 102, a main RAM 103, a clock pulse generating circuit (not shown), a random number circuit (not shown), and the like. The main ROM 102 stores various control programs executed by the main CPU 101, various data tables, and data for sending various control commands to the sub-control circuit 200. The main RAM 103 has a storage area for storing various data, such as internal winning combinations determined by the execution of the control programs. The clock pulse generating circuit generates a clock pulse signal for operating the main CPU 101. The random number circuit generates random numbers within a predetermined range (e.g., 0 to 65535 or 0 to 255). The main CPU 101 executes various control programs based on the generated clock pulse signal. Furthermore, the main CPU 101 extracts one or more random value values ​​from the generated random numbers as needed. In this way, control over all game operations is carried out.

[0094] The sub-control board 72 is equipped with a sub-control circuit 200 that functions as a performance control unit that controls performance. The sub-control circuit 200 includes, for example, a sub-CPU 201, a sub-RAM 203, etc. A ROM cartridge board 202 is also connected to the sub-control board 72. The ROM cartridge board 202 stores various control programs executed by the sub-CPU 201, various data tables, and various performance data (for example, video data and drive data related to the main display device 210, video data related to the sub-display device 220, lamp data related to the lamp / LED group, sound data related to the speaker group, etc.). The sub-RAM 203 is provided with a storage area for registering performance content and various performance data determined by execution of the control program, a storage area for storing data related to various control commands sent from the main control board 71, etc. The random number values ​​for effects may be generated and extracted within the sub-CPU 201 from a predetermined range of random numbers (e.g., 0 to 32767), or may be generated and extracted by providing a random number circuit similar to the main control circuit 100. Alternatively, a sub-ROM may be included in the sub-control circuit 200 instead of the ROM cartridge board 202, and various control programs and the like may be stored in the sub-ROM. Alternatively, various effect data may be stored in the ROM cartridge board 202, and various control programs and various data tables may be stored in the sub-ROM within the sub-control circuit 200. The sub-control circuit 200 may also include a dedicated image processor (e.g., also referred to as a "VDP"), such as a GPU, which generates (edits) the images displayed on the main display device 210 and the sub-display device 220.

[0095] The main control board 71 is electrically connected to the stepping motors 51L, 51C, 51R, the setting key switch 52, the reset switch 53, the winning ratio monitor device 54, the external central terminal board 55, the hopper device 32, the medal auxiliary storage switch 33S, and the power supply device 34. The main control board 71 is also electrically connected to the door opening / closing monitoring switch 56, the medal sensor 31S, the bet switch 6S, the start switch 7S, the stop switch 8S, the adjustment switch 9S, and the information display device 14 via the main relay board 73. If the first interface board 301 for the test machine and the second interface board 302 for the test machine are mounted, they are electrically connected to the main control board 71 via the main relay board 73, for example.

[0096] The external centralized terminal board 55, hopper device 32, medal auxiliary storage switch 33S, power supply device 34, medal sensor 31S, bet switch 6S, start switch 7S, stop switch 8S, settlement switch 9S, information display device 14, first interface board 301 for test machine and second interface board 302 for test machine have already been explained, so their explanation will be omitted here.

[0097] Each stepping motor 51L, 51C, and 51R is connected to each reel 3L, 3C, and 3R via a gear with a predetermined reduction ratio, and the drive rotates and stops each reel 3L, 3C, and 3R. Since each pulse output to each stepping motor 51L, 51C, and 51R rotates each reel 3L, 3C, and 3R by a fixed angle, the main CPU 101 counts the number of pulses output to each stepping motor 51L, 51C, and 51R and manages the symbol positions of each reel 3L, 3C, and 3R based on this count. Each reel 3L, 3C, and 3R is also provided with a reel index (not shown) that determines the initial position for this management, and an index sensor (not shown) that detects the position of the reel index.

[0098] The setting key switch 52 is used when changing the setting value of the pachislot machine 1 (for example, six levels of setting 1 to setting 6) (setting change) or when checking the setting of the pachislot machine 1 (setting check). Here, the setting value indicates the degree of advantage the player has in playing the game, and normally, the lower the setting value (for example, the closer to setting 1), the lower the degree of advantage the player has, and the higher the setting value (for example, the closer to setting 6), the higher the degree of advantage the player has. For example, when an administrator at the gaming parlor inserts a setting key (not shown) into the keyhole and turns it counterclockwise from the initial position, the setting key switch 52 is turned on, and when it is returned from the counterclockwise position, the setting key switch 52 is turned off. When the power supply of the pachislot machine 1 is off, the settings can be changed by turning on the setting key switch 52 and then turning on the power supply, and the settings can be confirmed by turning on the setting key switch 52 while the power supply of the pachislot machine 1 is still on.

[0099] The reset switch 53 can detect a reset operation by the gaming parlor's administrator. The reset operation is an operation to clear various error states. Furthermore, the reset switch 53 can detect a setting value confirmation operation by the gaming parlor's administrator when the setting is changeable. When the reset switch 53 is operated when the setting is changeable, the setting value increases by one each time (when setting 6 is reached, it returns to setting 1). This allows the setting value to be confirmed. The setting value thus confirmed is confirmed when the start lever 7 is subsequently operated once. In other words, the start switch 7S can detect a setting value confirmation operation by the gaming parlor's administrator. Thus, to change the setting, the following setting change operation is required: turning the setting key switch 52 on, operating the reset switch 53 to select a setting value, operating the start lever 7 to confirm the selected setting value, and then turning the setting key switch 52 off. This is just one example of a setting change operation, and the setting can also be changed by other operations. Furthermore, when changing or checking the settings, the current setting value may be displayed on the credit lamp or payout number lamp, for example.

[0100] The winning combination monitor 54 is configured, for example, with a four-digit, seven-segment LED and is provided inside the main control board case. The winning combination monitor 54 sequentially displays various percentage information related to games compiled and calculated by the main CPU 101. This percentage information is used by the gaming parlor manager to check for any unauthorized modifications to the pachislot machine 1. The winning combination monitor 54 may be mounted on the main control board 71 or on another board (e.g., a percentage display board) connected to the main control board 71. It may also be provided elsewhere within the cabinet G. For example, it may be provided on the main control board case. A management switch for starting the display on the winning combination monitor 54 or switching its content may be provided within the cabinet G, and when this switch is operated, the various percentage information described above may be displayed. Furthermore, assuming the use of such a management switch, for example, the information display device 14 may also be used as the winning combination monitor 54. In addition, in order to be able to confirm that the 4-digit 7-segment LED of the role ratio monitor device 54 is functioning normally immediately after power-on or after a predetermined time has passed since power-on (for example, about 10 seconds, a buffer time that takes into account the time required for starting up the main control circuit 100 and sub-control circuit 200), it is desirable to configure it so that it lights up (or blinks) for a predetermined period of time with a test pattern such as "8.8." (a pattern in which all segment and decimal LEDs light up).

[0101] In the role ratio monitor device 54, for example, the first two digits display the type of the ratio information, and the last two digits display a value (%) indicating the ratio information. Here, the various types of ratio information displayed on the role ratio monitor device 54 include, for example, cumulative specific section ratio information, consecutive role ratio information and role ratio information for the most recent 6000 games, cumulative consecutive role ratio information and role ratio information, etc.

[0102] The specific section ratio information is information that indicates the proportion of the number of plays in a play section (for example, 175,000 games for "cumulative"; 6,000 games for "last 6,000 games"; the same applies below) in which information on stop operations advantageous to the player was notified (for example, in AT state) (or it may simply be the number of plays in an advantageous section). In addition, the continuous feature ratio information is information that indicates the proportion of the number of medals paid out during the operation of a first-class special feature (RB) (including the operation of a first-class special feature (RB) when the feature continuous operating device (BB) related to the first-class special feature is in operation) out of the number of medals paid out in the play section of the target number of plays. In addition, the device ratio information is information that indicates the ratio of the number of medals paid out during the operation of the first type special device (RB), the second type special device (CB), and the normal device (SB) to the number of medals paid out in the play area of ​​the target number of games.Here, "during the operation of the first type special device (RB)" is a concept that includes the operation of the first type special device (RB) when the device continuous operation device (BB) related to the first type special device is in operation, and "during the operation of the second type special device (CB)" is a concept that includes the operation of the second type special device (CB) when the device continuous operation device (MB) related to the second type special device is in operation.

[0103] In addition, a game zone in which information on a stop operation advantageous to the player is being notified (e.g., an automatic turnaround (AT) state) can be regarded as a zone in which a special feature is in operation or a continuous feature operation device is in operation, and the respective percentage information can be used for aggregation and calculation. In other words, the role ratio monitor device 54 need only display the necessary percentage information appropriately, and the various percentage information that can be displayed are not limited to these. Furthermore, for a machine in which the corresponding numerical information (corresponding information) does not exist, such as when displaying continuous feature percentage information on a machine that does not have a first-class special feature (RB), or when displaying specific section percentage information on a machine that does not have a favorable section function (AT function), it is desirable to display a non-corresponding information identification display, such as by lighting two vertical bars in the center of the last two digits of the four-digit seven-segment LED that display the numerical information (% information indicating the ratio) when the relevant item is displayed, such as "- -," so that the user can immediately recognize that the machine does not have corresponding information.

[0104] The door open / close monitoring switch 56 is provided, for example, on the opening / closing side (right side) of the lower door mechanism DD. It may be configured to be provided on the rear side of the lower door mechanism DD or on the cabinet G side. A similar door open / close monitoring switch may also be provided on the upper door mechanism UD. The door open / close monitoring switch 56 monitors the opening / closing of the lower door mechanism DD by turning on when the lower door mechanism DD is in the open state and turning off when the lower door mechanism DD is in the closed state. It should be noted that if the door open / close monitoring switch 56 is turned on, a door open error occurs. In this case, the error state is cleared by closing the lower door mechanism DD.

[0105] The sub-control board 72 is electrically connected to the ROM cartridge board 202, the main display device 210, and the sub-display device 220. The sub-control board 72 is also electrically connected via the sub-relay board 74 to the 24-hour door monitoring unit 61, a group of performance buttons such as performance buttons 10a and 10b, lamps and LEDs such as the upper lamp 23, and a group of speakers such as speakers 35a and 35b.

[0106] The ROM cartridge board 202, the main display device 210, the sub-display device 220, the performance buttons, the lamps, LEDs, and the speakers have already been explained, so an explanation of these will be omitted here.

[0107] The 24-hour door monitoring unit 61, like the door open / close monitoring switch 56, is installed, for example, on the opening / closing side (right side) of the lower door mechanism DD. Similar to the door open / close monitoring switch 56, the 24-hour door monitoring unit 61 has the function of monitoring the opening / closing of the lower door mechanism DD. However, by enabling such monitoring to be performed on the sub-control circuit 200 side, it is possible to further store the opening / closing history of the lower door mechanism DD for a certain period of time. This opening / closing history can be confirmed from the hall menu, which will be described later. Therefore, for example, if there is a history of the door being opened after the amusement parlor manager has left outside of business hours, or if there is a history of the door being open for a long period of time during business hours, it is possible to recognize that there is a high possibility of fraudulent activity.

[0108] [3. Pachislot machine function flow] Next, the functional flow of the pachislot machine 1 will be described with reference to Fig. 4. Fig. 4 is a diagram for explaining the functional flow of the pachislot machine 1.

[0109] When a player inserts a medal into the pachislot machine 1 (a bet operation is performed) and operates the start lever 7 (a start operation is performed), one random number value (in this embodiment, this may be described as a "random number value for internal lottery") is extracted from a predetermined range of random numbers (for example, 0 to 65535).

[0110] The internal lottery means (main CPU 101, which performs the internal lottery process described below) performs a lottery based on the extracted random number value and determines an internal winning combination. The determination of the internal winning combination determines in advance the combination of symbols permitted to be displayed on the pay line. The types of symbol combinations include "winning" combinations that provide the player with benefits such as medal payouts, replay activation, and bonus activation, and other so-called "losing" combinations. A combination that results in the payout of medals is referred to as a "minor combination," a combination that activates replays is referred to as a "replay combination," and a combination that activates a bonus (bonus state) is referred to as a "bonus combination." A combination that can result in an internal winning combination (i.e., a combination of symbols that is permitted to be achieved) is sometimes simply referred to as a "combination." An internal winning combination is sometimes referred to as a "winning combination," a "predetermined result," or a "derivation allowance condition," etc. The internal lottery means may also be referred to as a "role determining means," a "winning role determining means," a "predetermining means," or a "derivation allowable condition determining means."

[0111] Furthermore, when the start lever 7 is operated (a start operation is performed), multiple reels are rotated. Thereafter, when the player operates the stop buttons (respective stop buttons 8L, 8C, and 8R) corresponding to the reels (respective reels 3L, 3C, and 3R) (a stop operation is performed), the reel stop control means (main CPU 101, which performs the reel stop control process described below) controls the stopping of the corresponding reels based on the internal winning combination and the timing (including the order in which the stop buttons are pressed) of the stop buttons. Note that the operation means for performing the start operation is not limited to a lever-shaped device such as the start lever 7, and may be any operation means that allows the player to perform the start operation. Also, the operation means for performing the stop operation is not limited to a button-shaped device such as the stop buttons 8L, 8C, and 8R, and may be any operation means that allows the player to perform the stop operation.

[0112] In the pachislot machine 1, basically, control is performed to stop the rotation of the corresponding reel within a specified time (190 msec) from when the stop button is pressed. In this embodiment, the number of symbols that move as the reel rotates within this specified time is called the "number of sliding pieces." In this embodiment, when the specified period is 190 msec, the maximum number of sliding pieces (maximum number of sliding pieces) is set to four symbols.

[0113] When an internal winning combination that allows the display of a winning symbol combination is determined, the reel stop control means stops the rotation of the reels so that the symbol combination is displayed on the pay line as much as possible within a specified time, typically 190 msec (equivalent to four symbols). The reel stop control means also uses the specified time to stop the rotation of the reels so that symbol combinations that are not permitted to be displayed by the internal winning combination are not displayed on the pay line. The symbols displayed when the reels stop spinning are sometimes referred to as "stop display" or "display result." The display of symbols when the reels stop spinning is sometimes referred to as "deriving the stop display" or "deriving the display result."

[0114] Furthermore, the reel stop control means may be configured to automatically stop each reel when a predetermined automatic stop time has elapsed since the reels began to spin, even if the player has not performed a stop operation. In this case, since the reels will stop without the player's stop operation, it is desirable to stop the spinning of the reels so that no winning symbol combination is displayed along the pay line, even if any internal winning combination has been determined.

[0115] When all of the reels have stopped spinning in this way, the winning determination means (main CPU 101, which performs the winning activation determination process described below) determines whether the combination of symbols displayed on the pay line is related to a winning prize (or any other predetermined combination). That is, it determines whether a winning symbol combination (or any other predetermined combination of symbols) has been achieved. Then, when the winning determination means determines that the displayed symbol combination is related to a winning prize (or any other predetermined combination) (that is, a winning symbol combination (or any other predetermined combination of symbols) has been achieved), a bonus such as a payout of medals is given to the player, or various controls are performed in response to this. In the pachislot machine 1, for example, one game (unit game) is played in the above-described sequence.

[0116] The winning determination means may simply determine whether the symbol combination displayed on the pay line corresponds to any of a plurality of predetermined symbol combinations, or may determine whether the symbol combination corresponds to a symbol combination related to an internal lottery role determined by the internal lottery means. That is, in the former case, it may determine whether the symbol combination is related to a winning role separately from the internal lottery role. In this case, as long as the reel stop control means appropriately controls the reels to stop, the prevention of erroneous winning can be sufficiently guaranteed, thereby reducing the control burden related to erroneous winning detection. On the other hand, in the latter case, by determining whether the symbol combination related to a winning role is a symbol combination that is permitted to win, it is possible to detect erroneous winning in the event of an erroneous winning due to a reel malfunction or the like, thereby improving security.

[0117] Furthermore, in pachislots, during the flow of the series of game operations described above, various effects are produced by using the display devices (e.g., the main display device 210, the sub-display device 220, etc.), the light output from various lamps (e.g., the upper lamp 23, etc.), the sound output from speakers (e.g., speakers 35a, 35b, etc.), or a combination of these. In other words, these are effect execution means that execute the effects. The content of the effects executed by the effect execution means may be determined on the main control circuit 100 side (main side) or on the sub-control circuit 200 side (sub side). In other words, any of these can be effect content determination means.

[0118] For example, when the start lever 7 is operated (a start operation is performed), a random number value for effect is sampled separately from the random number value for internal lottery. When the random number value for effect is sampled, the effect content determination means determines by lottery (or according to predetermined determination conditions) the effect to be executed this time from among a plurality of types of effect contents associated with the internal winning combination.

[0119] Next, when the effect content is determined by the effect content determination means, the effect execution means executes the corresponding effect in conjunction with each trigger, such as when the reels start to spin, when each reel stops spinning, when it is determined whether or not a prize has been won, etc. In this way, in the pachislot machine 1, for example, by executing the effect content associated with the internal winning combination, the player is provided with an opportunity to know or predict the determined internal winning combination (which can also be expressed as the combination of symbols to aim for or the order in which buttons should be pressed), thereby increasing the player's interest.

[0120] [4. Basic specifications regarding the playability of pachislot machines] Next, the basic specifications regarding the playability of the pachislot machine 1 will be explained.

[0121] [4-1. Design placement] As described above, the pachislot machine 1 is designed to play games by displaying multiple symbols in a variable and static manner. Therefore, the main control circuit 100 must be configured to be able to determine which symbols are located at which positions on each of the reels 3L, 3C, and 3R. Therefore, the main ROM 102 stores data for identifying the type of symbol located at each symbol position on at least each of the reels 3L, 3C, and 3R. While various data configurations can be employed as long as the above objective is achieved, the present embodiment uses a symbol arrangement table (see FIG. 9) described below as an example.

[0122] The symbol arrangement table specifies symbol position data (e.g., "0" to "19") indicating the position of each symbol in the rotation direction of each of the reels 3L, 3C, and 3R. Each symbol position data is associated with data for identifying the type of symbol (e.g., a symbol code). The symbol arrangement table also specifies the position of the symbol located in the middle region of each reel within the frame of the main display window 4 when the reel index is detected as "0." The number of symbols in each column, the number of symbol types, the maximum number of sliding pieces, and the like can be changed and specified as appropriate.

[0123] [4-2. Design Combination] As described above, the pachislot machine 1 is designed so that the combination of displayed symbols affects the game outcome. That is, the pachislot machine 1 can award various benefits, transition from the current state to a relatively advantageous state, or transition from the current state to a relatively unfavorable state, depending on the combination of displayed symbols. Therefore, the main control circuit 100 must be configured to be able to grasp such combinations of symbols. For this reason, the main ROM 102 is provided with data for identifying such combinations of symbols. Note that various data configurations can be adopted as long as the above purpose is achieved. In this embodiment, the symbol combination table (see FIGS. 11 to 14), which will be described later, is used as an example.

[0124] The symbol combination table specifies data (for example, "display combination" or "winning activation flag") indicating the types of combinations of a plurality of predetermined symbols among the symbol combinations that can be displayed on the pay line. The symbols that make up each symbol combination can be specified, for example, using the symbol code or the like described above. Data indicating the type of benefit or the like (for example, "payout, etc.") is associated with each symbol combination. The symbol combination table basically has a data configuration that corresponds to the winning flag storage area, winning activation flag storage area, and symbol code storage area (see Figure 17), which will be described later. The number of types of symbol combinations or the content of the benefit or the like can be changed and specified as appropriate.

[0125] [4-3. Internal lottery winner] As described above, the pachislot machine 1 is designed so that the game outcome is affected by which symbol combinations are permitted to be displayed (predetermined in advance). That is, the pachislot machine 1 is capable of determining the internal winning combination (i.e., the type of symbol combination that can be displayed (or the type of bonus that can be awarded)) prior to (in advance of) the player's stop operation. Therefore, the main control circuit 100 must be configured to be able to grasp such internal winning combinations. For this reason, the main ROM 102 is provided with data for identifying such internal winning combinations. Note that various data configurations can be adopted as long as the above purpose is achieved, and in this embodiment, the internal lottery table (see FIG. 10), which will be described later, is used as an example.

[0126] The internal lottery table specifies data indicating the types of multiple predetermined internal winning combinations (for example, "No." or "winning number") and lottery values ​​that determine each internal winning combination in each gaming state. Note that the lottery values ​​may vary depending on the set value. Also, each internal winning combination is associated with the type of (corresponding) symbol combination that is permitted to be displayed. Note that in the pachislot machine 1, it is possible to associate multiple symbol combinations with one internal winning combination, and when such an internal winning combination is determined, the symbol combination that is displayed is determined by stop control.

[0127] Here, for example, in the internal lottery process (see FIG. 26; more specifically, the internal winning combination determination process of S64) described later in this embodiment, first, a random number value extracted from a predetermined numerical range (for example, 0 to 65535) by a random number circuit is sequentially added and updated with a lottery value specified corresponding to each internal winning combination. Next, it is determined whether the lottery result (lottery value + random number value) exceeds 65535 (whether the lottery result has overflowed). Then, for a predetermined internal winning combination, if the result of this determination exceeds 65535, the internal winning combination is awarded (the internal winning combination is determined). However, if no internal winning combination exceeds 65535 even after this determination has been made for all internal winning combinations, the internal winning combination for this game will be a "lose." It should be noted that this is merely one example of internal lottery processing, and various methods can be adopted for the lottery processing method as long as an appropriate lottery is performed according to the lottery value (winning probability). For example, the extracted random number value may be sequentially subtracted and updated by a lottery value specified corresponding to each internal winning combination, and then the internal winning combination may be determined by determining whether the subtraction result (lottery result) is below 0 (whether the lottery result underflows).

[0128] In this way, in the internal lottery table, the larger the specified lottery value of an internal winning combination, the higher the probability of it being determined (winning probability). The winning probability of each internal winning combination can be expressed as "lottery value specified for each winning number / number of all random number values ​​that can be drawn (random number denominator: 65536)".

[0129] [4-4. Stop control] As described above, the pachislot machine 1 is designed so that the game outcome is affected by the final symbol combination displayed by the player's stop operation, among the symbol combinations permitted to be displayed based on the determination of the internal winning combination. That is, the pachislot machine 1 is capable of controlling (determining) the type of symbol combination that will ultimately be displayed based not only on the type of determined internal winning combination, but also on the timing and sequence of the player's stop operations (also referred to as the "stop operation mode" or "stop operation procedure"). Therefore, the main control circuit 100 must be configured to determine the type of stop control to be performed for each internal winning combination in accordance with the player's stop operation mode. For this reason, the main ROM 102 contains data for identifying such stop control modes. While various data configurations can be adopted as long as the above objective is achieved, in this embodiment, a stop table and a pull-in priority table (not shown) are used as examples.

[0130] The stop table prescribes data indicating the amount of movement of symbols (e.g., "number of sliding symbols") for each symbol position data of reels 3L, 3C, and 3R. For example, suppose a predetermined stop table is selected in a game in which a predetermined internal winning combination is determined. Next, suppose a stop operation is performed on reel 3L while it is spinning. At this time, suppose the stop start position (the symbol position data in the middle area of ​​reel 3L at the time the stop operation is performed) is "0." Furthermore, suppose the number of sliding symbols prescribes for symbol position data "0" in the predetermined stop table is "4." In this case, the main control circuit 100 controls reel 3L to stop at a symbol position four symbols away (the position of symbol position data "4") (the planned stop position becomes "4"). Thus, the stop table prescribes data (number of sliding symbols) that allows for direct determination of the stop position. Note that this data configuration is merely an example. Furthermore, stop control using such a stop table is generally referred to as "table control."

[0131] The attraction priority table prescribes data (e.g., "attraction priority") indicating which symbol combination is to be preferentially displayed (attracted) when there are multiple symbol combinations permitted to be displayed. For example, suppose a predetermined attraction priority table is selected in a game in which a predetermined internal winning combination is determined. Here, the predetermined internal winning combination permits the display of symbol combination A and symbol combination B, and the predetermined attraction priority table prescribes an attraction priority such that symbol combination B is preferentially displayed over symbol combination A. Next, suppose a stop operation is performed on reel 3L while it is spinning. At this time, suppose the stop start position is "0".

[0132] The main control circuit 100 then searches for symbols that make up symbol combination A and symbol combination B at each symbol position within the maximum number of sliding symbols (e.g., "4"), including the stop start position, to determine whether they are present. If neither symbol is present, the main control circuit 100 determines the stop position according to a predetermined rule (e.g., stopping the symbol at a closer position, stopping the symbol at a farther position, etc.). If only symbols that make up symbol combination A are present, the main control circuit 100 determines the stop position corresponding to the symbol. If only symbols that make up symbol combination B are present, the main control circuit 100 determines the stop position corresponding to the symbol. If both symbols are present, the main control circuit 100 determines the stop position corresponding to the symbol that makes up symbol combination B, since symbol combination B is displayed preferentially over symbol combination A. Note that the pull-in priority may be stored for all symbol positions during the rotation of the target reel according to the selected pull-in priority table, or may be stored for each symbol position within the maximum number of sliding symbols, including the stop start position, when a stop operation is performed on the target reel. This data configuration is merely an example. Furthermore, performing stop control using such a pull-in priority table is generally called "control control."

[0133] In this embodiment, the stop control can be performed by only performing "table control" or by only performing "control control." Alternatively, the stop control can be performed in such a way that the stopping position is tentatively determined by performing "table control," and then a more appropriate stopping position is searched for by performing "control control," and the stopping position can be changed depending on the search result.

[0134] In this way, in the pachislot machine 1, the combination of symbols that will ultimately be displayed on the pay line is determined based on, for example, the following three factors.

[0135] The first element is the determined internal winning combination (the lottery result of the internal lottery process). For example, if the result of the internal lottery process is a "miss," the combination of symbols related to any of the replay roles, the combination of symbols related to the minor role, or the combination of symbols related to the bonus role will not ultimately be displayed on the active line. Note that a "miss" can be considered to be one of the internal winning roles, or it can be considered to be a lottery result in which no internal winning role is determined.

[0136] The second factor is the timing of the player's stop operation (the position of the symbols (pressed position) when the player operates one of the stop buttons). For example, in this embodiment, the maximum number of sliding pieces is set to four symbols, so even if one of the internal winning combinations is won as a result of the internal lottery process, if the symbols that make up the combination of symbols that are allowed to be displayed are positioned on an active line (or each active line if there are multiple active lines) in excess of four symbols, the combination of symbols may not be displayed depending on the timing of the player's stop operation. This is known as a "miss."

[0137] The third element is the player's push order (the order in which the player operates the stop button). For example, in this embodiment, an internal winning combination associated with a combination of multiple symbols may be determined, and in this case, the combination of symbols finally displayed on the activated line may vary depending on the player's push order. Such an internal winning combination is called a "push order combination," and if it is a replay combination, it may be called a "push order replay," and if it is a minor combination, it may be called a "push order minor combination."

[0138] [4-5. Game Status] In the pachislot machine 1, various game states can be set as game states in order to change the degree of advantage to the player or to achieve intended gameplay. An example of such a game state will be described below.

[0139] [4-5-1. Bonus state] In the pachislot machine 1, when a bonus role is won and the symbol combination associated with the bonus role is displayed on an active line, it is possible to transition to a bonus state (activate the bonus state). Note that it is also possible to configure the machine not to provide such a bonus state. Alternatively, it is also possible to configure the machine to provide multiple bonus roles, thereby providing multiple bonus states. When a bonus role is won, a state (carry-over state) occurs in which the bonus role is carried over as an internally won role over multiple games until the symbol combination associated with the bonus role is displayed on an active line. Such a bonus role is sometimes referred to as a "carry-over role." Such a carry-over state is also sometimes referred to as a "(bonus) flag interval" or "(bonus) internally active" state.

[0140] The bonus state is a state in which it is possible to vary the lottery mode of the small role (including the winning probability and its contents, or the mode of stop control, etc.; the same applies below) compared to a state in which the bonus state is not activated (non-bonus state) (since it is also a state in which it is possible to vary the lottery mode of the replay role, the bonus state can also be regarded as one mode of the RT state described below). Therefore, if such a lottery mode is a lottery mode that is relatively advantageous to the player, the bonus state becomes a gaming state that is more advantageous than the non-bonus state. On the other hand, if such a lottery mode is a lottery mode that is relatively disadvantageous to the player, the bonus state becomes a gaming state that is less advantageous than the non-bonus state.

[0141] Examples of bonus roles include a first-class special role (RB), a role continuous operating device (BB) associated with a first-class special role, a second-class special role (CB) (but not a carryover role), a role continuous operating device (MB) associated with a second-class special role, and a normal role (SB) (but not a carryover role). For example, the bonus states corresponding to each bonus role are configured as follows: The RB state is configured as a game state that ends when a predetermined number of wins (e.g., the upper limit is 8 times) or a predetermined number of games (e.g., the upper limit is 12 times) have been played. The BB state is configured as a game state that ends when more medals than a predetermined number of payouts (e.g., the upper limit is 285) have been paid out.

[0142] The CB state is configured as a game state that ends when one game is played. The MB state is configured as a game state that ends when a number of medals exceeding a predetermined payout number (for example, the upper limit is 153 medals) are paid out, or when RB or SB is won during the MB state. The SB state is configured as a game state that ends when one game is played.

[0143] The activation condition for the bonus state is not limited to the display of a combination of symbols associated with the bonus role on a payline. For example, during the operation of a special feature continuous activation device (BB) associated with a first-class special feature, a special feature (RB) can be configured to automatically activate when the feature continuous activation device (BB) associated with the first-class special feature begins operation, when play begins when the first-class special feature is not in operation, or when the first-class special feature ends operation. In other words, the RB can be controlled to always be in operation while the BB is in operation, without specifying the symbol combination associated with the RB. Here, the RB during BB operation is sometimes referred to as "JAC" or the like, and this automatic RB activation during BB operation is sometimes referred to as "auto JAC." Furthermore, during BB operation, the RB can be controlled to be in operation when a specified symbol combination associated with the RB appears on a payline. This type of RB activation based on the display of a corresponding symbol combination is sometimes referred to as "manual JAC." The same applies to the relationship between the special device continuous operation device (MB) related to the second type of special device and the second type of special device (CB). In other words, it is possible to control so that the CB is always in operation while the MB is in operation without specifying the combination of symbols related to the CB, or it is possible to control so that the CB is in operation when the specified combination of symbols related to the CB is displayed on the pay line while the MB is in operation.

[0144] [4-5-2.RT state] In the pachislot machine 1, when a predetermined transition condition is met, it is possible to transition to the RT state (activate the RT state). Note that it is also possible to configure the machine so that such an RT state is not provided. It is also possible to configure the machine so that multiple RT states are provided. The RT state is a state in which the lottery mode of the replay combination can be changed compared to the state in which the RT state is not activated (non-RT state). Therefore, if such a lottery mode is relatively advantageous to the player, the RT state becomes a more advantageous gaming state than the non-RT state. On the other hand, if such a lottery mode is relatively disadvantageous to the player, the RT state becomes a less advantageous gaming state than the non-RT state. Furthermore, when multiple RT states are provided, the same applies to the multiple RT states. In this case, an RT state in which the lottery pattern for the replay role (particularly the winning probability) is relatively favorable to the player may be referred to as a "high RT state" or a "high probability replay state," while an RT state in which the lottery pattern for the replay role (particularly the winning probability) is relatively unfavorable to the player may be referred to as a "low RT state" or a "low probability replay state."

[0145] The RT state can be transitioned when any of the following transition conditions are met: In addition, when multiple RT states are provided, the same applies to transitions between the multiple RT states.

[0146] (1) When you win RB, BB or MB. (2) When the combination of symbols related to RB, BB, or MB is displayed (3) When the RB state, BB state, or MB state ends (4) When a specific combination of symbols is displayed when RB, BB, or MB has not been won (not carried over) and the player is not in RB, BB, or MB state. (5) When a predetermined number of games have been played after the transition conditions of (3) or (4) are met.

[0147] [4-5-3.AT state] In the pachislot machine 1, when a predetermined transition condition is met, it is possible to transition to the AT state (activate the AT state). Note that it is also possible to configure the machine not to provide such an AT state. It is also possible to configure the machine to provide multiple AT states. The AT state is a gaming state that is configured as a more advantageous state than a state in which the AT state is not activated (non-AT state), for example, by notifying the player of information about a stop operation that is advantageous to the player when the above-mentioned push order role is won.

[0148] In addition, when multiple AT states are provided, the degree of advantage to the player can be varied by making the play period of each AT state (including the likelihood of extension if the period can be extended (also called "addition"; the same applies below)), the type of role to be notified when information on a stop operation is notified, or the probability of occurrence when information on a stop operation is notified, etc. different. In addition, the transition conditions and termination conditions of the AT state can be set appropriately according to the gameplay (excluding termination due to the execution of the limit processing described below). In addition, the AT state may be treated as if it were the bonus state described above, in which case it may be called a "pseudo bonus state" or the like.

[0149] Furthermore, as long as the play period in the AT state is managed appropriately, it may be managed by the number of games (number of plays) (game number management), or by the number of sets, with a predetermined number of games considered as one set (set number management). It may also be managed by the number of payouts or net increase (difference in number of coins) during the AT state (payout number management, difference in number of coins management). It may also be managed by the number of times (number of navigations) that notifications affecting the payout of medals in the AT state (for example, push order navigation when a push order minor win is won) are performed (navigation number management). The same applies when the AT state is extended. The play period granted when transitioning to the AT state and the play period granted when the AT state is extended may be managed by different management methods. When multiple AT states are provided, they may be managed by the same management method or by different management methods.

[0150] [4-5-4.ART status] In the pachislot machine 1, when a predetermined transition condition is met, it is possible to transition to an ART state (activate the ART state), which combines the above-mentioned high RT state and AT state. In other words, the ART state refers to an AT state that occurs in a high RT state. Therefore, since the ART state differs from the AT state in that at least a low RT state and a high RT state are provided as RT states and control is performed to transition to the high RT state (or to avoid transition to the low RT state), the basic control is the same as the AT state (if information about a stop operation advantageous to the player is notified and the high RT state is transitioned to (or transition to the low RT state is avoided), it can be said to be synonymous with the AT state). Note that when the transition condition for the ART state is met, the ART state may first be transitioned to the AT state, and then transitioned to the high RT state to transition to the ART state, or the ART state may be transitioned to the high RT state and the AT state simultaneously (or approximately simultaneously).

[0151] [4-5-5. Other game conditions] In addition, the pachislot machine 1 can also have game states other than the various game states described above. For example, the various modes in the advantageous zone (see Figures 5 and 6) described below are also states in which the player plays the game, and can change the degree of advantage of whether or not to transition to an AT state, which is a pseudo-bonus state, so these can be considered as game states. From a similar perspective, it is also possible to have game states that can change the degree of advantage of whether or not to transition to a bonus state. For example, when a bonus role is won (carried over), it is possible to configure the machine so that the degree of advantage of the player can be changed by providing a game state in which a combination of symbols related to the bonus role is more likely to be displayed by stop control, and a game state in which a combination of symbols related to the bonus role is relatively less likely to be displayed. In addition, for example, by providing a gaming state in which a bonus role is won with a predetermined probability (easy to win) and a gaming state in which the bonus role is won with a probability lower than the predetermined probability (relatively difficult to win), it is possible to configure the system so that the player's degree of advantage can be varied.

[0152] Furthermore, the following methods can be adopted as a method for varying the degree of advantage of whether or not to transition to the AT state (which may also include whether or not to extend the play period of that AT state while in the AT state; the same applies below). For example, a "special role" can be determined as an internal winning role. The number of medals awarded for this special role varies depending on the player's stop operation mode (which may be the stop operation timing, the push order, or a combination of these) (for example, if the stop operation mode is appropriate (correct), eight medals are paid out, and if it is inappropriate (incorrect), one medal or no medal is paid out).

[0153] Then, if the specific combination is won in a specific game state, and eight coins are paid out, no decision is made as to whether or not to change the degree of advantage of whether or not to transition to an AT state in this game to a more advantageous one (this may also include a decision as to whether or not to transition directly to an AT state, or whether or not to directly extend the game period of that AT state; hereinafter referred to as "advantageous decision"). On the other hand, if eight coins are not paid out, the advantageous decision is made in this game. Alternatively, if the specific combination is won in the above-mentioned specific game state, and eight coins are paid out, the advantageous decision is made in this game. On the other hand, if eight coins are not paid out, the advantageous decision is not made in this game.

[0154] In this way, when a player plays using a specific game method, the game may be configured so that, as a result of that play, an advantageous decision is made in the current game, or the advantageous decision is not made (advantageous decision is restricted). Note that the player may change between the current game and the next game, and if such restrictions continue into the next game and beyond, there is a risk that the (next) player will suffer a significant disadvantage. Therefore, it is desirable that such restrictions only apply to the current game and not continue into the next game and beyond. Such restrictions are also sometimes called "penalties."

[0155] [4-6. Gaming area] In order to prevent excessive gambling in the pachislot machine 1, it is possible to provide various game zones as game states based on concepts different from the game states described above. An example of such a game zone will be explained below. The game zones can be broadly divided into non-advantageous zones and advantageous zones.

[0156] (Non-advantageous section) The non-advantageous section is configured as a gaming period during which it is not possible to notify the player of a stop operation mode that is advantageous to the player, and has the following requirements: Note that the following requirements are merely examples, and if at least one of the requirements is relaxed or tightened, they can be changed accordingly.

[0157] (1) It is not possible to notify the player of advantageous stop operation modes (for example, push order navigation, etc.). Therefore, it is not possible to control the above-mentioned AT state or ART state.

[0158] (2) If the setting value is changed (setting changed), or if an initialization condition such as a "RAM abnormality" described below is met, the non-advantageous section is set as the initial state.

[0159] (3) When the limit processing described below is executed in the advantageous zone (i.e., when a predetermined value (e.g., the value of the advantageous zone game number counter or advantageous zone payout counter described below) that is updated as the game progresses during the advantageous zone reaches a specified value (e.g., 1,500 games or 2,400 coins)), a non-advantageous zone is set as the initial state. Note that the predetermined value may be referenced, and if the predetermined value reaches a specific updated value even before it reaches the specified value, the non-advantageous zone may be set using that as a condition. Also, if a predetermined termination condition is met during the advantageous zone and the zone is determined to end (e.g., if a lottery to determine the end of the advantageous zone is held and the lottery is won), the non-advantageous zone may be set using that as a condition.

[0160] (4) In the non-advantageous zone, processing related to the advantageous zone (for example, processing to determine whether to transition to the advantageous zone) can only be performed by referring to the determined internal winning combination, and cannot be performed by referring to various parameters other than the internal winning combination, such as the derived result display (combination of symbols) or the number of games played in the non-advantageous zone (or the advantageous zone before transition). Note that which internal winning combination has been determined can be determined by referring to data that directly indicates the internal winning combination, such as the winning number, or by referring to data that indirectly indicates the internal winning combination, such as a sub-flag (where multiple combinations are treated as one data item to be determined) generated or converted from the data of the internal winning combination.

[0161] (5) The non-advantageous zone is basically in state 1, and multiple states cannot be set within the non-advantageous zone. For example, it is not possible to set different states, such as the non-advantageous zone after the end of the advantageous zone being non-advantageous zone A, and the non-advantageous zone after the setting change being non-advantageous zone B.

[0162] (Advantageous area) The advantageous section is configured as a gaming period during which it is possible to notify the player of advantageous stop operation modes, and it meets the following requirements: Note that the following requirements are merely examples, and if at least one of the requirements is relaxed or tightened, they can be changed accordingly.

[0163] (1) It is possible to notify the player of advantageous stop operation modes (for example, push order navigation, etc.). Therefore, it is possible to control to the above-mentioned AT state or ART state.

[0164] (2) If the setting value is changed (setting changed), or if an initialization condition such as a "RAM abnormality" described below is met, the advantageous zone cannot be set as the initial state.

[0165] (3) If the limit processing described below is executed in a favorable zone, the favorable zone must be terminated.

[0166] (4) In the advantageous zone, processing related to the advantageous zone (for example, processing to determine whether to shift the gaming state (mode) during the advantageous zone or whether to extend a specific gaming state (mode)) can be performed not only by referring to the determined internal winning combination, but also by referring to various parameters other than the internal winning combination, such as the derived result display (combination of symbols) and the number of games played during the advantageous zone. Other examples of the various parameters that can be referred to include, for example, bonus information such as points that can be awarded according to the various parameters described above, the type of bonus state, the type of RT state, the timing of the stop operation of any of the reels, or the push order.

[0167] (5) Multiple states can be set within the advantageous zone. For example, states such as a normal state that is unfavorable to the player, a CZ state that makes it easier to transition to the AT state, or an AT state in which the expected value of medal increase is positive when a stop operation is performed in response to a notification can be set. In addition, for example, states such as a CZ precursor state that is set as a waiting state until the actual transition to the CZ state in response to a decision to transition to the CZ state in the normal state, and in which a premonition effect suggesting a transition to the CZ state can be performed, or an AT precursor state that is set as a waiting state until the actual transition to the AT state in response to a decision to transition to the AT state in the normal state or the CZ state, and in which a premonition effect suggesting a transition to the AT state can be performed can also be set according to gameplay.

[0168] (6) The lighting of a section lamp (status display unit) that can indicate whether the section is a non-advantageous section or an advantageous section can indicate that the section is in an advantageous section (if the section lamp is off, it can indicate that the section is in a non-advantageous section). As mentioned above, the timing at which the section lamp starts to light can be set to any timing. Basically, it can start lighting when the section moves from a non-advantageous section to an advantageous section and continue to light until the section moves to a non-advantageous section, or it can not start lighting if the section moves from a non-advantageous section to an advantageous section (the advantageous section has started) and the advantageous section to which it has moved is in a normal state, but can start lighting from the first time it enters an AT state. If the advantageous section to which it has moved is in an AT state, it can start lighting from that time.

[0169] [4-7. Limiter] In the pachislot machine 1, in order to prevent excessive gambling due to an advantageous zone continuing for too long, it is possible to set an upper limit (restriction) on the period during which the advantageous zone continues. Such an upper limit is called a "limiter." In addition, in this embodiment, the termination of the advantageous zone by such a limiter is described as the execution of limit processing or the activation of the limiter. An example of such a limiter will be described below.

[0170] (Game limiter) The game count limiter is configured as a limiter that executes a limiting process when the number of games (number of plays) during the advantageous period reaches "1500." For example, the advantageous period game count counter described below starts counting when the advantageous period begins and increments by one each time a play is completed. When the value of the advantageous period game count counter reaches a predetermined value (e.g., "1500" or more), the advantageous period is forcibly terminated and a transition to a non-advantageous period occurs (e.g., even if the play period in the automatic time slot (AT) remains). The number of games at which the game count limiter activates can be set to any number of games as long as it is equal to or less than the upper limit of "1500." Furthermore, if the requirements for such a game count limiter are relaxed or tightened, the limiter can be appropriately changed accordingly. Furthermore, the gambling aspect may be gradually reduced depending on the number of games played during the advantageous period.

[0171] (Payout limiter) The payout limiter is configured as a limiter that executes a limiting process when the number of medals paid out during a favorable zone reaches 2400. For example, the favorable zone payout counter (described below) starts counting when the favorable zone begins and increments the counter by the corresponding number of medals each time a medal is paid out (more specifically, the net increase obtained by subtracting the number of bets from the number of payouts). When the value of the favorable zone payout counter reaches a predetermined value (e.g., 2400 or more), the favorable zone is forcibly terminated and the game transitions to a non-favorable zone (e.g., even if the AT gameplay period remains). The payout limiter can be activated with any payout number up to the upper limit of 2400. Furthermore, if the requirements for such a payout limiter are relaxed or tightened, the limiter can be appropriately modified accordingly. Furthermore, the limiter may gradually reduce the risk of gambling depending on the number of medals paid out during the favorable zone.

[0172] Also, for example, the advantageous zone payout number counter described below may be configured to count the positive amount from the most recent lowest point, with the point at which the absolute value of the number of medals has decreased the most since the start of the advantageous zone as the lowest point (starting point) (i.e., to decrement the count if no payout has occurred). In other words, the payout number limiter may be configured as a limiter that executes limit processing when a maximum of 2,400 medals have been paid out since the number of medals increases during the advantageous zone (for example, when the AT state begins). Also, for example, the advantageous zone payout number counter described below may simply count the actual payout number (i.e., the number of payouts without subtracting the number of bets) rather than the net increase mentioned above.

[0173] The pachislot machine 1 may execute limit processing of the advantageous zone using only the number of games limiter, may execute limit processing of the advantageous zone using only the payout number limiter, or may execute limit processing of the advantageous zone using both the number of games limiter and the payout number limiter. When both limiters are used, it is desirable to end the advantageous zone when the activation condition of either limiter is met after the advantageous zone starts.

[0174] Furthermore, the types of limiters are not limited to the game number limiter and payout number limiter described above. For example, a navigation count limiter may be provided that executes limit processing when the number of times of navigation of the push order minor role during the AT state (i.e., the number of times that information on stop operations advantageous to the player regarding roles related to the payout of medals has been notified) reaches a predetermined number (e.g., "400" times). In other words, as long as gambling can be appropriately suppressed, it is possible to execute limit processing using various conditions related to the game.

[0175] [4-8. External Signals] As described above, the pachislot machine 1 is designed to be capable of outputting multiple types of external signals to the outside. For example, if external signal 1 is turned on when a bonus state starts and turned off when the bonus state ends, an external data display device can also perform bonus state effects linked to this. Furthermore, if external signal 1 is turned on when a BB state starts and turned off when the BB state ends, and external signal 2 is turned on when an MB state starts and turned off when the MB state ends, the external data display device can not only perform the bonus state effects described above, but can also count the number of bonuses by type.

[0176] Furthermore, for example, if external signal 1 is turned on based on the start of an AT state and turned off based on the end of the AT state, an AT state performance linked to this can be performed in the external data display device. Furthermore, for example, if external signal 1 is turned on based on the start of a predetermined AT state and turned off based on the end of the predetermined AT state, and external signal 2 is turned on based on the start of a specific AT state and turned off based on the end of the specific AT state, not only can the external data display device perform the above-mentioned AT state performance, but it can also count the number of ATs by type.

[0177] Furthermore, for example, if the AT state is configured as an AT state managed by the number of sets, and external signal 1 is turned on when the first set of the AT state begins, and external signal 2 is turned on each time a second set or later begins, the external data display can also count the number of initial wins in the AT state and the number of times the AT state is extended. The timing for turning each external signal on and off can be set as appropriate. In other words, as long as the external data display, hall computer, etc., can properly recognize the situation, the output mode of each external signal can be set as appropriate. For example, the period from the off state to the on state and back to the off state can be set under various conditions, such as a predetermined time, the duration of one game, or until the state changes.

[0178] [4-9. Commands] As described above, the pachislot machine 1 is designed to be able to transmit multiple types of commands from the main control circuit 100 to the sub-control circuit 200. Note that the pachislot machine 1 does not allow the main control circuit 100 and the sub-control circuit 200 to communicate with each other, and is required to communicate only in one direction, from the main control circuit 100 to the sub-control circuit 200. Therefore, the main control circuit 100 must transmit information (commands) to the sub-control circuit 200 at appropriate times to notify the sub-control circuit 200 of changes in the state of the pachislot machine 1. An example of such a command is described below.

[0179] The main control circuit 100 transmits an initialization command to the sub-control circuit 200, for example, when a setting change operation is performed. The initialization command includes parameters that specify the setting values, game status, etc. Also, for example, when a bet operation is performed, a medal insertion command is transmitted. The medal insertion command includes parameters that specify the number of bets, etc. Also, for example, when a start operation is performed, a start command is transmitted. The start command includes parameters that specify the internal winning combination, game status, etc. Also, for example, when a lock effect is performed, a lock command is transmitted. The lock command includes parameters that specify the content of the lock effect, etc. Also, for example, when the rotation of each of the reels 3L, 3C, and 3R begins, a reel rotation start command is transmitted. The reel rotation start command includes parameters that specify that the rotation of the reels has started, etc.

[0180] Also, for example, when a stop operation is performed, a reel stop command is transmitted. The reel stop command is configured to include parameters that specify the reels to be stopped and the position at which the reels will be stopped. Also, for example, when all reels are stopped and a displayed role (winning activation flag) is confirmed, a winning activation command is transmitted. The winning activation command is configured to include parameters that specify the type of displayed role and the content of the benefit to be awarded. Also, for example, when a favorable zone starts, a favorable zone start command is transmitted. The favorable zone start command is configured to include parameters that specify the start of the favorable zone, the mode (game state), etc. Also, for example, when a favorable zone ends, a favorable zone end command is transmitted. The favorable zone end command is configured to include parameters that specify the end of the favorable zone and the cause of the end. Also, for example, when a settlement operation is performed, a settlement command is transmitted. The settlement command is configured to include parameters for specifying the number of returns, etc. Note that these are merely examples, and commands other than these can be transmitted as needed, and unnecessary commands among these can be prevented from being transmitted.

[0181] [4-10. Direction] As described above, in the pachislot machine 1, in order to increase the interest of the game, to inform the player of useful information, or to achieve the intended gameplay, it is possible to execute various effects using various effect devices. An example of such effects will be described below.

[0182] [4-10-1. Main Side Production] In the pachislot machine 1, the following effects can be performed, for example, under the control of the main control circuit 100 side (main side). As mentioned above, the pachislot machine 1 is capable of announcing information about the stop operation using the instruction monitor, and this is also included in the effects in a broad sense.

[0183] (Rock production) In the pachislot machine 1, when a predetermined execution condition is met, an effect can be performed in which the progress of the game is stopped for a predetermined period of time (the player's game operations are disabled for a predetermined period of time). Such an effect is called a "lock effect (or simply "lock")" or a "freeze effect (or simply "freeze")." Note that the machine can be configured so that such a lock effect is not performed, or so that multiple types of lock effects can be performed.

[0184] Furthermore, the gaming operation to be invalidated may be, for example, a start operation, a stop operation, or another operation. For example, if a start operation is invalidated for a predetermined period of time, the progress of the game is stopped for a predetermined period of time after all stop operations have been performed. For example, if a stop operation is invalidated for a predetermined period of time, the progress of the game is stopped for a predetermined period of time after a start operation has been performed. Furthermore, when multiple types of lock effects are provided, the period during which the progress of the game is stopped (the period during which the player's gaming operations are invalidated), the type of gaming operation to be invalid, etc. may be set for each lock effect.

[0185] (Reel production) In the pachislot machine 1, when predetermined execution conditions are met, effects can be performed using the effect display modes of each reel 3L, 3C, and 3R (including not only variable display modes but also combinations with stop display modes) while the above-mentioned lock effect is being performed. Such effects are called "reel effects" as well as "symbol effects," etc. Note that the machine can be configured so that such reel effects are not performed, or so that multiple types of reel effects can be performed. Furthermore, when it is said that "a lock effect is performed (executed)," it also includes both cases where a reel effect is performed and cases where it is not performed.

[0186] In short, the reel effects are produced by spinning or stopping (temporarily stopping) each reel 3L, 3C, and 3R without the player's input during a period when the player's input is disabled. Therefore, an operation pattern for producing such effects can be set without considering the rotation speed or the maximum number of sliding symbols. Furthermore, by setting multiple operation patterns, multiple types of reel effects can be provided. Furthermore, by combining multiple types of reel effects with multiple types of lock effects, an even wider variety of effect patterns can be set. Note that the reel effects may be produced using any one, any two, or all three of the reels 3L, 3C, and 3R.

[0187] (Pseudo-game) In the pachislot machine 1, when a predetermined execution condition is met, an effect can be performed in which a pseudo game is played while the above-mentioned lock effect is being executed. Such an effect is called a "pseudo game." Note that the machine can be configured so that such a pseudo game is not performed, or so that multiple types of pseudo games can be performed. Furthermore, when "performing (executing) a lock effect," this also includes both cases where a pseudo game is performed and cases where it is not performed.

[0188] In essence, pseudo-games involve accepting simulated player operations during a period in which the player's game operations are invalid, thereby spinning or temporarily stopping the reels 3L, 3C, and 3R to produce effects. In other words, the above-mentioned reel effects are further enhanced by the player's game operations. For example, the MAX BET button 6a, the 1 BET button 6b, the start lever 7, the stop buttons 8L, 8C, and 8R, and the settlement button 9 are primarily intended for game operations, and therefore, it is not desirable to use them for any other purpose. However, pseudo-games allow these operations to be accepted, provided that measures are taken to prevent the player from mistaking them for actual gameplay.

[0189] Here, the flow of the pseudo game will be described by way of an example. The pseudo game is carried out, for example, in the following manner.

[0190] (1) The player's actual start operation (the execution conditions are met and the pseudo-game begins here) (2) Each reel rotates in a simulated manner (during simulated play) (3) Accepts a pseudo-stop operation, which temporarily stops each reel (during pseudo play) (4) After a random delay process, each reel actually starts spinning (the simulated game ends and the actual game begins). Note that the random delay process is a process for randomly generating a delay period for each reel before starting rotation (such a delay period is also called a "rearrangement period"), in order to correct the situation where, for example, if specific symbols are displayed in a line in the above-mentioned situation (3) and the reels start rotating normally in the above-mentioned situation (4), a player may be more likely to use the specific symbols as a landmark to perform a stopping operation (which may assist in so-called "eye-pressing"). Also, when the reels are temporarily stopped in the above-mentioned situations (3) and (4), it is desirable to ensure that the phase signal in the excitation control of each stepping motor is always less than a predetermined time (for example, 500 ms) so that the reels are alternately changed between forward and reverse directions, so as not to be mistaken for being completely stopped.

[0191] One of the measures mentioned above is, for example, when any combination of symbols is temporarily stopped in the above-mentioned situation (3) (when the third reel is temporarily stopped and then all the reels are temporarily stopped), to slightly vibrate (swing) each reel up and down until the random delay process is started in the above-mentioned situation (4). Note that, as long as the phase signal changes within the above-mentioned predetermined time, such swinging may not be performed when the first reel is temporarily stopped or when the second reel is temporarily stopped.

[0192] One of the measures mentioned above is, for example, to provide a pseudo-game lamp to indicate that a pseudo-game is in progress, and to illuminate the pseudo-game lamp from the time when the pseudo-game starts in the above-mentioned situation (1) until the time when the random delay process starts in the above-mentioned situation (4). It is desirable that the pseudo-game lamp be installed above the operation unit that accepts the player's game operations and in a position that is visible during gameplay. It is also desirable that the pseudo-game lamp be an independent lamp that is not used for any other purpose, and that the entire display area of ​​the pseudo-game lamp be covered with a single-color border. It is also desirable that the display area of ​​the pseudo-game lamp, including the explanatory portion of the pseudo-game lamp, has a certain surface area (for example, one side is greater than 10 mm and the surface area is greater than 642 square mm). Furthermore, it is desirable that the description of the pseudo game lamp be written in a way that makes it recognizable that the pseudo game lamp is a lamp for notifying that a pseudo game is in progress (for example, "FREE PLAY," "pseudo game performance in progress," or "reel automatic performance in progress"), and it is desirable that such description occupy at least one-third of the surface area. The pseudo game lamp may be controlled by the main control circuit 100 or the sub-control circuit 200.

[0193] One of the measures described above is, for example, to display a pseudo-game display on the main display device 210 or the sub-display device 220 (or both) to notify the player that a pseudo-game is in progress from the start of the pseudo-game in the above-described situation (1) until the start of the random delay process in the above-described situation (4). The pseudo-game display is preferably displayed above the operation unit that accepts the player's game operations and in a position that is visible during gameplay (in this embodiment, since both the main display device 210 and the sub-display device 220 are above the operation unit, either one may be used). The pseudo-game display, including its explanatory portion, preferably has a certain surface area (e.g., one side is greater than 10 mm, the surface area is greater than 642 square mm if the display screen is less than 7 inches, or the surface area is 8.2% or more of the entire screen if the display screen is 7 inches or larger). In addition, it is desirable that the explanatory portion of the pseudo-game display be written in a way that makes it recognizable that the pseudo-game display is a display to notify the player that a pseudo-game is in progress (for example, "FREE PLAY," "pseudo-game performance in progress," or "automatic reel performance in progress"), and that the explanatory portion be large enough for the player to read without being obscured or hidden.

[0194] Furthermore, for example, it is desirable to configure the instruction monitor so that information about the stop operation is not notified during the pseudo game (for example, from the time when the pseudo game is started in the above-mentioned situation (1) until the time when the random delay processing is started in the above-mentioned situation (4)). (If it is necessary to display information about the stop operation on the instruction monitor during the game, the display should start at the timing when the random delay processing is started.) This further prevents the player from mistaking the pseudo game for an actual game. Note that if any of the above measures are taken, the sub-side presentation device (for example, the main display device 210 or the sub-display device 220) may be configured to notify information about the stop operation during the pseudo game. Similarly, during the pseudo game, the sub-side presentation device may be configured to perform presentations according to the game results of the pseudo game (linked to the pseudo game operations).

[0195] Furthermore, during actual games, test signals corresponding to the player's game operations or the state in which such game operations are possible are output via the test machine first interface board 301. However, during simulated games, test signals corresponding to the player's simulated game operations or the state in which such simulated game operations are possible are not output. Therefore, during simulated games, a test signal (pseudo game signal) may be output to enable the test machine to recognize that a simulated game is being played. When the test machine first interface board 301 receives a pseudo game signal from the main control board 71, it may output a signal for controlling the progress of the pseudo game to the main control board 71, thereby allowing the main control board 71 to proceed with the pseudo game (i.e., the test machine first interface board 301 may be provided with a pseudo game progress function). Furthermore, if the test machine first interface board 301 is provided with such a pseudo game progress function, a switch for switching the function on and off may be provided. This makes it possible to arbitrarily set whether or not to check the contents of the simulated game presentation during the certification test (test firing test) of the pachislot machine 1.

[0196] [4-10-2. Sub-side production] In the pachislot machine 1, the following effects can be performed, for example, under the control of the sub-control circuit 200 side (sub side). As mentioned above, in the pachislot machine 1, it is possible to notify information about the stop operation using the main display device 210, etc., and this is also included in the effects in a broad sense.

[0197] (Normal performance) In the pachislot machine 1, when a predetermined execution condition is met, an effect that is completed in the current game (i.e., ends in one game) can be performed. Such an effect is called a "normal effect" or a "single effect." Note that the machine can be configured so that such a normal effect is not performed, or so that multiple types of normal effects can be performed.

[0198] (Continuous performance) In the pachislot machine 1, when a predetermined execution condition is met, a continuous effect can be performed over multiple plays (i.e., a continuous effect over multiple games). Such an effect is called a "continuous effect" or a "continuous effect." Note that the machine can be configured so that such continuous effects are not performed, or so that multiple types of continuous effects can be performed.

[0199] (Operation linked effects) In the pachislot machine 1, when a predetermined execution condition is met, an effect can be produced in which the effect content can be changed according to the player's effect operation. Such effects are called "operation-linked effects" or "button effects." Note that the device can be configured so that such operation-linked effects are not performed, or so that multiple types of operation-linked effects can be performed. Furthermore, the operation-linked effects can be configured as normal effects or as continuous effects. Furthermore, the effect operation can include not only operations on the effect buttons but also various game operations.

[0200] The various effects described above can be used for various purposes. For example, they can be used to suggest or notify the set value, internal lottery role, game status, game zone, bonus content, and the period until the bonus is granted. They can also be used to suggest or notify the degree of advantage of these. These uses are merely examples.

[0201] (Other performances) The pachislot machine 1 can also perform effects other than those described above. For example, various notifications to players or gaming establishments (e.g., addiction prevention notifications, loss prevention notifications, error state notifications, demo state notifications, etc.) are also included in the effects in a broad sense, as notifications other than those described above. The addiction prevention notification can be, for example, a warning or the like issued when a favorable zone ends. The loss prevention notification can be, for example, a warning or the like issued when a favorable zone ends or when a settlement operation is performed. The error state notification can be, for example, a warning or the like issued when an error occurs until it is resolved. The demo state notification can be, for example, a notification that a machine is vacant when a predetermined period of no play has occurred or when a settlement operation is performed.

[0202] [5. First gaming machine] Next, with reference to Figures 5 to 22, a specific example of specifications related to the playability of the pachislot machine 1 will be described as a "first gaming machine." Note that, with regard to the various specifications and functions described as the first gaming machine in this embodiment, some or all of them can be applied to those described as other gaming machines in this embodiment, and further, with regard to the various specifications and functions described as other gaming machines in this embodiment, some or all of them can be applied to those described as the first gaming machine in this embodiment. In other words, an appropriate combination of these can be considered as the invention according to this embodiment.

[0203] First, in the first gaming machine, the active line is defined as only one line, the "center line" mentioned above. Furthermore, the first gaming machine has two gaming states: a non-bonus state and a bonus state. The non-bonus state includes a 2BB flag interval where the "F_2BB" (a bonus combination that can only be won when two coins are bet; hereinafter, this may be referred to simply as "2BB") described below is carried over, a 3BB flag interval where the "F_3BB" (a bonus combination that can only be won when three coins are bet; hereinafter, this may be referred to simply as "3BB") described below is carried over, and a non-flag interval where no bonus combination has been won (no bonus combination carried over). The bonus state includes a 2BB state, which is entered when a symbol combination related to 2BB is displayed, and a 3BB state, which is entered when a symbol combination related to 3BB is displayed.

[0204] Furthermore, the first gaming machine allows a game to be played with two medals bet (two-bet state) and three medals bet (three-bet state). Note that "betting" includes the player inserting two or three medals into the medal insertion slot 5 for use in a game, the player operating the MAX BET button 6a or 1 BET button 6b to bet two or three medals from their credits, and the player automatically betting two or three medals when a replay combination is won.

[0205] [5-1. Gameplay of the first gaming machine] Next, the flow of games in the first gaming machine will be described with reference to Figures 5 to 8. Note that Figure 5 is a diagram showing an example of the transition flow of game states in non-advantageous zones and advantageous zones in the first gaming machine, Figure 6 is a diagram for explaining an example of each mode in the first gaming machine, and Figures 7 and 8 are diagrams showing an example of various tables in the first gaming machine.

[0206] As shown in Figure 5, in the first gaming machine, the states in which a player plays are broadly divided into non-advantageous zones and advantageous zones, and advantageous zones are further divided into effect zones (advantageous zones, normal play) and increase zones (advantageous zones, pseudo bonus). The non-advantageous zones are game states (non-AT states) in which information about stop operations that are advantageous to the player is not notified, and are game states that are disadvantageous to the player. The effect zones are game states (non-AT states) in which information about stop operations that are advantageous to the player is not notified, and are game states that are disadvantageous to the player, similar to the non-advantageous zones, but differ from the non-advantageous zones in that mode transitions are performed, as described below.

[0207] In other words, the non-advantageous zone is a control state that serves as the initial state when play in the advantageous zone ends, when a setting change operation is performed, when other initialization conditions are met, or when the device is shipped from the factory, etc., and the presentation zone is a control state that serves as the normal state in which the player plays normally, making it possible to vary the expected probability of transitioning to the increased zone (awarding) through mode transitions, etc.

[0208] On the other hand, the increase section is a game state (AT state) in which information on stop operations that are advantageous to the player is notified, and is a game state that is advantageous to the player. In other words, the increase section is a control state that is an advantageous state in which the player can increase the number of medals. Note that both the presentation section and the increase section are advantageous sections, and by transitioning between these sections, a series of advantageous sections are formed.

[0209] In the first gaming machine, as shown in FIG. 7(a), in the non-advantageous zone, a non-advantageous zone sub-flag is determined as secondary information (sub-flag) corresponding to the internal winning combination (see FIG. 10 described later). The sub-flag is information for grouping internal winning combinations that play similar roles (such as whether or not they are the winning combinations to be selected and their winning probability) in various lotteries related to gameplay (various processes related to the advantageous zone) by the main control circuit 100 and assigning the same information to the groups, thereby making it possible to identify the groups. This eliminates the need to provide various data tables for each internal winning combination, thereby reducing the amount of data and avoiding strain on the capacity of the main ROM 102. In the non-advantageous zone, a lottery is conducted using the non-advantageous zone sub-flag.

[0210] The non-advantageous zone sub-flag "Rep Bell" is determined when the internal winning combination is "F_Replay A" (No. "3"), "F_Replay B" (No. "4"), or any of "F_Bell 123A1" to "F_Bell 321B2" (No. "10" to No. "33"). The non-advantageous zone sub-flag "Weak Cherry" is determined when the internal winning combination is "F_Cherry" (No. "5"). The non-advantageous zone sub-flag "Watermelon" is determined when the internal winning combination is "F_Watermelon" (No. "9"). The non-advantageous zone sub-flag "Determined Cherry" is determined when the internal winning combination is either "F_Determined Cherry" (No. "6") or "F_Reach Eye" (No. "8"). The non-advantageous zone sub-flag "Middle Cherry" is determined when the internal winning combination is "F_Middle Cherry" (No. "7"). In addition, in the non-advantageous zone, the winning sub-flag and the prize sub-flag can be determined in the same way as in the advantageous zone. Furthermore, the correspondence between these is not limited to the above.

[0211] In the first gaming machine, as shown in (a) of Figure 7, in the advantageous zone, a sub-flag at the time of winning the advantageous zone is determined as secondary information (sub-flag) according to the internal winning combination (see Figure 10 described later). Furthermore, in the advantageous zone, a sub-flag at the time of winning the advantageous zone is determined as secondary information (sub-flag) according to the combination of the displayed symbols. In the advantageous zone, a lottery is held using these sub-flags at the time of winning the advantageous zone and the sub-flag at the time of winning the advantageous zone.

[0212] The sub-flag "Bell" when the advantageous zone is won is determined when the internal winning combination is any of "F_Bell123A1" to "F_Bell321B2" (No. "10" to No. "33"). The sub-flag "Weak Cherry" when the advantageous zone is won is determined when the internal winning combination is "F_Cherry" (No. "5"). The sub-flag "Watermelon" when the advantageous zone is won is determined when the internal winning combination is "F_Watermelon" (No. "9"). The sub-flag "Confirmed Cherry" when the advantageous zone is won is determined when the internal winning combination is either "F_Confirmed Cherry" (No. "6") or "F_Reach Eye" (No. "8"). The sub-flag "Middle Cherry" when the advantageous zone is won is determined when the internal winning combination is "F_Middle Cherry" (No. "7").

[0213] The sub-flag "TsuuRip1" when winning in the advantageous zone is determined when the internal winning combination is either "F_Replay A" (No. "3") or "F_Replay B" (No. "4") and the "Right Up Rip" symbol combination is displayed (i.e., the winning combination is "Right Up Rip"). The sub-flag "TsuuRip2" when winning in the advantageous zone is determined when the internal winning combination is either "F_Replay A" (No. "3") or "F_Replay B" (No. "4") and the "Parallel Rip" symbol combination is displayed (i.e., the winning combination is "Parallel Rip").

[0214] Here, in the first gaming machine, as will be described later, when the internal winning role is "F_Replay A" (No. "3"), a "Right-Rising Replay" pattern combination is displayed between 3BB flags, and a "Parallel Replay" pattern combination is displayed between 2BB flags and non-flags.

[0215] That is, when the internal winning combination is "F_Replay A" (No. "3"), "Tsutsu Replay 1" is determined as the sub-flag when the advantageous zone is entered between 3 BB flags, and "Tsutsu Replay 2" is determined as the sub-flag when the advantageous zone is entered between 2 BB flags and non-flags. In the first gaming machine, when the sub-flag when the advantageous zone is entered differs in this way, the degree of advantage in various lotteries (for example, the pseudo-bonus transition lottery using the pseudo-bonus transition lottery table shown in FIG. 7(c) and the mode transition lottery using the mode transition lottery table shown in FIG. 8(f)) described later is changed.

[0216] In the first gaming machine, for example, "F_Replay A" (No. "3") is used as an example of a role in which the sub-flag changes when a player enters a favorable zone depending on whether the win is between 3 BB flags or between 2 BB flags. However, the manner in which the sub-flag changes when a player enters a favorable zone is not limited to this. For example, as will be described later, when the internal winning role is "F_Bell 123B1" (No. "12"), the stop control is different between 3 BB flags and between 2 BB flags. Therefore, when such a role is won, the number of medals paid out may not change (or may change), but the combination of symbols displayed may be different, and a different sub-flag when a player enters a favorable zone may be determined. Then, the degree of advantage in various lotteries, which will be described later, may be changed depending on whether the sub-flag when a player enters a favorable zone is different.

[0217] Furthermore, for example, as will be described later, when the internal winning combination is "F_watermelon" (No. "9"), regardless of which flag interval (non-flag interval) it is, if the pressing position (stop operation timing) is appropriate, the "watermelon" symbol combination is displayed, and if the pressing position is inappropriate, a miss occurs and the "watermelon spill" symbol combination is displayed. Therefore, when such a combination is won, different sub-flags for when a winning zone is entered may be determined depending on whether a winning zone is won without a miss or whether a miss occurs. Then, the degree of advantage in the various lotteries described later may be varied depending on whether the sub-flag for when a winning zone is entered is different.

[0218] Also, for example, when the internal winning role is "F_Replay A" (No. "3"), if the stopping operation is performed in a specific manner between 3BB flags (this specific manner may be, for example, a manner in which the stopping operation is performed in a predefined hitting order (correct pressing order), a manner in which the pressing position (timing of the stopping operation) is appropriate, or a manner in which a combination of these is performed), a "parallel replay" pattern combination is displayed, and if the stopping operation is not performed in the specific manner, a "right-up replay" pattern combination is displayed, and a different sub-flag may be determined based on this when a different advantageous zone is entered.The degree of advantage in the various lotteries described below may then be varied depending on the different sub-flags when a beneficial zone is entered.

[0219] In other words, in the first gaming machine, for a specific role, the final stop display pattern may differ depending on the number of bets, the game state, the manner of stop operation, or any combination of these, and different secondary information can be determined according to different stop display patterns, thereby applying all patterns that make it possible to vary the degree of advantage.

[0220] Returning to the explanation of the gameplay of the first gaming machine, in the non-advantageous zone, a lottery for transitioning to the advantageous zone is conducted for each game. Specifically, the advantageous zone transition lottery table shown in FIG. 7(b) is referenced, an internal winning combination is determined, and at a predetermined timing during the game after the non-advantageous zone sub-flag is determined according to the internal winning combination, the transition mode, etc. is determined according to the non-play zone sub-flag. Note that, in this determination, there are cases where only the type of mode when transitioning to the advantageous zone is determined ("advantageous zone start" in FIG. 5), and cases where not only the type of mode but also a transition to a pseudo bonus is determined ("advantageous zone start + pseudo bonus start" in FIG. 5). However, it is also possible to configure the game so that transition to a pseudo bonus is not determined in the non-advantageous zone.

[0221] Here, each mode in the first gaming machine will be explained with reference to Fig. 6. In the first gaming machine, the mode is control information (which may also be called a game state or a control state) for varying the expectation of a transition (award) to an increase section (pseudo bonus) in a presentation section (normal play), and in the presentation section (normal play), the mode determines whether or not a transition to a pseudo bonus will occur, whether an advantageous section will be maintained, or whether the advantageous section will end and a transition to a non-advantageous section will occur.

[0222] The start mode is a relatively unfavorable mode that is easy to stay in when transitioning from a non-favorable zone to a favorable zone (effect zone), and the expectation of transitioning to a pseudo-bonus is relatively low (see (c) in Figure 7 below), and the expectation of transitioning to a more favorable mode is also relatively low (see (f) in Figure 8 below). Although not shown in the figure, the ceiling number of games in the start mode is set to "965 games." The ceiling number of games is used to forcibly transition to a pseudo-bonus when a certain period of time has passed without transitioning to a pseudo-bonus. Therefore, the lower the ceiling number of games, the more advantageous it is for the player, and the higher the ceiling number of games, the more disadvantageous it is for the player.

[0223] Normal A mode is the mode in which players are most likely to stay and is relatively unfavorable. The likelihood of transitioning to a pseudo-bonus is relatively low (see (c) of Figure 7 below). The likelihood of transitioning to a more favorable mode is also relatively low (see (f) of Figure 8 below). Note that the ceiling game count for Normal A mode is set to "965 games." Also, in Figure 6, "approximately 999 games after pseudo-bonus" refers to the following: After the pseudo-bonus ends, the game transitions to End A mode or End B mode (described below), where 32 games are played without transitioning to a pseudo-bonus. If the game transitions to a non-favorable zone and then Normal A mode is selected to transition from the non-favorable zone to the favorable zone, the apparent ceiling game count is "965 games" + the "32 games" play period in End A mode or End B mode + the number of games required to transition from the non-favorable zone to the favorable zone. The same applies to Normal B mode, Heaven Preparation mode, and Chance mode.

[0224] Normal B mode is a mode in which players can stay relatively easily while playing, and although it is a relatively unfavorable mode, it is a more favorable mode than normal A mode, and the expectation of transitioning to a pseudo bonus is relatively low (see (c) in Figure 7 below), and the expectation of transitioning to a more favorable mode is also relatively low (see (f) in Figure 8 below). In normal B mode, the ceiling number of games is set to "965 games."

[0225] In the Heaven Preparation Mode, the probability of transitioning to the pseudo bonus is relatively low (see (c) in Figure 7 below), but the ceiling number of games is set to "466 games," and if the mode transitions to the pseudo bonus, it is guaranteed that the mode will transition to Heaven Mode after the end (see (f) in Figure 8 below), so in that sense it is a relatively advantageous mode.

[0226] In Chance Mode, the probability of transitioning to the pseudo bonus is relatively high (see (c) in Figure 7 below), and the ceiling number of games is set to 222 games, so in that sense it is a relatively advantageous mode. However, the probability of transitioning to Heaven Mode is not high (see (f) in Figure 8 below).

[0227] End A mode is a relatively unfavorable mode in which players are likely to stay if they transition to a pseudo bonus and do not transition to heaven mode (including heaven preparation mode) after the pseudo bonus ends, and the expected probability of transitioning to a pseudo bonus is the lowest (see (c) in Figure 7 below), and the expected probability of transitioning to a more favorable mode is also relatively low (see (f) in Figure 8 below). In End A mode, if 32 games are played without transitioning to a pseudo bonus after the pseudo bonus ends, the favorable zone itself ends and the player transitions to a non-favorable zone.

[0228] End B mode is a relatively unfavorable mode that is likely to remain in if the player transitions to a pseudo bonus and does not transition to heaven mode (including heaven preparation mode) after the pseudo bonus ends, but is more favorable than end A mode, with a relatively low probability of transitioning to a pseudo bonus (see (c) in Figure 7 below), and a relatively low probability of transitioning to a more favorable mode (see (f) in Figure 8 below). In end B mode, as with end A mode, if 32 games are played after the pseudo bonus ends without transitioning to a pseudo bonus, the favorable zone itself ends and the player transitions to a non-favorable zone. End A mode and end B mode can also be collectively referred to as "end mode."

[0229] The guaranteed mode is the mode in which you stay when Heaven C mode ends, and the expectation of transitioning to a pseudo-bonus is relatively high (see (c) in Figure 7 below), and the ceiling number of games is set to "32 games," so in that sense it is a relatively advantageous mode. However, the expectation of transitioning to Heaven mode is not high (see (f) in Figure 8 below). In other words, when Heaven C mode ends, in order to prevent a decrease in interest due to that, the guaranteed mode is positioned as a mode that attempts to maintain (guarantee) a relatively advantageous state for a certain period of time.

[0230] Heaven A mode is a mode in which consecutive pseudo bonuses can be expected (if the AT state is configured to continue by deciding to extend (add) during the AT state, this may also include the extension (addition) of the AT state; the same applies below). The expectation of transitioning to a pseudo bonus is relatively high (see (c) in Figure 7 below), the ceiling number of games is set to "32 games," and the probability of maintaining the ceiling mode (Heaven mode loop rate) is set to a moderate level, making it a relatively advantageous mode. Note that, although not shown in Figure 6, for example, this ceiling mode loop rate can be set differently. For example, the lottery value can be set so that when the setting value is odd numbers (1, 3, 5), the ceiling mode loop rate is approximately 75%, and when the setting value is even numbers (2, 4, 6), the ceiling mode loop rate is approximately 67%. Alternatively, the lottery value can simply be set so that the higher the setting value, the higher the ceiling mode loop rate. The same applies to Heaven B mode and Heaven C mode described below, and it is also possible to set different ceiling mode loop rates.

[0231] Heaven B mode is a mode in which consecutive pseudo bonuses can be expected, and the expectation of transitioning to a pseudo bonus is relatively high (see (c) of Figure 7 below), the ceiling number of games is set to "32 games", and the probability that the ceiling mode will be maintained (heaven mode loop rate) is set high, making it a relatively advantageous mode. In other words, in terms of the ceiling mode loop rate, it is a mode that is even more advantageous than Heaven A mode.

[0232] Heaven C mode is a mode in which consecutive pseudo bonuses can be expected, and the expectation of transitioning to a pseudo bonus is relatively high (see (c) of Figure 7 described below), the ceiling number of games is set to "32 games," and the probability of maintaining the ceiling mode (heaven mode loop rate) is set quite high, making it a relatively advantageous mode. In other words, in terms of the ceiling mode loop rate, it is a more advantageous mode than Heaven A mode and Heaven B mode. Heaven A mode, Heaven B mode, and Heaven C mode can be collectively referred to as "heaven mode."

[0233] It should be noted that the above-mentioned modes are merely examples, and the mode configuration is not limited to these. Modes other than the above-mentioned modes may be set, and some of the above-mentioned modes may not be set.

[0234] Furthermore, although the non-advantageous zone has been described as being relatively less advantageous than the advantageous zone, the relationship between the non-advantageous zone and the advantageous zone is not limited to this. For example, the transition rate to the increasing zone in the non-advantageous zone may be higher or the average number of games required to transition to the increasing zone may be shorter than when at least one mode is set in the advantageous zone, or the non-advantageous zone may be the most likely to become the increasing zone. This creates an incentive to play even when the non-advantageous zone is confirmed to exist after a setting change, motivating players to start playing even from the opening of the store. Furthermore, even if the zone lamp stops lighting after 32 games have elapsed since the pseudo bonus ended, the most unfavorable state is not confirmed, motivating players to continue playing even in such a situation. Furthermore, although the effect zone has been described as a gaming state in which information about a stop operation advantageous to the player is not notified, it may also be a gaming state in which information about a stop operation is notified if the effect zone is in a less favorable state than the increasing zone (for example, by reducing the frequency of notifications or changing the winning combination to be notified).

[0235] Returning to the explanation of the gameplay of the first gaming machine, in the presentation section (normal game), first, for each game, a pseudo-bonus transition lottery (when a winning lottery is drawn) is conducted by referring to the sub-flag when the advantageous section is selected. Specifically, the pseudo-bonus transition lottery table shown in FIG. 7(c) is referred to, an internal winning combination is determined, and at a predetermined timing during the game after the sub-flag when the advantageous section is selected is determined according to the internal winning combination, it is determined whether or not to transition to a pseudo-bonus according to the sub-flag when the advantageous section is selected. Note that in FIG. 7(c), "non-winning" means that a transition to a pseudo-bonus will not occur, "winning (current game)" means that a transition to a pseudo-bonus will occur from the current game, and "winning (next game)" means that a transition to a pseudo-bonus will occur from the next game.

[0236] In the first gaming machine, if a "winning lottery (current game)" is determined, gaming operations (stop operations) are disabled for a certain period of time at the start of the current game, and if a "winning lottery (next game)" is determined, gaming operations (stop operations) are disabled for a certain period of time at the start of the next game. During this disabled period, a reel effect ("red 7 line up" effect) in which "red 7" symbols are displayed in the main display window 4 is performed, and then a pseudo bonus is started. In a game in which the "red 7 line up" effect is performed, if it is necessary to notify information about the stop operation, the information about the stop operation is notified at least when the disabled period ends and gaming operations (stop operations) become valid (it may be before that, but not before the timing when the above-mentioned random delay processing is started).

[0237] In the performance section (normal play), if the result of the pseudo bonus transition lottery (when drawn) determines that a transition to a pseudo bonus will occur, a mode transition lottery (when drawn) is held. Specifically, the mode transition lottery table shown in FIG. 8(f) is referenced, and the transition mode is determined according to the current mode and the sub-flag when the advantageous section is drawn. Note that this transition mode may be a mode including the pseudo bonus mode, or may be a mode after the pseudo bonus ends. Also, if the result of the pseudo bonus transition lottery (when drawn) determines that a transition to a pseudo bonus will occur and the mode transition lottery (when drawn) is held, the pseudo bonus transition lottery (when won), the mode transition lottery (when won), and the mode transition lottery (when the ceiling) described below are not held.

[0238] In the performance section (normal game), if the result of the pseudo bonus transition lottery (when drawn) does not determine that a transition to a pseudo bonus will occur, a pseudo bonus transition lottery (when drawn) is conducted for each game (more specifically, in a game in which "F_Replay A" or "F_Replay B" is drawn), with reference to the sub-flag at the time of winning an advantageous zone. Specifically, the pseudo bonus transition lottery table shown in (c) of Figure 7 is referenced to determine the winning combination, and at a predetermined timing during the game (before the start of the next game) after the sub-flag at the time of winning an advantageous zone has been determined according to the winning combination, it is determined whether or not to transition to a pseudo bonus according to the sub-flag at the time of winning an advantageous zone.

[0239] In the pseudo bonus transition lottery table shown in FIG. 7(c), the probability of determining a transition to a pseudo bonus is higher when "Tsu-Rip 2" is determined as the sub-flag when entering the advantageous zone than when "Tsu-Rip 1" is determined as the sub-flag when entering the advantageous zone. However, the manner in which "Tsu-Rip 2" is given preferential treatment over "Tsu-Rip 1" is not limited to this. For example, when "Tsu-Rip 2" is determined as the sub-flag when entering the advantageous zone, a transition to a pseudo bonus may be determined with a predetermined probability, but when "Tsu-Rip 1" is determined as the sub-flag when entering the advantageous zone, a transition to a pseudo bonus may not be determined.

[0240] In the performance section (normal play), if the result of the pseudo bonus transition lottery (when winning) determines that a transition to a pseudo bonus will occur, a mode transition lottery (when winning) is held. Specifically, the mode transition lottery table shown in FIG. 8(f) is referenced, and the transition mode is determined based on the current mode and the sub-flag set when the advantageous section is entered. Note that this transition mode may be a mode including the pseudo bonus mode, or may be a mode after the pseudo bonus ends. Also, if the result of the pseudo bonus transition lottery (when winning) determines that a transition to a pseudo bonus will occur and the mode transition lottery (when winning) is held, the mode transition lottery (when the ceiling) described below is not held.

[0241] In the mode transition lottery table shown in FIG. 8(f), the probability of determining that a mode be transitioned to a relatively advantageous mode for the player is higher when "Tsu-Rip 2" is determined as the sub-flag when entering an advantageous zone than when "Tsu-Rip 1" is determined as the sub-flag when entering an advantageous zone. However, the manner in which "Tsu-Rip 2" is given preferential treatment over "Tsu-Rip 1" is not limited to this. For example, when "Tsu-Rip 2" is determined as the sub-flag when entering an advantageous zone, it may be determined with a predetermined probability that a mode be transitioned to a relatively advantageous mode for the player, but when "Tsu-Rip 1" is determined as the sub-flag when entering an advantageous zone, it may be possible to prevent a determination from being made that a mode be transitioned to a relatively advantageous mode for the player.

[0242] In the presentation section (normal play), if the result of the pseudo bonus transition lottery (when a prize is won) does not determine a transition to the pseudo bonus, the ceiling game number is updated (this may be an addition method or a subtraction method), and when the ceiling game number reaches the ceiling game number associated with the current mode (or determined in advance when transitioning to the advantageous section, etc.), a transition to the pseudo bonus is determined. In this case, it is possible to always determine a "winning lottery (current play)" or to always determine a "winning lottery (next play)." Alternatively, either of these can be determined by lottery.

[0243] In the performance section (normal play), when the ceiling game number is reached and it is decided to transition to the pseudo bonus, a mode transition lottery (at the ceiling) is conducted. Specifically, the mode transition lottery table shown in FIG. 8 (f) is referenced, and the transition mode is determined according to the current mode. Note that this transition mode may be a mode including the pseudo bonus, or may be a mode after the pseudo bonus ends.

[0244] The processing related to the pseudo bonus transition lottery (when winning) and the pseudo bonus transition lottery (when winning) is the same processing content except for the type of sub-flag, so it can be controlled using the same lottery table and control flow. Also, the processing related to the mode transition lottery (when winning) and the mode transition lottery (when winning) is the same processing content except for the type of sub-flag, so it can be controlled using the same lottery table and control flow.

[0245] Furthermore, if "winning lottery (played this time)" is not set as a type of pseudo bonus winning lottery, the sub-flag for winning the advantageous zone has already been determined at the time the sub-flag for winning the advantageous zone is determined, and the ceiling game number can also be updated, so the pseudo bonus transition lottery (when winning), the pseudo bonus transition lottery (when winning), and the pseudo bonus transition processing when the ceiling is reached can be performed all at once in a single process.Similarly, the mode transition lottery (when winning), the mode transition lottery (when winning), and the mode transition lottery (when the ceiling is reached) can also be performed all at once in a single process.

[0246] Returning to the explanation of the gameplay of the first gaming machine, as mentioned above, if a decision is made to transition to a pseudo bonus in the effect section (normal play) and the pseudo bonus starts ("pseudo bonus start" in Figure 5), the game transitions to the increase section (pseudo bonus). Also, as mentioned above, if the effect section (normal play) is controlled to end A mode or end B mode and 32 games are played without transitioning to a pseudo bonus ("end of advantageous section (via end A / B)" in Figure 5), the game transitions to a non-advantageous section. Also, if the conditions for limit processing shown in Figure 16 described below are met, the advantageous section is forcibly ended ("end of advantageous section (limit processing)" in Figure 5), resulting in a transition to a non-advantageous section.

[0247] In the increase section (pseudo bonus), a ceiling shortening lottery is conducted when the pseudo bonus starts. Specifically, the ceiling shortening lottery table shown in FIG. 8(e) is referenced, and whether or not to shorten the ceiling number of games after the pseudo bonus ends is determined depending on the current mode. Note that in FIG. 8(e), "non-winning" means that the ceiling number of games will not be shortened, and "winning (updated ceiling number of games = 0)" means that the ceiling number of games set to "0" (shortened) after the pseudo bonus ends, regardless of the mode. Note that the ceiling shortening lottery can be conducted not only when the pseudo bonus starts, but also every time a pseudo bonus is played.

[0248] If the result of the ceiling shortening lottery is that the ceiling game count will not be shortened, and if the player does not have the 1G consecutive stock (described below) when the pseudo bonus ends, the ceiling game count will be set according to the current mode (in the end mode, the advantageous period ends after 32 games (and is cleared accordingly), so the ceiling game count will not be set, but the ceiling game count may be temporarily set here), the pseudo bonus ends ("Pseudo Bonus End" in Figure 5), and the game transitions to the presentation period (normal play). On the other hand, if the result of the ceiling shortening lottery is that the ceiling game count will be shortened, the ceiling game count will be set to "0 games" when the pseudo bonus ends. This means that the pseudo bonus will start again from the next play after the pseudo bonus ends. In this case, the pseudo bonus will start when the ceiling game count is reached, so the mode transition lottery (at ceiling) described above will be performed.

[0249] In the increase section (pseudo bonus), a mode transition lottery (when drawn) is conducted for each game (more specifically, in a game in which a "fixed role" or "medium chain" is determined as the sub-flag when the advantageous section is drawn). Specifically, the mode transition lottery table shown in FIG. 8(f) is referenced, and the transition mode is determined according to the current mode and the sub-flag when the advantageous section is drawn. Note that the transition mode may also be determined when a sub-flag when the advantageous section is drawn other than the above. In this case, however, in order to prevent a mode that is relatively less favorable than the current mode from being determined as the transition mode, a different mode transition lottery table with a different lottery value from the mode transition lottery table shown in FIG. 8(f) may be referenced.

[0250] In the increase section (pseudo bonus), a mode transition lottery (when a win is made) is conducted for each game (more specifically, in a game in which "F_Replay A" or "F_Replay B" is won). Specifically, the mode transition lottery table shown in (f) of Figure 8 is referenced, and the transition mode is determined based on the current mode and the sub-flag when the advantageous section is won. In this case, as with the above, in order to prevent a mode that is relatively less favorable than the current mode from being determined as the transition mode, a different mode transition lottery table with a different lottery value from the mode transition lottery table shown in (f) of Figure 8 may be referenced.

[0251] In the increase section (pseudo bonus), a 1G consecutive lottery is held for each game. Specifically, the 1G consecutive lottery table shown in FIG. 7(d) is referenced, and whether or not a 1G consecutive lottery will occur is determined based on the current mode and the sub-flag for the advantageous section win or the sub-flag for the advantageous section win. Note that in FIG. 7(d), "non-winning" means that a 1G consecutive lottery will not occur, and "winning (1G consecutive + 1)" means that one right to generate a 1G consecutive lottery (1G consecutive stock) is granted (the 1G consecutive stock counter is incremented by 1). Note that multiple 1G consecutive stocks (up to 255) can be stocked (accumulated) by the 1G consecutive stock counter. Therefore, multiple 1G consecutive stocks may be granted during one pseudo bonus. The 1G consecutive lottery table can also be configured so that multiple 1G consecutive stocks can be granted in one 1G consecutive lottery.

[0252] When the pseudo bonus ends, if the value of the 1G consecutive stock counter is 1 or greater (i.e., if 1G consecutive stocks are held), one 1G consecutive stock is consumed (the 1G consecutive stock counter is decremented by 1), and the pseudo bonus will start again from the next game after the pseudo bonus ends. In this case, since the pseudo bonus starts according to the right to 1G consecutive stocks, the mode transition lottery described above will not be held. On the other hand, when the pseudo bonus ends, if the value of the 1G consecutive stock counter is not 1 or greater (i.e., if 1G consecutive stocks are not held), and if the above-mentioned ceiling shortening lottery has not been won, the ceiling game number will be set according to the current mode (in the end mode, the advantageous period ends after 32 games (and is cleared accordingly), so it will not be set, but the ceiling game number may be temporarily set here), the pseudo bonus ends ("Pseudo Bonus End" in Figure 5), and the game transitions to the presentation period (normal play).

[0253] In addition, if a player wins the ceiling shortening lottery and also has 1G consecutive stocks, the result of the ceiling shortening lottery may be prioritized, and a pseudo bonus corresponding to the ceiling shortening is executed after the pseudo bonus corresponding to the 1G consecutive stocks is executed, or the 1G consecutive stocks may be prioritized, and a pseudo bonus corresponding to the 1G consecutive stocks is executed after the pseudo bonus corresponding to the ceiling shortening is executed. In the latter case, information that can carry over the existence of the ceiling shortening can be stored separately.

[0254] In the first gaming machine, the configuration of the increase section (pseudo bonus) is given as an example in which it lasts for "55 games" and a maximum of 275 coins can be won, but the configuration of the pseudo bonus is not limited to this. For example, the pseudo bonus may be configured as a "pseudo BB (big bonus)," and another pseudo bonus, a "pseudo RB (regular bonus)," which lasts for "22 games" and allows a maximum of 110 coins to be won, may be installed. In this case, when the pseudo bonus transition lottery, the ceiling is reached, or the 1G consecutive lottery determines whether to transition to a pseudo bonus (to grant the right), the type (e.g., whether it is a "pseudo BB" or a "pseudo RB") may be determined with a predetermined probability (e.g., 50% each). The "pseudo RB" may have a different value from the "pseudo BB" (more specifically, a lower value than the "pseudo BB"). For example, the number of continuing games may be the same as the "pseudo BB," but the bell navi rate (probability of announcing information about a stop operation) may be lowered to differentiate the maximum number of coins that can be won, resulting in different values. When the "pseudo RB" is started, a reel effect in which "BAR" symbols are aligned or a reel effect in which "red 7-red 7-BAR" is displayed in the main display window 4 may be performed. Furthermore, the increase section is not limited to being configured as a pseudo bonus. For example, it may be configured as an AT state or an ART state in which the number of continuing games (playing period) can be changed.

[0255] Furthermore, if the conditions for executing the limit processing shown in Figure 16 below are met during the pseudo-bonus, the advantageous zone will be forcibly terminated ("End of advantageous zone due to limit processing" in Figure 5), resulting in a transition to a non-advantageous zone.

[0256] In the first gaming machine, the above-described game flow is basically based on the premise that the game is played with three coins bet. Therefore, when the game is played with two coins bet, for example, various lotteries using (a) to (d) in Figure 7, (e) and (f) in Figure 8, etc. are not performed, and the ceiling number of games is not updated. Furthermore, when the game is played with two coins bet during a pseudo bonus, the pseudo bonus does not become an increase period because the game is configured so that medals do not increase when two coins are bet. In other words, the first gaming machine is basically configured so that the player is at a disadvantage when playing with two coins bet.

[0257] Here, when a game is played in the two-coin bet state, lotteries (e.g., various lotteries using (a) to (d) of Figures 7 and (e) and (f) of Figures 8, etc.) and processing (e.g., updating of the ceiling game count, etc.) related to the advantageous zone (AT) are not performed, but it is desirable that the advantageous zone game number counter for the game number limiter described above and the advantageous zone payout number counter for the payout number limiter described above are updated. These limiters have the function of appropriately suppressing gambling by limiting the number of games stayed in the advantageous zone and the upper limit of the number of coins won. Therefore, if these counters were not updated in the two-coin bet state, there is a possibility that the upper limit of the number of games stayed in the advantageous zone or the number of coins won set may be exceeded due to play in the two-coin bet state, resulting in a situation where gambling cannot be appropriately suppressed. Therefore, it is desirable that the limiter counter be configured to be updated every game regardless of the number of bets.

[0258] Furthermore, in the first gaming machine, the above-described game flow is basically premised on the premise that the game is played in a non-bonus state. Therefore, when the game is played in a bonus state (2BB state and 3BB state), for example, various lotteries using (a) to (d) of FIG. 7, (e) and (f) of FIG. 8, etc. are not performed, and the ceiling number of games is not updated. Furthermore, when the bonus state is entered during a pseudo-bonus, the bonus state is configured as a state in which the expected increase in medals is lower than in a non-bonus state (more specifically, a non-bonus state with 3 medals bet), so the pseudo-bonus may not be an increase period. In other words, the first gaming machine is configured so that playing in a bonus state may put the player at a disadvantage.

[0259] Therefore, the first gaming machine is configured to recommend playing in a 3-coin bet state between 2BB flags (in this embodiment, the 3-coin bet state between 2BB flags will be described as a "recommended gaming state," and other states will be described as "non-recommended gaming states"). That is, in the first gaming machine, 2BB is a bonus role that can only be won in a 2-coin bet state, and a combination of symbols related to 2BB between 2BB flags will only win in a 2-coin bet state, but will not win in a 3-coin bet state. Also, 3BB is a bonus role that can only be won in a 3-coin bet state, and a combination of symbols related to 3BB between 3BB flags will only win in a 3-coin bet state, but will not win in a 2-coin bet state. Also, 3BB will never win between 2BB flags, and 2BB will never win between 3BB flags.

[0260] In the first gaming machine, by using these configurations, for example, if you win 2BB in a non-flag bet state (without winning 2BB) to make it a 2BB flag bet, and then play in a 3-flag bet state, you can play in the recommended gaming state described above without worrying about whether you will win a bonus role or not.

[0261] As described above, in the first gaming machine, a ceiling shortening lottery is conducted during the pseudo bonus. Looking at the ceiling shortening lottery table shown in FIG. 8(e), when the current mode is one of the guaranteed mode, heaven A mode, heaven B mode, and heaven C mode, the ceiling shortening lottery has a probability of 1 / 8 (32 / 256) and is not won in other modes. That is, in a mode where the ceiling number of games is "32 games," the "32 games" may be shortened to "0 games," and in a mode where the ceiling number of games is greater than that, the ceiling number of games is not shortened.

[0262] In addition, even in the case of a mode in which the ceiling number of games is greater than "32 games," it may be determined that the ceiling number of games will be shortened with a lower probability (for example, 1 / 64) than in the case of a mode in which the ceiling number of games is "32 games."

[0263] In addition, the manner in which the ceiling game number is reduced is not limited to the above. For example, if "32 games" is reduced to a smaller predetermined number of games (0 to 31 games), the same effect can be achieved, so the number of games to be reduced when the ceiling game reduction lottery is won may be further determined, or the number of games to be reduced in the ceiling game reduction lottery may be determined in advance.

[0264] Furthermore, the trigger for conducting the ceiling shortening lottery is not limited to the above. For example, during a pseudo bonus, the ceiling shortening lottery may be conducted for each game. Furthermore, in the advantageous zone (normal game), when the current mode is one of the guaranteed mode, heaven A mode, heaven B mode, and heaven C mode, the ceiling shortening lottery may be conducted for each game. In these cases, the advantageous zone winning sub-flag and the advantageous zone winning sub-flag may be referenced to determine whether or not to win the ceiling shortening lottery.

[0265] As mentioned above, in the first gaming machine, a 1G consecutive lottery is performed during the pseudo bonus. Looking at the 1G consecutive lottery table shown in FIG. 7(d), it can be seen that the 1G consecutive stock may be awarded regardless of the current mode. In other words, regardless of whether the mode has a ceiling game count of "32 games," the right to continue the pseudo bonus can be awarded.

[0266] The manner in which the right is granted is not limited to the above. For example, in a mode in which the ceiling number of games is "32 games," a 1G consecutive lottery may not be conducted in consideration of the fact that a ceiling shortening lottery will be conducted, and in a mode in which the ceiling number of games is greater than "32 games," a 1G consecutive lottery may be conducted, thereby preventing the gambling nature of the game from becoming excessively high.

[0267] In addition, the opportunity for the 1G consecutive lottery to be performed is not limited to the above. For example, the 1G consecutive lottery may be performed in an advantageous zone (performance zone) other than the pseudo bonus, and the 1G consecutive stocks stocked as a result may be consumed in the next pseudo bonus.

[0268] Although not shown in Figures 5 to 8, in the first gaming machine, when the current mode is Heaven mode at the start of the pseudo bonus or during the pseudo bonus, a special bonus effect is executed with a predetermined probability to suggest that the player is in an advantageous state. Therefore, when the special bonus effect is executed, it can be expected that the ceiling shortening lottery will be executed. Furthermore, this special bonus effect may be executed with a 100% probability when the ceiling shortening lottery is won. In this way, for example, when the special bonus effect is executed at the start of the pseudo bonus, it suggests that the player is at least in Heaven mode and can further create a sense of anticipation that the ceiling shortening lottery may also be won. Furthermore, this special bonus effect may be executed with a predetermined probability or 100% probability when the 1G consecutive lottery is won during the pseudo bonus. In this way, various possibilities can be suggested, such as (1) Heaven mode only, (2) Heaven mode + ceiling shortened lottery, (3) Heaven mode + 1G consecutive lottery, (4) Heaven mode + ceiling shortened lottery + 1G consecutive lottery, and (5) 1G consecutive lottery only, thereby increasing the interest in the game.

[0269] In this way, in the first gaming machine, if it is determined that the game will be controlled to an advantageous state again within a predetermined period (e.g., 32 games) after the end of an advantageous state (e.g., a pseudo bonus) (e.g., in the case of heaven mode), that period may be further shortened. Therefore, even if the playing period of a series of advantageous zones is limited (e.g., when limit processing is executed), it is possible to prevent a decline in the player's interest in the game by allowing the player to play in a state with as high a degree of advantage as possible.

[0270] Furthermore, in the first gaming machine, even if it is not confirmed that the advantageous state will be controlled again within a predetermined period after the advantageous state has ended (for example, in the case of end mode), the advantageous state may be initiated again by granting a right (for example, 1G consecutive stock), thereby increasing the player's expectations and improving the enjoyment of the game.

[0271] 5 to 8, in the first gaming machine, when a "fixed role" is determined as the sub-flag when the advantageous zone is won (i.e., when "F_fixed cherry" or "F_reach eye" is determined as the internal winning role), and when it is determined to transition to Heaven C mode as a result of the mode transition lottery described above, a special lock effect can be executed with a probability of 1 / 2 (this probability is arbitrary). Note that, even when the sub-flag "middle cherry" is determined when the advantageous zone is won (i.e., when "F_middle cherry" is determined as the internal winning role), the player can receive the same benefit as when a "fixed role" is determined as the sub-flag when the advantageous zone is won, so when the sub-flag "middle cherry" is determined when the advantageous zone is won, a special lock effect may be executed in the same way as when a "fixed role" is determined as the sub-flag when the advantageous zone is won.

[0272] Here, since the "fixed combination" is a combination that also determines a transition to a pseudo bonus (see (c) of FIG. 7), when the special lock effect is executed, the player can recognize that a transition to a pseudo bonus and a transition to Heaven C mode have occurred, which is very exciting for the player. The special lock effect is configured, for example, as an effect in which game operations (stop operations) are disabled for approximately 20 seconds at the start of play. During this time, special reel effects such as the reels vibrating or rotating backwards may be performed, or special images that are not normally displayed may be displayed on the main effect display unit 21. Special music that is not normally output may also be output. Of course, effects can also be created by combining these. Furthermore, while game operations are not disabled, these effects can be continued until the player performs the next game operation (i.e., the player can decide whether to execute the effects to the end or cancel them midway and continue playing).

[0273] However, in the first gaming machine, as shown in Figure 16 described below, even if you are in Heaven C mode, the advantageous zone may be forcibly terminated by the execution of limit processing, so it may not be desirable to execute the above-mentioned special lock effect multiple times.

[0274] Therefore, in the first gaming machine, the special lock effect is executed only once within the same series of advantageous zones. Specifically, when it is determined that a special lock effect should be executed for the first time within a series of advantageous zones, the special lock effect is executed, but the special lock effect is not executed again within the same series of advantageous zones, even if the same conditions are met. One method is to store information indicating that a special lock effect has been executed once, and if that information is stored within the same series of advantageous zones thereafter, the decision on whether to execute the special lock effect is not made at all. Alternatively, the decision may be made, but if the information is stored, the decision result may be rewritten to indicate that the special lock effect should not be executed, even if it indicates that the special lock effect should be executed. The stored information may then be cleared when the advantageous zone ends.

[0275] The manner in which the execution of the special lock effect is limited is not limited to the above. For example, the upper limit of the number of times the special lock effect can be executed may be set to "two" or "three" times instead of "one time." In other words, the execution of the special lock effect is limited, but the upper limit may be set to multiple times. This can be set appropriately depending on the expected value of balls paid out per special lock effect.

[0276] Furthermore, the conditions for determining whether or not to execute the special lock effect are not limited to those described above. That is, in the above, a mode transition is triggered by the winning of a "fixed role," and a determination is made as to whether or not to execute the special lock effect on the condition that the mode is Heaven C mode. However, for example, since there are cases where a transition to Heaven C mode is caused by a trigger other than the winning of a "fixed role" (see (f) of FIG. 8), a determination as to whether or not to execute the special lock effect may also be made in these cases, and the execution of the special lock effect may be determined at a predetermined probability (which may be the same probability as when the winning of a "fixed role" is triggered, or may be a different probability).

[0277] Also, for example, when a "fixed role" is won, a decision is first made as to whether or not a special lock effect will be executed, and if it is decided that the special lock effect will be executed, a transition to Heaven C mode may be made. That is, the special lock effect may be executed in response to a decision to transition to Heaven C mode, or the transition to Heaven C mode may be made in response to a decision to execute a special lock effect.

[0278] Furthermore, for example, the degree of progress of the game in the advantageous zone may be used as a condition for determining whether or not a special lock effect will be executed. For example, when the value of a later-described advantageous zone game number counter or control game number counter is less than "750," or when the value of a later-described advantageous zone payout counter or control payout number counter is less than "1201," a determination as to whether or not a special lock effect will be executed is made as described above, and when the value of a later-described advantageous zone game number counter or control game number counter becomes "750" or greater, or when the value of a later-described advantageous zone payout counter or control payout number counter becomes "1201" or greater, it is possible to prevent the determination of whether or not a special lock effect will be executed from then on in the same series of advantageous zones.

[0279] In this way, in the first gaming machine, the play period of a series of advantageous zones is limited to a certain period (see FIG. 16 described later). Even if control information highly advantageous to the player (for example, Heaven C mode) is set multiple times within the same series of advantageous zones, control is performed so that special effects (for example, special lock effects) are not performed each time. Therefore, it is possible to prevent the gambling aspect of the game from becoming excessively high while also preventing a decline in the enjoyment of the game.

[0280] Furthermore, in the first gaming machine, within a series of advantageous zones, the winning of a specific role (for example, a "fixed role") may trigger a determination that the game will be controlled to an advantageous state (for example, a pseudo bonus), and control information that is highly advantageous to the player (for example, Heaven C mode) may be set. Even if such a case occurs multiple times within the same series of advantageous zones, the game is controlled so that a special effect (for example, a special lock effect) is not performed each time. Therefore, it is possible to prevent the game from becoming excessively gambling-oriented, while also preventing a decline in the enjoyment of the game.

[0281] In addition, the first gaming machine is capable of determining secondary information (e.g., a sub-flag when a favorable zone is won) according to the determined internal winning role, and is also capable of determining secondary information (e.g., a sub-flag when a favorable zone is entered) according to the combination of patterns displayed, and is capable of determining whether or not to grant a favorable state (e.g., a pseudo bonus) in which information regarding the player's stopping operation is notified according to the secondary information determined for each.

[0282] In this way, the first gaming machine can provide a sense of expectation regarding the awarding of an advantageous state not only when the internal winning combination is determined, but also when the combination of patterns is displayed, thereby diversifying the gameplay regarding the awarding of an advantageous state.

[0283] In addition, in the first gaming machine, both the information corresponding to the determined internal winning role and the information corresponding to the combination of displayed symbols are managed as common secondary information, so that it is possible to prevent an increase in the control load and amount of information related to the granting of an advantageous state.

[0284] Furthermore, in the first gaming machine, when the gaming value bet is a first amount (e.g., 3 coins), a first special role (e.g., 3BB) can be won, but a second special role (e.g., 2BB) cannot be won. Also, when the gaming value bet is a second amount (e.g., 2 coins), a second special role can be won, but the first special role cannot be won. Also, when a specific role (e.g., "F_Replay A") is won, if the first special permission state (e.g., between 3BB flags) is established, a predetermined symbol combination (e.g., "Right-Up Replay") can be displayed, and if the second special permission state (e.g., between 2BB flags) is established, a specific symbol combination (e.g., "Parallel Replay") can be displayed (see FIG. 15 described below).

[0285] In the first gaming machine, different secondary information can be determined when a combination of predetermined symbols is displayed and when a combination of specific symbols is displayed. That is, in the first gaming machine, even when the same specific combination is determined, the determination content regarding the granting of an advantageous state can be changed depending on which special permission state is in effect, so that the gameplay can be further diversified while suppressing an increase in the control load and amount of information regarding the granting of an advantageous state.

[0286] In addition, in the first gaming machine, it is possible to determine whether or not to grant an advantageous state when at least a specific combination is won and a specific symbol combination is displayed.

[0287] Here, in the first gaming machine, the combination of predetermined symbols and the combination of specific symbols are both combinations of symbols related to replay, so regardless of which one is displayed, the same benefit of activating replay will be awarded.

[0288] It should be noted that the manner in which the same benefit is awarded is not limited to the above. For example, the specific combination may be configured as a specific minor combination related to the award of game value. Then, when the specific minor combination is won, for example, in the first special permission state, a combination of predetermined symbols (a combination of symbols related to the award of game value equivalent to a "right-up lip") that awards one coin (this value is arbitrary and may be another value equal to or less than the bet game value, or may be a value exceeding the bet game value) may be displayed, and in the second special permission state, a combination of specific symbols (a combination of symbols related to the award of game value equivalent to a "parallel lip") that awards the same number of coins as when the combination of predetermined symbols is displayed may be displayed.

[0289] In addition, both the combination of predetermined symbols and the combination of specific symbols may be configured as "miss" symbol combinations (however, in order to be able to determine whether or not to grant an advantageous state, the combination of symbols must be distinguishable as being different from a pure "miss" combination). Even in this case, the value remains the same.

[0290] In this way, in the first gaming machine, even when the same specific combination is determined, the determination content regarding the granting of an advantageous state can be varied depending on which special permission state is in, so that the gameplay can be diversified while suppressing an increase in the control load and amount of information regarding the granting of an advantageous state. Also, in a game in which a specific combination is determined, the same benefit is granted regardless of which special permission state is in, so that even when the gameplay is varied, it is possible to prevent the player from suffering a direct disadvantage.

[0291] In addition, in the first gaming machine, when a specific role is won and the second special permission state is in effect, it may be configured so that when a stop operation is performed in a specific manner, a combination of specific symbols can be displayed, and when a stop operation is not performed in the specific manner, it is not possible to display the combination of specific symbols.

[0292] Then, at least when a specific combination is won and a specific symbol combination is displayed, it may be possible to determine whether or not to grant an advantageous state. When a specific combination is determined as an internal winning combination, it may be possible to make the degree of advantage regarding the granting of an advantageous state different between when a specific symbol combination is displayed and when a specific symbol combination is not displayed.

[0293] In addition, when a specific role is won, if the first special permission state is in effect, a combination of predetermined symbols may be displayed regardless of the stop operation mode, and if the second special permission state is in effect, a combination of predetermined symbols may be displayed when the stop operation is performed in a specific mode, and a combination of predetermined symbols may be displayed when the stop operation is not performed in a specific mode.

[0294] In this case, the specific combination can be configured such that, on at least one reel, a combination of specific symbols is displayed when the timing of the stop operation is appropriate (in this embodiment, this may be described as a "press position ○" or "correct press position", etc.), and a combination of predetermined symbols is displayed when the timing of the stop operation is inappropriate (in this embodiment, this may be described as a "press position ×" or "incorrect press position", etc.). This allows the degree of advantage regarding the granting of an advantageous state to vary depending on the player's stop operation (the timing of the stop operation), which allows the player to concentrate more on the game and improves the enjoyment of the game.

[0295] Furthermore, as described above, the specific combination can also be configured as a specific minor combination. In this case, on at least one reel, when the timing of the stop operation is appropriate (when the pressing position is ○), a specific combination of symbols is displayed and a predetermined number of game values ​​is awarded, and when the timing of the stop operation is inappropriate (when the pressing position is ×), a specific combination of symbols is displayed and a predetermined number of game values ​​is awarded. In this case, the predetermined number may be the same as the specific number (i.e., the same benefit). Also, a game value that is greater than the specific number may be awarded. Also, a game value that is less than the specific number may be awarded. Also, at least one of the specific combination of symbols and the specific combination of symbols may be the combination of symbols when a miss occurs. In other words, either the predetermined number or the specific number may be set to "0." This not only makes it possible to vary the degree of advantage in granting an advantageous state depending on the player's stop operation (or the timing of the operation), but also makes it possible to vary the content of the direct benefits, which allows the player to concentrate more on the game, further diversifies the gameplay, and increases the enjoyment of the game.

[0296] Furthermore, if there is only one type of specific combination, the timing at which the timing of the stop operation is appropriate is also limited, so it is desirable to provide multiple specific combinations with different timings at which the timing of the stop operation is appropriate. For example, on one reel, a first specific combination is provided in which, when the timing of the stop operation is a first timing, the stop operation is appropriate and a combination of specific symbols is displayed, and when it is a timing other than the first timing, the stop operation is not appropriate and the combination of specific symbols is not displayed, a second specific combination is provided in which, when the timing of the stop operation is a second timing different from the first timing, the stop operation is appropriate and the combination of specific symbols is displayed, and when it is a timing other than the second timing, the stop operation is not appropriate and the combination of specific symbols is not displayed, and a third specific combination is provided in which, when the timing of the stop operation is a third timing different from the first and second timings, the stop operation is appropriate and the combination of specific symbols is displayed, and when it is a timing other than the third timing, the stop operation is not appropriate and the combination of specific symbols is not displayed, and these can be made to win with the same probability of winning.

[0297] In this case, the specific winning combination can be configured so that when the batting order is appropriate (when the button press order is correct), a specific symbol combination is displayed, and when the batting order is inappropriate (when the button press order is incorrect), a predetermined symbol combination is displayed. This allows the degree of advantage regarding the granting of an advantageous state to vary depending on the player's stopping operation (procedure), which allows the player to concentrate more on the game and improves the enjoyment of the game.

[0298] Furthermore, the specific combination can also be configured as a specific minor combination, as described above. In this case, when the batting order is appropriate (when the button presses are correct), a specific symbol combination is displayed and a predetermined number of game points is awarded. When the batting order is inappropriate (when the button presses are incorrect), a specific symbol combination is displayed and a predetermined number of game points is awarded. In this case, the predetermined number may be the same as the specific number (i.e., the same bonus). A higher game point may be awarded for the specific number than the specific number. A lower game point may be awarded for the specific number than the specific number. At least one of the specific symbol combination and the specific symbol combination may be the symbol combination when a miss occurs. In other words, either the predetermined number or the specific number may be set to "0." This not only changes the degree of advantage regarding the awarding of an advantageous state due to the player's stop operation (procedure), but also changes the content of the direct bonus. This allows the player to concentrate more on the game, further diversifies the gameplay, and increases the enjoyment of the game.

[0299] Furthermore, if there is only one type of specific role, the appropriate batting order is also limited, so it is desirable to provide multiple specific roles with different appropriate batting orders. For example, a first specific role may be provided in which, when the left first stop is reached, an appropriate stopping operation is performed and a combination of specific symbols is displayed, and when the center and right first stop is reached, an appropriate stopping operation is not performed and the combination of specific symbols is not displayed, a second specific role may be provided in which, when the center first stop is reached, an appropriate stopping operation is performed and the combination of specific symbols is displayed, and when the left and right first stop is reached, an appropriate stopping operation is not performed and the combination of specific symbols is not displayed, and a third specific role may be provided in which, when the right first stop is reached, an appropriate stopping operation is performed and the combination of specific symbols is displayed, and when the left and center first stop is reached, an appropriate stopping operation is not performed and the combination of specific symbols is not displayed, and these roles may be set to win with the same probability of winning.

[0300] Up to this point, it has been stated that in a unit game in which a specific combination has been won, the stop operation mode (at least one or both of the timing of the stop operation and the batting order) causes the process of determining whether a non-advantageous zone will transition to an advantageous zone and the process of determining whether a favorable state will be granted in an advantageous zone (including pseudo-bonus transition lottery, mode transition lottery, and other processes for changing the degree of advantage of the game situation in an advantageous zone) to change, but among such changes, changes that are relatively disadvantageous to the player (which may ultimately result in an disadvantage) can be considered as the above-mentioned penalty. Therefore, when such a change occurs, a configuration may be adopted in which any effect (warning notification) can be generated to draw attention.

[0301] In addition, in the first gaming machine, when a specific combination is won, the probability of an advantageous state being awarded is higher when a combination of specific symbols is displayed than when a combination of predetermined symbols is displayed. In other words, assuming that three coins are bet, the second special permission state (for example, between 2BB flags) is a state in which the awarding of an advantageous state is favored more favorably than the first special permission state (for example, between 3BB flags).

[0302] Furthermore, in the first gaming machine, when a predetermined role (for example, "Push Order Bell B" described below) is won, if the first special permission state is in effect, a combination of award symbols (for example, a combination of symbols that will result in the payout of 8 coins) is displayed regardless of the batting order, while if the second special permission state is in effect, if the batting order is the predefined correct push order, the combination of award symbols is displayed, but if the batting order is not the predefined correct push order, the combination of award symbols is not displayed, resulting in a miss where no game value is awarded, or a combination of symbols that will award less game value than if the combination of award symbols were displayed (for example, a combination of symbols that will result in the payout of 1 coin) is displayed. In other words, if the operation of the advantageous state is not taken into consideration, the first special permission state is a state in which the award of game value is favored more than the second special permission state.

[0303] That is, if a player plays in a non-recommended gaming state with three bets between 3BB flags, the probability of awarding an advantageous state is not favored, but the probability of awarding a gaming value when an advantageous state is not activated is favored, so the game can be played in a state where the difference in the slope value between when an advantageous state is activated and when it is not activated is relatively small. In this way, a state in which the possibility that the player can suddenly increase the gaming value is reduced, but the player's gaming value is unlikely to decrease, can be defined as, for example, a "stable state."

[0304] On the other hand, if a player plays in a recommended game state, the probability of obtaining an advantageous state is favored, but the probability of obtaining a game value when the advantageous state is not activated is not favored, so the player can play in a state where the difference in the slope value between when the advantageous state is activated and when it is not activated is relatively large. In this way, a state in which the player is more likely to be able to rapidly increase his game value, but in which the player's game value is likely to decrease, can be defined as, for example, a "rough sea state."

[0305] Here, the method for creating the two states, the stable state and the rough state, is not limited to the above. For example, in the "stable state," the pseudo bonus transition probability is increased compared to the "rough state" in the pseudo bonus transition lottery described above, while the transition probability to Heaven mode is decreased compared to the "rough state" in the mode transition lottery described above. Also, in the "rough state," the pseudo bonus transition probability is decreased compared to the "stable state" in the pseudo bonus transition lottery described above, while the transition probability to Heaven mode is increased compared to the "stable state" in the mode transition lottery described above. In this way, a state can be created in the "stable state" where it is easy to win a pseudo bonus for the first time but difficult to win consecutive wins, while a state can be created in the "rough state" where it is difficult to win a pseudo bonus for the first time but easy to win consecutive wins. Note that the stop control of the predetermined combination may vary between 2BB flags and 3BB flags as described above, or may be different (i.e., not preferentially treated between 3BB flags).

[0306] [5-2. The first gaming machine's symbol layout] Next, the symbol arrangement configuration of the first gaming machine will be described with reference to Fig. 9. Fig. 9 is a diagram showing an example of a symbol arrangement table of the first gaming machine. As shown in Fig. 9, in the first gaming machine, ten types of symbols, namely "Red 7", "BAR", "Replay", "Bell", "Watermelon", "Cherry", "Red Blank", "Yellow Blank", "White Blank 1" and "White Blank 2", are arranged in the positions shown in Fig. 9 on each of the reels 3L, 3C and 3R. Furthermore, as shown in the symbol code table, symbol codes 1 to 10 are assigned to each symbol.

[0307] [5-3. Internal winning combination of the first gaming machine] Next, the internal winning combination configuration of the first gaming machine will be described with reference to Figs. 10 to 15. Fig. 10 is a diagram showing an example of an internal lottery table of the first gaming machine. Also, Figs. 11 to 14 are diagrams showing an example of a symbol combination table of the first gaming machine. Also, Fig. 15 is a diagram showing an example of the correspondence between the internal winning combination, the stop operation mode, the display combination, etc. of the first gaming machine. That is, hereinafter, the types of internal winning combinations drawn by lottery in the first gaming machine, and which symbol combinations (which can also be expressed as display combinations, winning combinations, stop display modes, display results, etc.) are displayed depending on the stop operation mode (i.e., the hitting order, stop operation timing, etc.) when each internal winning combination is won will be described.

[0308] First, in the first gaming machine, in the internal lottery process (see FIG. 26) described later, each internal winning combination shown in FIG. 10 is won with the probability shown in FIG. 10 (lottery value / probability denominator: 65536). The symbol combinations that are permitted to be displayed when each internal winning combination is won are as shown in "corresponding symbol combinations" in FIG. 10. In addition, in FIGS. 11 to 14, "BB" indicates a symbol combination related to a bonus combination, "REP" indicates a symbol combination related to a replay combination, and "FRU" indicates a symbol combination related to a small combination.

[0309] "F_2BB" can be determined as an internal winning combination when a game is played in a 2-coin bet state in a non-bonus state (more specifically, between non-flags), but is configured not to be determined as an internal winning combination when a game is played in a 3-coin bet state. In a 2-coin bet state, when "F_2BB" is won, or in a game where a "lose" occurs between 2BB flags, if the pressed position ○ is reached for each reel, "BB01" is displayed, and the state transitions to the 2BB state (bonus state based on 2BB). On the other hand, in a 3-coin bet state, even between 2BB flags, "BB01" will not be displayed.

[0310] "F_3BB" can be determined as an internal winning combination when a game is played in a non-bonus state (more specifically, between non-flags) with three bets, but is configured not to be determined as an internal winning combination when a game is played in a two-bet state. In a three-bet state, when "F_3BB" is won, or when a game is a "lose" between 3BB flags, if the pressed position ○ is reached for each reel, "BB02" is displayed, and the game transitions to the 3BB state (bonus state based on 3BB). On the other hand, when a two-bet state is played, even between 3BB flags, "BB02" is not displayed.

[0311] In the 2BB and 3BB states, the lottery value in the "bonus state" column in Figure 10 is referenced to determine the internal winning combination (only three coins can be bet to start play). During the 2BB and 3BB states, the RB, a first-class special combination, is always activated (RB state). The RB state is repeatedly terminated and activated again if two wins or two games are played after activation. In addition, in the first gaming machine, the termination condition for the 2BB state is stipulated as more than one medal being paid out in the 2BB state, and the termination condition for the 3BB state is stipulated as more than 176 medals being paid out in the 3BB state.

[0312] Here, when the 2BB state or 3BB state ends, a special mode transition process is performed. For example, if the mode when transitioning to the bonus state (since mode transitions do not occur during the bonus state, this is equivalent to when the bonus state ends), i.e., the current mode, is "start mode," the transition mode will be "start mode." Also, if the current mode is either "normal A mode," "normal B mode," "heaven preparation mode," or "chance mode," the transition mode will be "normal A mode." Also, if the current mode is either "end A mode" or "end B mode," the transition mode will be "end A mode." Also, if the current mode is either "guaranteed mode," "heaven A mode," "heaven B mode," or "heaven C mode," the transition mode will be "guaranteed mode."

[0313] "F_Replay A" is configured to be determined as an internal winning combination regardless of the number of bets in a non-bonus state. When determined as an internal winning combination, between non-flags and between 2BB flags, regardless of the stopping operation mode, one of "REP64" to "REP72" (these are the symbols that display the "replay" symbols in a straight line in the bottom row or in a straight line in the middle row, and can be collectively referred to as "parallel replays." Also, "REP64" to "REP71" can be collectively referred to as "lower row replays," and "REP72" can be referred to as "middle row replays") is displayed, and a replay is awarded. On the other hand, between 3BB flags, regardless of the stopping operation mode, "REP73" (which is the sym...

Claims

[Claim 1] A variable display means that can display patterns in multiple rows in a variable manner, and can also display multiple patterns in a fixed position in each row, and has defined effective lines formed by combining the fixed display positions of the patterns in each row, A reward-granting means capable of awarding rewards according to the combination of symbols stopped and displayed on the active line, A gaming machine comprising an image display means capable of displaying an image, The aforementioned bonus-granting means can grant a predetermined number of game values ​​when a combination of symbols corresponding to a predetermined bonus role is displayed on the active line. The image display means is configured to display a winning symbol image, which is an image showing a combination of symbols stopped and displayed on the active line, and a game result display showing the content of the prize awarded by the prize awarding means. The game result display is configured such that, when a combination of symbols corresponding to the predetermined winning combination is displayed on the active line, it can display, at least, that the number of game values ​​awarded in this game is the predetermined number, near the winning symbol image. The winning symbol image and the game result display are displayed within the same frame in a predetermined area of ​​the image display means. If the front door is opened while the winning design image is displayed, the winning design image will not be displayed while the front door is open. However, when the front door is closed, the winning design image that was displayed before the front door was opened will be displayed again. When a game is not being played, if certain conditions are met, it is possible to enter a specific state. If the aforementioned winning symbol image is displayed when the aforementioned specific state is reached, the winning symbol image will not be displayed during the aforementioned specific state. However, once the aforementioned specific state ends, the winning symbol image that was displayed before the aforementioned specific state was reached can be displayed again. If the combination of symbols displayed on the active line is not a combination of symbols that can be awarded a prize by the prize awarding means, the game result is a loss. A gaming machine in which, if the game result is a loss, a predetermined display indicating a loss is displayed in the predetermined area of ​​the image display means.