Slot machine

The slot machine balances game medal distribution through advanced control processes, addressing the imbalance in existing machines by prioritizing specific information and transitions, thereby ensuring fair and engaging gameplay.

JP2025154371APending Publication Date: 2025-10-10SEVEN CRAFTSMAN CO LTD
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Patent Information

Application Number
JP2024057323
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-29
Publication Date
2025-10-10

AI Technical Summary

Technical Problem

Existing slot machines often imbalance the number of game medals dispensed between normal and AT game states, leading to unbalanced outcomes.

Method used

A slot machine equipped with a main control means and a sub-control means that executes role determination, reel control, and mode control processes to balance game outcomes by prioritizing specific information and transitions based on game states.

Benefits of technology

The solution ensures a balanced distribution of game medals across different game states, enhancing player engagement and fairness.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 2025154371000001_ABST
Patent Text Reader

Abstract

To provide a slot machine in which put-out of balls is well-balanced in each game state.SOLUTION: When ALL bell or common bell is won in a general game state, stop control is performed by prioritizing one with a large total number of symbol combinations over one imparting a large number of tokens. When ALL bell or common bell is won in an RBF game state, stop control is performed by prioritizing the one imparting a large number of tokens over the one with a large total number of symbol combinations. Then, an AT mode is executed when the RBF game state is controlled.SELECTED DRAWING: Figure 76
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Description

[Technical Field]

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

[0002] Conventionally, slot machines, which are a type of gaming machine, bet game medals and operate the start lever, and after a winning combination is drawn, the reels begin to spin. Next, by operating the stop button, the spinning of the reels stops, and if a winning combination is achieved, game medals are paid out to the player.

[0003] In recent years, slot machines capable of controlling a normal game, a special game, and an internal win game have become known (for example, Patent Document 1). In such slot machines, if a special combination is won and a bonus is won in the normal game, the machine transitions to a special game that is more advantageous to the player than the normal game. On the other hand, if a special combination is won in the normal game but a bonus is not won, the machine transitions to an internal win game in which the probability of winning a replay combination is higher than in the normal game.

[0004] In addition, during the internal winning game, the AT game state control is executed, in which the operation sequence of the stop buttons required to win the bell is notified. This allows a large number of medals to be won in the AT game state. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Patent No. 5665032 Summary of the Invention [Problem to be solved by the invention]

[0006] In a slot machine such as that disclosed in Patent Document 1, the player will win game medals when a win is achieved in normal play, special play, or internal winning play. However, if the machine is designed to allow a large number of game medals to be won in the AT play state, in which the order in which the stop buttons must be operated to win a bell is announced, there is room for improvement in that fewer game medals can be won in normal play, in which the order in which the stop buttons must be operated to win a bell is not announced, resulting in an unbalanced output of balls.

[0007] The present invention has been made in view of the above circumstances, and has as its object to provide a slot machine in which the number of balls dispensed is balanced in each game state. [Means for solving the problem]

[0008] The slot machine of the present invention is a slot machine equipped with a plurality of reels, a start lever for rotating the reels, a stop button for stopping the reels, a main control means capable of executing control related to games, and a sub-control means capable of executing control related to presentation, wherein the main control means includes a role determination process for determining a role, a reel control process for rotating the reels when the start lever is operated and stopping the rotating reels when the stop button is operated, a game state control process for controlling a normal game state and a specific game state in which information on winning a special role is stored, and The reel control process is capable of executing a mode control process that controls between a normal mode and a specific mode in which specific information required for winning is announced, and the reel control process is capable of executing control that prioritizes predetermined priorities when a specific role is determined in the normal game state, and is capable of executing control that prioritizes specific priorities when the specific role is determined in the specific game state, and the mode control process executes a lottery regarding transition to the specific mode when the player is staying in the normal game state in the normal mode, and the sub-control means announces the specific information when the player is staying in the specific game state in the specific mode. [Effects of the Invention]

[0009] According to the present invention, it is possible to provide a slot machine in which the amount of balls dispensed is well balanced in each game state. [Brief explanation of the drawings]

[0010] [Figure 1] FIG. 2 is a front view of the slot machine and the card unit. [Figure 2] FIG. 2 is a front view of the box portion of the slot machine. [Figure 3] FIG. 2 is a rear view of the door portion of the slot machine. [Figure 4] FIG. 1 is a block diagram of a slot machine and a card unit. [Figure 5] 1 is a diagram illustrating the arrangement of symbols on the left reel, center reel, and right reel. [Figure 6] FIG. 10 is a diagram illustrating a combination of symbols. [Figure 7] FIG. 10 is a diagram illustrating the transition of game states. [Figure 8] FIG. 10 is a diagram explaining the number of places allocated to winning combinations. [Figure 9] FIG. 10 is a diagram illustrating mode transitions. [Figure 10] FIG. 10 is a diagram illustrating a power-on process. [Figure 11] FIG. 10 is a diagram illustrating a main process. [Figure 12] FIG. 10 is a diagram illustrating the game start acceptance process. [Figure 13] FIG. 10 is a diagram illustrating an interrupt process. [Figure 14] FIG. 10 is a diagram illustrating a counting process. [Figure 15] FIG. 10 is a diagram illustrating a lending process. [Figure 16] FIG. 10 is a diagram illustrating a lending command receiving process. [Figure 17] FIG. 10 is a diagram illustrating a replay command receiving process. [Figure 18] FIG. 10 is a diagram illustrating a command reception process. [Figure 19]A diagram explaining the types of commands sent from the main control board to the medal count control board. [Figure 20] A diagram explaining the gaming machine installation information command sent from the main control board to the medal count control board. [Figure 21] A diagram explaining the gaming machine characteristics of the gaming machine installation information command sent from the main control board to the medal count control board. [Figure 22] This is a diagram explaining the reel information command sent from the main control board to the medal count control board. [Figure 23] This is a diagram explaining the reel operation information of the reel information command sent from the main control board to the medal count control board. [Figure 24] A diagram explaining the advantageous zone information command sent from the main control board to the medal count control board. [Figure 25] A diagram explaining the advantageous zone information of the advantageous zone information command sent from the main control board to the medal count control board. [Figure 26] 10 is a diagram illustrating a medal count command sent from the main control board to the medal count control board. FIG. [Figure 27] A diagram explaining the medal count settlement command sent from the main control board to the medal count control board. [Figure 28] A diagram explaining the game start command sent from the main control board to the medal count control board. [Figure 29] A diagram explaining the game end command sent from the main control board to the medal count control board. [Figure 30] A diagram explaining the payout command sent from the main control board to the medal count control board. [Figure 31] A diagram explaining the jackpot command sent from the main control board to the medal count control board. [Figure 32] A diagram explaining information regarding hall computer signals transmitted from the main control board to the medal count control board. [Figure 33]FIG. 10 is a diagram illustrating a gaming machine fraud command (first) transmitted from the main control board to the medal count control board. [Figure 34] 10 is a diagram illustrating the setting information of the gaming machine incorrect command (first) transmitted from the main control board to the medal count control board. FIG. [Figure 35] FIG. 10 is a diagram illustrating a gaming machine fraud command (second) transmitted from the main control board to the medal count control board. [Figure 36] 10 is a diagram illustrating the door opening information of the gaming machine unauthorized command (second) transmitted from the main control board to the medal count control board. FIG. [Figure 37] FIG. 10 is a diagram illustrating a gaming machine incorrect command (third) transmitted from the main control board to the medal count control board. [Figure 38] A diagram explaining the main control status command sent from the main control board to the medal count control board. [Figure 39] A diagram explaining the main control board error command sent from the main control board to the medal count control board. [Figure 40] A diagram explaining the error number sent from the main control board to the medal count control board. [Figure 41] A diagram explaining the types of commands sent from the medal count control board to the main control board. [Figure 42] A diagram explaining the response command transmitted from the medal count control board to the main control board. [Figure 43] A diagram explaining the medal count side information command transmitted from the medal count control board to the main control board. [Figure 44] 10A and 10B are diagrams illustrating messages communicated between the slot machine and the card unit. [Figure 45] FIG. 10 is a diagram showing gaming machine information notification communicated between the slot machine and the card unit. [Figure 46] A diagram showing the type of gaming machine numbered "4" among the information contained in the gaming machine information notification output by the slot machine. [Figure 47]A figure showing gaming machine information included in a telegram when gaming machine performance information is set in a gaming machine information notification. [Figure 48] 10 is a diagram showing gaming machine information included in a telegram when gaming machine installation information is set in a gaming machine information notification. FIG. [Figure 49] This is a diagram showing gaming machine information included in a telegram when hall control fraud monitoring information is set among gaming machine information notifications. [Figure 50] FIG. 10 is a diagram showing a basic communication sequence between the slot machine and the card unit. [Figure 51] FIG. 10 is a diagram showing a sequence when the slot machine is started up before the card unit. [Figure 52] FIG. 10 is a diagram showing a sequence when the card unit is started up before the slot machine. [Figure 53] FIG. 10 is a diagram showing a count notification sequence between the slot machine and the card unit. [Figure 54] FIG. 10 is a diagram showing a lending notification sequence between a slot machine and a card unit. [Figure 55] FIG. 10 is a diagram showing a recovery sequence when a dedicated interface between a slot machine and a card unit is disconnected. [Figure 56] FIG. 10 is a diagram showing a sequence when a communication abnormality occurs between the slot machine and the card unit during counting. [Figure 57] FIG. 10 is a diagram showing a sequence when a communication abnormality occurs between a slot machine and a card unit during lending. [Figure 58] FIG. 10 is a diagram illustrating the relationship between winning combinations in the normal game mode, the order in which the stop buttons are operated, and the combinations of symbols. [Figure 59] FIG. 10 is a diagram illustrating the relationship between the winning combination in the RBF gaming state, the operation sequence of the stop button, and the combination of symbols. [Figure 60] This is a diagram explaining the relationship between the winning combination when the reels are activated, the operation sequence of the stop buttons, and the combination of symbols. [Figure 61]This is a diagram explaining the animation when the stop button is operated in the order of left, right, middle, and right downward bell. [Figure 62] This is a diagram explaining the animation that occurs when the stop buttons are operated in the order of left, middle, and right, resulting in a winning support bell. [Figure 63] This is a diagram illustrating the animation that occurs when the stop buttons are operated in the order of left, middle, and right and no winning occurs. [Figure 64] This is a diagram explaining the animation when the stop button is operated in the middle, left, and right order, resulting in a winning combination. [Figure 65] This is a diagram explaining the animation when the stop button is operated in the order of right, middle, and left, resulting in a winning combination. [Figure 66] This is a diagram illustrating the animation that appears when you win ALL BELLS in the normal game mode. [Figure 67] This is a diagram illustrating the animation that appears when you win a common bell during normal gameplay. [Figure 68] This is a diagram illustrating the animation that appears when you win ALL bells in RBF game mode. [Figure 69] This is a diagram illustrating the animation from when the RB is won in the general game state to when the device operation state ends. [Figure 70] This is a diagram illustrating the animation that occurs when RB is won in the normal game state and the regular is not won. [Figure 71] FIG. 10 is a diagram illustrating an animation when transitioning from normal mode to AT mode. [Figure 72] This is a diagram explaining the animation that appears when a regular does not win after it has been decided to transition to AT mode. [Figure 73] FIG. 10 is a diagram illustrating an animation when the AT mode ends. [Figure 74] This is a diagram explaining the animation when the device is activated in AT mode. [Figure 75] This is a diagram explaining the animation when a regular wins in AT mode. [Figure 76] FIG. 10 is a diagram illustrating a list of each mode and each game state. [Figure 77] FIG. 10 is a diagram illustrating the animation before the start of the CZ mode. [Figure 78] This is a diagram explaining the animation that occurs when a regular win is not achieved after winning in CZ mode. [Figure 79] A diagram explaining the AT mode lottery table in CZ mode. DETAILED DESCRIPTION OF THE INVENTION

[0011] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A slot machine according to the present invention will be described below with reference to the following examples.

[0012] [Configuration of slot machine 1 and card unit CU] FIG. 1 is a front view of the slot machine 1 and the card unit CU.

[0013] A plurality of gaming islands are installed in a gaming parlor, and each island is equipped with a slot machine 1. A card unit CU is installed at a predetermined side position of the slot machine 1 corresponding to the slot machine 1. The slot machine 1 comprises a box portion 1A and a door portion 1B attached to the front of the box portion 1A so as to be able to open and close.

[0014] The slot machine 1 in this embodiment is not provided with a medal insertion slot for inserting medals or a medal payout outlet from which medals are paid out. In addition, the slot machine 1 in this embodiment is not provided with a medal selector for detecting the passage of medals or a hopper for storing medals.

[0015] For this reason, the slot machine 1 in this embodiment uses electromagnetically stored information (hereinafter referred to as "game value") when playing games, without using medals. When starting a game, game value is bet instead of medals, and if a win is achieved, game value is awarded instead of medals being paid out. For the sake of convenience in the following explanation, game value may be simply referred to as "medals."

[0016] It should be noted that medals may be used to play the slot machine 1. In this case, the slot machine 1 will be equipped with a medal insertion slot, a medal payout outlet, a medal selector, a hopper, and the like.

[0017] A start lever 2, a bet button 3, a max bet button 4, a left stop button 5, a center stop button 6, a right stop button 7, and a settlement button 8 are arranged on a base provided in the center of the slot machine 1.

[0018] The start lever 2 is a lever that accepts a player's operation to start a game. When the start lever 2 is operated after medals (game value) have been bet, the left reel 15, center reel 16, and right reel 17 start to rotate.

[0019] The bet button 3 is a button that accepts a bet operation by a player. When the bet button 3 is operated, one medal (game value) is bet from the medals (game value) stored in the slot machine 1.

[0020] The MAX BET button 4 is a button that accepts a MAX BET operation by the player. When the MAX BET button 4 is operated, 3 medals (game value), which is the maximum number that can be bet in one game, is bet from the medals (game value) stored in the slot machine 1.

[0021] The left stop button 5, center stop button 6, and right stop button 7 are arranged side by side and are buttons that accept stop operations to stop the left reel 15, center reel 16, and right reel 17 while they are spinning. The left stop button 5, center stop button 6, and right stop button 7 are provided corresponding to the left reel 15, center reel 16, and right reel 17, respectively, and when the left stop button 5 is operated, the left reel 15 stops while it is spinning. When the center stop button 6 is operated, the center reel 16 stops while it is spinning. When the right stop button 7 is operated, the right reel 17 stops while it is spinning.

[0022] The settlement button 8 is a button that accepts a settlement operation to settle the betted medals (game value). When the settlement button 8 is operated when the betted medals (game value) are 1, 1 medal (game value) is settled, and when the settlement button 8 is operated when the betted medals (game value) are 3, 3 medals (game value) are settled.

[0023] A bet lamp 9, a payout number indicator 10, and an instruction information indicator 11 are arranged on the base of the slot machine 1.

[0024] The bet lamps 9 are lamps that indicate the value of the bet medals (game value). The bet lamps 9 include a first bet lamp 9A that lights up when the bet medals (game value) are 1, a second bet lamp 9B that lights up when the bet medals (game value) are 2, and a third bet lamp 9C that lights up when the bet medals (game value) are 3.

[0025] Specifically, when the number of medals bet (game value) is 1, only the first bet lamp 9A lights up. When the number of medals bet (game value) is 2, the first bet lamp 9A and the second bet lamp 9B light up. When the number of medals bet (game value) is 3, the first bet lamp 9A, the second bet lamp 9B, and the third bet lamp 9C all light up. When the number of medals bet (game value) is 0, the first bet lamp 9A, the second bet lamp 9B, and the third bet lamp 9C all turn off.

[0026] The payout number indicator 10 is an indicator that notifies the number (value) of medals (awarded gaming value) that will be paid out upon winning, and is configured with a two-digit seven-segment LED.

[0027] The instruction information display 11 is a display that notifies information about the operation of the left stop button 5, the middle stop button 6, and the right stop button 7 (for example, the order of operation), and is composed of a two-digit seven-segment LED.

[0028] A left reel 15, a center reel 16, and a right reel 17 are arranged horizontally inside the slot machine 1. Of the symbols arranged on the left reel 15, the center reel 16, and the right reel 17, three consecutive symbols can be seen through the window 1C.

[0029] The image display device 18 is capable of displaying various images. The image display device 18 is capable of displaying effect images related to effects, error images notifying of errors, and demo images notifying that a game is not being played.

[0030] The performance LEDs 19 are capable of emitting light in a variety of light emission patterns. The performance LEDs 19 are capable of emitting light according to the performance being executed. The performance LEDs 19 include a left performance LED 19A arranged on the left side of the door section 1B and a right performance LED 19B arranged on the right side of the door section 1B.

[0031] The speakers 20 are capable of emitting a variety of sounds. The speakers 20 are capable of emitting effects sounds related to effects (e.g., background music), error sounds that notify of errors, etc. The speakers 20 include an upper left speaker 20A, an upper right speaker 20B, a lower left speaker 20C, and a lower right speaker 20D.

[0032] On the base of the slot machine 1, an effect button 22, a volume adjustment button 23, and a light intensity adjustment button 24 are arranged.

[0033] The effect button 22 is a button that accepts operation by the player when an effect is being executed, etc. When the effect button 22 is operated when it is possible to select the effect to be executed, the effect to be executed is selected. When the effect button 22 is operated when a first effect image is displayed on the image display device 18, a second effect image is displayed on the image display device 18. When the effect button 22 is operated while not playing, a menu image is displayed on the image display device 18.

[0034] The volume adjustment button 23 is a button that accepts an operation to adjust the volume (soft volume value) of the sound output from the speaker 20. When the volume adjustment button 23 is operated, the volume is incremented by 1, and when the volume adjustment button 23 is operated when the volume is at the maximum value, the volume is updated to the minimum value.

[0035] Although not shown, a volume knob is provided inside the slot machine 1 for accepting an operation to adjust the volume (hard volume value) of the sound output from the speaker 20. That is, the volume of the sound output from the speaker 20 is adjusted by the volume adjustment button 23 and the volume knob.

[0036] The volume adjustment button 23 may include a volume down button that accepts an operation to decrease the volume and a volume up button that accepts an operation to increase the volume, and the volume may be adjusted using the volume down button and the volume up button.

[0037] The light intensity adjustment button 24 is a button that accepts an operation to adjust the light intensity of the image display device 18 and the performance LED 19. When the light intensity adjustment button 24 is operated, the light intensity is incremented by 1, and when the light intensity adjustment button 24 is operated when the light intensity is at its maximum value, the light intensity is updated to its minimum value.

[0038] The light intensity adjustment button 24 may be provided with a light intensity decrease button that accepts an operation to decrease the light intensity and a light intensity increase button that accepts an operation to increase the light intensity, and the light intensity may be adjusted using the light intensity decrease button and the light intensity increase button.

[0039] A counting button 26, a medal number display 27, and a counting notification LED 28 are arranged on the base of the slot machine 1.

[0040] The count button 26 is a button that accepts an operation to count the value of the player's medals (game value) stored in the slot machine 1. The value of the medals (game value) counted by operating the count button 26 is stored in a card (e.g., a membership card, a visitor card).

[0041] The medal count display 27 is a display that displays the value of the player's medals (game value) stored in the slot machine 1. The medal count display 27 is configured with a 5-digit 7-segment LED.

[0042] The counting notification LED 28 is provided to notify whether it is possible / impossible to accept operation of the counting button 26. The counting notification LED 28 lights up when it is possible to accept operation of the counting button 26, and turns off when it is not possible to accept operation of the counting button 26.

[0043] The card unit CU is provided with a lending button 33, a card return button 34, a replay button 35, a bill insertion slot 36, a card insertion slot 37, and a lending indicator 38.

[0044] The loan button 33 is a button that accepts a player's operation to loan medals (game value). When the loan button 33 is operated, medals (game value) are loaned according to the balance recorded on the card inserted into the card insertion slot 37.

[0045] The card return button 34 is a button that accepts a card return operation by the player. When the card return button 34 is operated, the value of the medals (game value) at the end of the game is stored, and then the card is ejected from the card insertion slot 37. The value of the medals (game value) at the end of the game is calculated by subtracting the value of the lent medals (game value) from the value of the medals (game value) stored when the card was inserted into the card insertion slot 37, and adding the value of the medals (game value) counted when the count button 26 was operated.

[0046] The replay button 35 is a button that accepts a replay operation by the player. When the replay button 35 is operated, a replay can be performed using part of the value of the medals (game value) that are linked to and stored in association with the card inserted into the card insertion slot 37.

[0047] The bill insertion slot 36 is an insertion slot into which bills necessary to receive a loan of medals (game value) are inserted. If the bill inserted into the bill insertion slot 36 is a normal bill, it is possible to lend medals (game value). If the bill inserted into the bill insertion slot 36 is not a normal bill, it is not possible to lend medals (game value), and the inserted bill is returned.

[0048] Cards required for lending medals (game value) or for replaying are inserted into the card insertion slot 37. If the card inserted into the card insertion slot 37 is a normal card, it is possible to lend medals (game value) or replay. If the card inserted into the card insertion slot 37 is not a normal card, it is not possible to lend medals (game value) or replay, and the inserted card is returned.

[0049] The lending display 38 can display various information such as the card balance and medal (game value) value stored in the card inserted into the card insertion slot 37. The lending display 38 has a transparent touch panel on its surface, and various operation information can be input by touching the various display items displayed on the lending display 38.

[0050] [Front view of box 1A of slot machine 1] Next, FIG. 2 is a front view of the box portion 1A of the slot machine 1. As shown in FIG.

[0051] The setting key insertion section 13 is a keyhole into which a setting key is inserted to change the setting value. When a setting key is inserted into the setting key insertion section 13 and rotated a predetermined angle, a detection signal is output from the setting key switch 13A to the main control board 50. The setting value indicates the degree of advantage to the player, and is also an important value for the gaming establishment from the perspective of controlling the profits of the gaming establishment.

[0052] The reset button 14 is a button that is operated when clearing the storage area of ​​the main RAM 53. The reset button 14 is also a button that is operated when changing a setting value.

[0053] The left reel 15, center reel 16, and right reel 17 are rotated by the corresponding left reel motor 15A, center reel motor 16A, and right reel motor 17A, respectively. As a result, the symbols depicted on the left reel 15, center reel 16, and right reel 17 are displayed in a variably manner in the window 1C. When the left reel 15, center reel 16, and right reel 17 stop rotating, three consecutive symbols depicted on each reel are derived and displayed, and when the left reel 15, center reel 16, and right reel 17 all stop rotating, a total of nine symbols are derived and displayed.

[0054] The medal count clear button 25 is a button that is operated when clearing the player's medals (game value) stored in the slot machine 1. When the medal count clear button 25 is operated when the slot machine 1 is turned on, the player's medals (game value) stored in the slot machine 1 are cleared.

[0055] The role ratio monitor 29 is a monitor on which role ratio information is displayed. The role ratio information is a numerical value that indicates the performance of the slot machine 1. The numerical values ​​that indicate the performance of the slot machine 1 include the instructed role payout ratio to the total cumulative payout number, the consecutive role payout ratio for 6000 games, the role payout ratio for 6000 games, the consecutive role payout ratio to the total cumulative payout number, the role payout ratio to the total cumulative payout number, and the role etc. status ratio to the total cumulative payout number.

[0056] The power button 32 is a button that receives power-on for the slot machine 1. When the power button 32 is operated, a DC voltage is generated according to the power supplied from an external source, and is supplied to the main control board 50, the sub-control board 60, and the medal count control board 70.

[0057] The main control board 50 is housed in a main control board case (not shown) and is a board that mainly controls games.

[0058] The reel board 54 is connected to the left reel motor 15A, center reel motor 16A, and right reel motor 17A, and controls the left reel 15, center reel 16, and right reel 17 by controlling the acceleration, constant speed, deceleration, and stopping of the left reel motor 15A, center reel motor 16A, and right reel motor 17A.

[0059] The medal count control board 70 is housed in a medal count control board case (not shown), and is a board that mainly controls the gaming value possessed by the player.

[0060] The power supply board 80 is a board that generates and supplies drive power to the various electrical components that make up the slot machine 1. The power supply board 80 is supplied with AC 100V power from an external source, and generates DC voltage from this AC 100V power supply that is necessary to drive the various electrical components that make up the slot machine 1, and supplies this to the main control board 50, the sub-control board 60, and the medal count control board 70.

[0061] [Rear view of door 1B of slot machine 1] Next, FIG. 3 is a rear view of the door portion 1B of the slot machine 1. As shown in FIG.

[0062] The relay board 55 is a board connected to the various switches connected thereto. When a detection signal is input from the various switches, the relay board 55 outputs the detection signal to the main control board 50 and the medal count control board 70.

[0063] The relay board 55 is connected to the bet lamp 9, payout number display 10, and instruction information display 11. The relay board 55 controls the bet lamp 9, payout number display 10, and instruction information display 11 based on signals input from the main control board 50.

[0064] The relay board 55 is connected to the door opening detection sensor 12. When a detection signal is input from the door opening detection sensor 12, the relay board 55 outputs a detection signal to the main control board 50 and the medal count control board 70.

[0065] The sub-control board 60 is housed in a sub-control board case (not shown) and is a board that mainly controls the performance.

[0066] [Block diagram of slot machine 1 and card unit CU] Next, FIG. 4 is a block diagram of the slot machine 1 and the card unit CU.

[0067] The slot machine 1 is provided with a main control board 50, a sub-control board 60, a medal count control board 70, and a power supply board 80.

[0068] The main control board 50 is equipped with a main control unit 50A consisting of a main CPU 51 as the control center, a main ROM 52 that stores programs and control data for the main CPU 51 to operate, and a main RAM 53 that functions as a work area for the main CPU 51, and is connected to a setting key switch 13A, a reset switch 14A, a reel board 54, a relay board 55, a sub-control board 60, a medal count control board 70, and a power supply board 80.

[0069] The setting key switch 13A is a switch that detects the operation of a key inserted into the setting key insertion portion 13. When the setting key switch 13A detects the operation of a key inserted into the setting key insertion portion 13, it outputs a detection signal to the main control board 50.

[0070] The reset switch 14A is a switch that detects the operation of the reset button 14. The reset switch 14A outputs a detection signal to the main control board 50 when it detects the operation of the reset button 14.

[0071] A left reel motor 15A, a center reel motor 16A, and a right reel motor 17A are connected to the reel board 54. The left reel motor 15A controls the drive of the left reel 15. The center reel motor 16A controls the drive of the center reel 16. The right reel motor 17A controls the drive of the right reel 17.

[0072] The relay board 55 is connected to a start switch 2A, a bet switch 3A, a max bet switch 4A, a left stop switch 5A, a middle stop switch 6A, a right stop switch 7A, a settlement switch 8A, a bet lamp 9, a payout number display 10, an instruction information display 11, and a door opening detection sensor 12.

[0073] The start switch 2A is a switch that detects the operation of the start lever 2. When the start switch 2A detects the operation of the start lever 2, it outputs a detection signal to the relay board 55. When the detection signal is input from the start switch 2A, the relay board 55 outputs a detection signal to the main control board 50.

[0074] The bet switch 3A is a switch that detects the operation of the bet button 3. When the bet switch 3A detects the operation of the bet button 3, it outputs a detection signal to the relay board 55. When the detection signal is input from the bet switch 3A, the relay board 55 outputs the detection signal to the main control board 50.

[0075] The max bet switch 4A is a switch that detects the operation of the max bet button 4. When the max bet switch 4A detects the operation of the max bet button 4, it outputs a detection signal to the relay board 55. When the detection signal is input from the max bet switch 4A, the relay board 55 outputs a detection signal to the main control board 50.

[0076] The left stop switch 5A is a switch that detects the operation of the left stop button 5. When the left stop switch 5A detects the operation of the left stop button 5, it outputs a detection signal to the relay board 55. When the detection signal is input from the left stop switch 5A, the relay board 55 outputs a detection signal to the main control board 50.

[0077] The middle stop switch 6A is a switch that detects the operation of the middle stop button 6. When the middle stop switch 6A detects the operation of the middle stop button 6, it outputs a detection signal to the relay board 55. When the detection signal is input from the middle stop switch 6A, the relay board 55 outputs a detection signal to the main control board 50.

[0078] The right stop switch 7A is a switch that detects the operation of the right stop button 7. When the right stop switch 7A detects the operation of the right stop button 7, it outputs a detection signal to the relay board 55. When the detection signal is input from the right stop switch 7A, the relay board 55 outputs a detection signal to the main control board 50.

[0079] The settlement switch 8A is a switch that detects the operation of the settlement button 8. When the settlement switch 8A detects the operation of the settlement button 8, it outputs a detection signal to the relay board 55. When the detection signal is input from the settlement switch 8A, the relay board 55 outputs a detection signal to the main control board 50.

[0080] The door opening detection sensor 12 is a sensor that detects the opening of the door section 1B. When the door opening detection sensor 12 detects the opening of the door section 1B, it outputs a detection signal to the relay board 55 and the medal count control board 70. When the detection signal is input from the door opening detection sensor 12, the relay board 55 outputs a detection signal to the main control board 50.

[0081] The sub-control board 60 is equipped with a sub-control unit 60A consisting of a sub-CPU 61 as the control center, a sub-ROM 62 that stores programs and control data for the sub-CPU 61 to operate, and a sub-RAM 63 that functions as a work area for the sub-CPU 61, and is connected to an image display device 18, a performance LED 19, a speaker 20, a reel LED 21, a performance switch 22A, a volume adjustment switch 23A, and a light intensity adjustment switch 24A.

[0082] The reel LEDs 21 are provided in the left reel 15, the center reel 16, and the right reel 17, and are capable of illuminating the symbols drawn on the left reel 15, the center reel 16, and the right reel 17 from behind. This makes the symbols drawn on the left reel 15, the center reel 16, and the right reel 17 easier to see.

[0083] The effect switch 22A is a switch that detects the operation of the effect button 22. When the effect switch 22A detects the operation of the effect button 22, it outputs a detection signal to the sub-control board 60. When a detection signal is input from the effect switch 22A when the effect to be executed can be selected, the sub-control board 60 performs a process to select the effect to be executed. When a detection signal is input from the effect switch 22A while a first effect image is being displayed on the image display device 18, the sub-control board 60 performs a process to switch the first effect image displayed on the image display device 18 to a second effect image. When a detection signal is input from the effect switch 22A while a game is not being played, the sub-control board 60 performs a process to display a menu image on the image display device 18.

[0084] The volume adjustment switch 23A is a switch that detects operation of the volume adjustment button 23. When the volume adjustment switch 23A detects operation of the volume adjustment button 23, it outputs a detection signal to the sub-control board 60. When the detection signal is input from the volume adjustment switch 23A, the sub-control board 60 performs a process of adjusting the volume of the sound output from the speaker 20 (specifically, the soft volume value).

[0085] The light intensity adjustment switch 24A is a switch that detects operation of the light intensity adjustment button 24. When the light intensity adjustment switch 24A detects operation of the light intensity adjustment button 24, it outputs a detection signal to the sub-control board 60. When the detection signal is input from the light intensity adjustment switch 24A, the sub-control board 60 performs processing to adjust the light intensity of the image display device 18 and the performance LED 19.

[0086] The medal count control board 70 is equipped with a medal count control unit 70A consisting of a medal count CPU 71 as the control center, a medal count ROM 72 that stores programs and control data for the medal count CPU 71 to operate, and a medal count RAM 73 that functions as a work area for the medal count CPU 71, and is connected to a door opening detection sensor 12, a medal count clear switch 25A, a counting switch 26A, a medal count display 27, a counting notification LED 28, a role ratio monitor 29, a backup memory 30, and a connection terminal board 31.

[0087] The medal count clear switch 25A is a switch that detects operation of the medal count clear button 25. When the medal count clear switch 25A detects operation of the medal count clear button 25, it outputs a detection signal to the medal count control board 70. When a detection signal is input from the medal count clear switch 25A, the medal count control board 70 performs processing to clear the player's medals (game value) stored in the medal count RAM 73.

[0088] The counting switch 26A is a switch that detects operation of the counting button 26. When the counting switch 26A detects operation of the counting button 26, it outputs a detection signal to the medal count control board 70. When the detection signal is input from the counting switch 26A, the medal count control board 70 performs processing to count the medals (game value) of the player that are stored in the medal count RAM 73.

[0089] The backup memory 30 stores the role ratio information displayed on the role ratio monitor 29. The medal count control board 70 updates the value of the storage area of ​​the backup memory 30 by performing a process of storing the role ratio information in the backup memory 30 in response to a command received from the main control board 50.

[0090] The connection terminal board 31 is a board for relaying communication between the slot machine 1 and the card unit CU. The slot machine 1 and the card unit CU are connected via an asynchronous serial communication port.

[0091] The power supply board 80 generates a driving power supply and supplies this driving power supply to the main control board 50, the sub-control board 60, and the medal count control board 70. The power supply board 80 is connected to a power switch 32A.

[0092] The power switch 32A is a switch that detects the operation of the power button 32. The power switch 32A outputs a detection signal to the power supply board 80 when it detects the operation of the power button 32.

[0093] The card unit CU is provided with a unit control board 90.

[0094] The unit control board 90 is equipped with a unit control unit 90A consisting of a unit CPU 91 as the control center, a unit ROM 92 that stores programs and control data for the unit CPU 91 to operate, and a unit RAM 93 that functions as a work area for the unit CPU 91, and is connected to a loan switch 33A, a card return switch 34A, a replay switch 35A, a banknote identification sensor 36A, a card identification sensor 37A, and a loan indicator 38.

[0095] The lending switch 33A is a switch that detects the operation of the lending button 33. When the lending switch 33A detects the operation of the lending button 33, it outputs a detection signal to the unit control board 90. When the detection signal is input from the lending switch 33A, the unit control board 90 performs a process of lending medals (game value) to the player.

[0096] The card return switch 34A is a switch that detects operation of the card return button 34. When the card return switch 34A detects operation of the card return button 34, it outputs a detection signal to the unit control board 90. When the unit control board 90 receives the detection signal from the card return switch 34A, it performs a process to return the card to the player.

[0097] The replay switch 35A is a switch that detects operation of the replay button 35. When the replay switch 35A detects operation of the replay button 35, it outputs a detection signal to the unit control board 90. When the detection signal is input from the replay switch 35A, the unit control board 90 performs a replay process in which medals (game value) are loaned to the player.

[0098] The bill identification sensor 36A is a sensor that identifies bills inserted into the bill insertion slot 36. The bill identification sensor 36A identifies the inserted bill and outputs the identification result to the unit control board 90. In response to this, the unit control board 90 performs processing according to the inserted bill.

[0099] The card identification sensor 37A is a sensor that identifies a card inserted into the card insertion slot 37. The card identification sensor 37A identifies the inserted card and outputs the identification result to the unit control board 90. In response to this, the unit control board 90 performs processing according to the inserted card.

[0100] [Left reel 15, center reel 16, right reel 17 symbol arrangement] Next, FIG. 5 is a diagram for explaining the arrangement of symbols on the left reel 15, the center reel 16, and the right reel 17.

[0101] A plurality of identifiable symbols are arranged in a predetermined order on the left reel 15, the center reel 16, and the right reel 17. In this embodiment, a black bonus symbol 39, a white bonus symbol 40, a BAR symbol 41, a watermelon symbol 42, a black watermelon symbol 43, a bell symbol 44, a black bell symbol 45, a cherry symbol 46, a replay symbol 47, and a blank symbol 48 are arranged on the left reel 15, the center reel 16, and the right reel 17.

[0102] [Pattern Combination] Next, FIG. 6 is a diagram for explaining the combination of symbols.

[0103] The slot machine 1 awards a player a win according to the combination of symbols displayed along the pay line when the left reel 15, center reel 16, and right reel 17 stop spinning. The pay line is a line connecting the bottom of the left reel 15, the middle of the center reel 16, and the top of the right reel 17. Other lines, or multiple lines, may be used as the pay line.

[0104] In this embodiment, the following pattern combinations are specified: downward-right bell, upward-right bell, lower bell, support bell, middle bell, spread pattern, upward-right replay, middle replay, lower replay, lower watermelon, upward-right watermelon, downward-right watermelon, chance pattern, weak cherry, strong cherry, and regular pattern.

[0105] [bell falling to the right] A downward-right bell win is achieved when a bell symbol 44 or a replay symbol 47 is displayed on the bottom row of the left reel 15, a bell symbol 44 is displayed on the middle row of the center reel 16, and a replay symbol 47 is displayed on the top row of the right reel 17. A downward-right bell win is achieved when a bell symbol 44 or a replay symbol 47 is displayed on the bottom row of the left reel 15, a bell symbol 44 is displayed on the middle row of the center reel 16, and a black bonus symbol 39, a white bonus symbol 40, a BAR symbol 41, or a blank symbol 48 is displayed on the top row of the right reel 17. When a downward-right bell win is achieved, 10 medals (game value) are awarded.

[0106] [Right-sloping bell] A right-up bell win is achieved when a bell symbol 44 appears on the bottom row of the left reel 15, a bell symbol 44 appears on the middle row of the middle reel 16, and a bell symbol 44 appears on the top row of the right reel 17. A right-up bell win is achieved when a bell symbol 44 appears on the bottom row of the left reel 15, a black bell symbol 45 appears on the middle row of the middle reel 16, and a bell symbol 44 appears on the top row of the right reel 17. A right-up bell win is achieved when a bell symbol 44 appears on the bottom row of the left reel 15, a bell symbol 44 appears on the middle row of the middle reel 16, and a black bell symbol 45 appears on the top row of the right reel 17. A right-up bell win is achieved when a bell symbol 44 appears on the bottom row of the left reel 15, a black bell symbol 45 ... When a right-upward bell wins, 10 medals (game value) are awarded.

[0107] [Lower Bell] A lower bell win is achieved when a bell symbol 44 appears on the bottom row of the left reel 15, a watermelon symbol 42 or a cherry symbol 46 appears on the middle row of the center reel 16, and one of the black bonus symbol 39, white bonus symbol 40, BAR symbol 41, or blank symbol 48 appears on the top row of the right reel 17. A lower bell win is achieved when a bell symbol 44 appears on the bottom row of the left reel 15, a replay symbol 47 appears on the middle row of the center reel 16, and one of the black bonus symbol 39, white bonus symbol 40, BAR symbol 41, or blank symbol 48 appears on the top row of the right reel 17. When a lower bell win is achieved, 10 medals (game value) are awarded.

[0108] [Support Bell] A support bell win is achieved when either a bell symbol 44 or a replay symbol 47 is displayed on the bottom row of the left reel 15, a replay symbol 47 is displayed on the middle row of the center reel 16, and either a black bonus symbol 39 or a blank symbol 48 is displayed on the top row of the right reel 17. A support bell win is achieved when either a bell symbol 44 or a replay symbol 47 is displayed on the bottom row of the left reel 15, a replay symbol 47 is displayed on the middle row of the center reel 16, and either a white bonus symbol 40 or a BAR symbol 41 is displayed on the top row of the right reel 17. When a support bell win is achieved, one medal (game value) is awarded.

[0109] [Middle bell] A middle bell win is achieved when one of the black bonus symbol 39, BAR symbol 41, black watermelon symbol 43, or blank symbol 48 is displayed on the bottom row of the left reel 15, a bell symbol 44 is displayed on the middle row of the middle reel 16, and a black bell symbol 45 is displayed on the top row of the right reel 17. A middle bell win is achieved when one of the black bonus symbol 39, BAR symbol 41, black watermelon symbol 43, or blank symbol 48 is displayed on the bottom row of the left reel 15, a black bell symbol 45 is displayed on the middle row of the middle reel 16, and a black bell symbol 45 is displayed on the top row of the right reel 17. A middle bell win is achieved when one of the black bonus symbols 39, BAR symbol 41, black watermelon symbol 43, or blank symbol 48 appears on the bottom row of the left reel 15, a black bell symbol 45 appears on the middle row of the center reel 16, and a black bonus symbol 39, white bonus symbol 40, BAR symbol 41, or blank symbol 48 appears on the top row of the right reel 17. A middle bell win is achieved when one of the black bonus symbols 39, BAR symbol 41, black watermelon symbol 43, or blank symbol 48 appears on the bottom row of the left reel 15, a bell symbol 44 appears on the middle row of the center reel 16, and a black bonus symbol 39, white bonus symbol 40, BAR symbol 41, or blank symbol 48 appears on the top row of the right reel 17. When a middle bell win is achieved, one medal (game value) is awarded.

[0110] [Bare eyes] A variety win occurs when the watermelon symbol 42 or black bell symbol 45 appears on the bottom row of the left reel 15, the black bonus symbol 39, white bonus symbol 40, BAR symbol 41, or blank symbol 48 appears on the middle row of the center reel 16, and the black bonus symbol 39, white bonus symbol 40, BAR symbol 41, or blank symbol 48 appears on the top row of the right reel 17. A variety win occurs when the black bonus symbol 39, BAR symbol 41, black watermelon symbol 43, or blank symbol 48 appears on the bottom row of the left reel 15, the watermelon symbol 42 or cherry symbol 46 appears on the middle row of the center reel 16, and the black bonus symbol 39, white bonus symbol 40, BAR symbol 41, or blank symbol 48 appears on the top row of the right reel 17. When the bottom row of the left reel 15 displays either the black bonus symbol 39, the bar symbol 41, the black watermelon symbol 43, or the blank symbol 48, the middle row of the center reel 16 displays the watermelon symbol 42 or the cherry symbol 46, and the top row of the right reel 17 displays the replay symbol 47, a variance win is achieved. When a variance win is achieved, one medal (game value) is awarded.

[0111] [Right-up replay] When the replay symbol 47 is displayed on the bottom row of the left reel 15, the replay symbol 47 is displayed on the middle row of the center reel 16, and the replay symbol 47 is displayed on the top row of the right reel 17, a right-up replay win is achieved. When a right-up replay win is achieved, it becomes possible to play without betting medals (game value).

[0112] [Middle replay] A middle replay win is achieved when a watermelon symbol 42 or a black bell symbol 45 is displayed on the bottom row of the left reel 15, a replay symbol 47 is displayed on the middle row of the middle reel 16, and a watermelon symbol 42 is displayed on the top row of the right reel 17. When a middle replay win is achieved, the game becomes possible without betting medals (game value).

[0113] [Bottom replay] A lower replay win is achieved when a replay symbol 47 is displayed in the lower row of the left reel 15, a bell symbol 44 is displayed in the middle row of the center reel 16, and a bell symbol 44 is displayed in the upper row of the right reel 17. When a lower replay win is achieved, the game becomes possible without betting medals (game value).

[0114] [Bottom watermelon] When the watermelon symbol 42 appears on the bottom row of the left reel 15, the black bonus symbol 39, the white bonus symbol 40, the BAR symbol 41, or the blank symbol 48 appears on the middle row of the center reel 16, and the black bell symbol 45 appears on the top row of the right reel 17, a bottom watermelon win is achieved. When a bottom watermelon win is achieved, one medal (game value) is awarded.

[0115] [Right-sloping watermelon] When a watermelon symbol 42 or a black watermelon symbol 43 is displayed on the bottom row of the left reel 15, a watermelon symbol 42 and a cherry symbol 46 are displayed on the middle row of the center reel 16, and a watermelon symbol 42 is displayed on the top row of the right reel 17, a right-upward watermelon win is achieved. When a right-upward watermelon win is achieved, one medal (game value) is awarded.

[0116] [Watermelon falling to the right] When a black watermelon symbol 43 appears on the bottom row of the left reel 15, a watermelon symbol 42 or a cherry symbol 46 appears on the middle row of the center reel 16, and a black bell symbol 45 appears on the top row of the right reel 17, a right-sloping watermelon win is achieved. When a right-sloping watermelon win is achieved, one medal (game value) is awarded.

[0117] [Chance] When the replay symbol 47 is displayed on the bottom row of the left reel 15, the replay symbol 47 is displayed on the middle row of the center reel 16, and the bell symbol 44 is displayed on the top row of the right reel 17, a chance win is achieved. When a chance win is achieved, one medal (game value) is awarded.

[0118] [Weak Cherry] A weak cherry win is achieved when either a black bonus symbol 39, a white bonus symbol 40, a bar symbol 41, or a blank symbol 48 is displayed on the bottom row of the left reel 15, a watermelon symbol 42 or a cherry symbol 46 is displayed on the middle row of the center reel 16, and a bell symbol 44 is displayed on the top row of the right reel 17. When a weak cherry win is achieved, one medal (game value) is awarded.

[0119] [Strong Cherry] A strong cherry win is achieved when either a black bonus symbol 39, a white bonus symbol 40, a bar symbol 41, or a blank symbol 48 is displayed on the bottom row of the left reel 15, a watermelon symbol 42 or a cherry symbol 46 is displayed on the middle row of the center reel 16, and a replay symbol 47 is displayed on the top row of the right reel 17. When a strong cherry win is achieved, one medal (game value) is awarded.

[0120] [regular] A regular win is achieved when a black bonus symbol 39 is displayed on the bottom row of the left reel 15, a black bonus symbol 39 is displayed on the middle row of the center reel 16, and a black bonus symbol 39 is displayed on the top row of the right reel 17. When a regular win is achieved, the game shifts to a role-playing state.

[0121] [Game state transition] Next, FIG. 7 is a diagram illustrating the transition of the gaming state.

[0122] The main control unit 50A can control the gaming state to one of the following: a general gaming state, an RBF gaming state, and a special device operating state. The general gaming state is a state in which winning information for a special role (e.g., "RB" described later) is not stored, and is a gaming state controlled in the state when the slot machine 1 is shipped from the factory or in a state in which the setting values ​​have been changed and the main RAM 53 has been initialized. The general gaming state continues until a special role is won, and when the special role is won, the gaming state transitions to the RBF gaming state. Furthermore, when a regular win is achieved in the general gaming state, the gaming state transitions from the general gaming state to the special device operating state.

[0123] The RBF gaming state is a state in which information about the winning of a special role is stored in the main RAM 53. When a regular win occurs in the RBF gaming state, the state shifts from the RBF gaming state to a role device operating state.

[0124] The reel operation state is a game state to which the player transitions when a regular wins in the general game state or the RBF game state. The reel operation state continues until a predetermined number of wins are achieved or a predetermined number of games are played, and the game transitions from the reel operation state to the general game state when eight wins are achieved or eight games are played. Note that in this embodiment, the reel operation state is a state in which a first-class special reel is activated, but it may also be a state in which a second-class special reel is activated, or a state in which a reel continuous activation device related to a first-class special reel is activated, or a state in which a reel continuous activation device related to a second-class special reel is activated.

[0125] [Number of places allocated to the winning role] Next, FIG. 8 is a diagram for explaining the number of symbols assigned to the winning combination.

[0126] The number of symbols assigned to the winning combination is determined according to the winning combination in the normal game mode, the RBF game mode, and the combination device operating mode.

[0127] In normal game mode, the numbers of RB, right-up replay, middle replay, bottom replay, weak cherry, strong cherry, watermelon, chance role, left-center-right bell, left-right center bell, center left-right bell, center right-left bell, right-left center bell, right-center-left bell, left-center bell, left-center bell, left-right bell, center-left bell, center-right bell, right-left bell, right-center bell, ALL bell, and common bell are specified.

[0128] In RBF game mode, the number of places that can be placed is specified for right-up replay, middle replay, bottom replay, weak cherry, strong cherry, watermelon, chance role, left-center-right bell, left-right center bell, center left-right bell, center right-left bell, right-left center bell, right-center-left bell, left-center bell, left-right bell, center-left bell, center-right bell, right-left bell, right-center bell, ALL bell, and common bell, but the number of places that can be placed is not specified for RB.

[0129] When the role is activated, the number of weak cherries, strong cherries, watermelons, chance roles, left-center-right bells, left-right-center bells, center-left-right bells, center-right-left bells, right-left-center bells, right-center-left bells, left-center bells, left-center bells, left-right bells, center-left bells, center-right bells, right-left bells, right-center bells, ALL bells, and common bells are specified, but the number of RBs, right-up replays, middle replays, and bottom replays is not specified.

[0130] The winning probability of a replay (probability of replay being activated) can be calculated as the winning probability of a right-up replay + the winning probability of a middle replay + the winning probability of a bottom replay.

[0131] The probability of replay being activated in normal game mode is the winning probability of a right-up replay (3000 / 65536) + the winning probability of a middle replay (3000 / 65536) + the winning probability of a bottom replay (3000 / 65536) = 9000 / 65536.

[0132] The probability of replay being activated in RBF game mode is the winning probability of a right-up replay (3000 / 65536) + the winning probability of a middle replay (3000 / 65536) + the winning probability of a bottom replay (3000 / 65536) = 9000 / 65536.

[0133] Therefore, it can be said that the replay activation probability in the RBF gaming state is the same as the replay activation probability in the normal gaming state. Note that the replay activation probability in the RBF gaming state may be higher than the replay activation probability in the normal gaming state.

[0134] The winning probability of a small role can be calculated as follows: Winning probability of weak cherry + Winning probability of strong cherry + Winning probability of watermelon + Winning probability of chance role + Winning probability of left middle right bell + Winning probability of left middle bell + Winning probability of middle left and right bell + Winning probability of middle right left bell + Winning probability of middle left bell + Winning probability of right middle left bell + Winning probability of left middle bell + Winning probability of left and right bell + Winning probability of middle left bell + Winning probability of middle right bell + Winning probability of right left bell + Winning probability of right middle bell + Winning probability of ALL bell + Winning probability of common bell.

[0135] The probability of winning a small role in normal game mode is: Winning probability of weak cherry (1300 / 65536) + Winning probability of strong cherry (150 / 65536) + Winning probability of watermelon (900 / 65536) + Winning probability of chance role (384 / 65536) + Winning probability of left middle right bell (1890 / 65536) + Winning probability of left middle bell (1890 / 65536) + Winning probability of middle left right bell (1890 / 65536) + Winning probability of middle right left bell (1890 / 65536) + Winning probability of right left middle bell (1890 / 65536) 6) + probability of winning for right, center, left bell (1890 / 65536) + probability of winning for left center bell (1890 / 65536) + probability of winning for left and right bells (1890 / 65536) + probability of winning for center left bell (1890 / 65536) + probability of winning for center right bell (1890 / 65536) + probability of winning for right and left bell (1890 / 65536) + probability of winning for right center bell (1890 / 65536) + probability of winning for ALL bells (6340 / 65536) + probability of winning for common bell (6340 / 65536) = 38094 / 65536.

[0136] The probability of winning a bonus in normal game mode is 18000 / 65536. From these facts, the probability of losing in normal game mode is the total number of random numbers (denominator value 65536) - probability of replay being activated in normal game mode (9000 / 65536) - probability of winning a small prize (38094 / 65536) - probability of winning a bonus (18000 / 65536) = 442 / 65536.

[0137] The probability of winning a small role in RBF game mode is: Winning probability of weak cherry (1300 / 65536) + Winning probability of strong cherry (150 / 65536) + Winning probability of watermelon (900 / 65536) + Winning probability of chance role (384 / 65536) + Winning probability of left middle right bell (1890 / 65536) + Winning probability of left middle bell (1890 / 65536) + Winning probability of middle left right bell (1890 / 65536) + Winning probability of middle right left bell (1890 / 65536) + Winning probability of right left middle bell (1890 / 655 36) + winning probability of right, center, left bell (1890 / 65536) + winning probability of left center bell (1890 / 65536) + winning probability of left and right bell (1890 / 65536) + winning probability of center left bell (1890 / 65536) + winning probability of center right bell (1890 / 65536) + winning probability of right and left bell (1890 / 65536) + winning probability of right center bell (1890 / 65536) + winning probability of ALL bell (6340 / 65536) + winning probability of common bell (6340 / 65536) = 38094 / 65536. In other words, the probability of winning a small role in RBF gaming mode is the same as the probability of winning a small role in regular gaming mode.

[0138] From these facts, the probability of losing in RBF gaming mode is the total number of random numbers (denominator value 65536) - probability of replay being activated in RBF gaming mode (9000 / 65536) - probability of winning a small prize (38094 / 65536) = 18442 / 65536.

[0139] The probability of winning a small role when the role is activated is: Winning probability of weak cherry (1300 / 65536) + Winning probability of strong cherry (150 / 65536) + Winning probability of watermelon (900 / 65536) + Winning probability of chance role (384 / 65536) + Winning probability of left middle right bell (1890 / 65536) + Winning probability of left middle bell (1890 / 65536) + Winning probability of middle left right bell (1890 / 65536) + Winning probability of middle right left bell (1890 / 65536) + Winning probability of right left middle bell (1890 / 65536) ) + winning probability of right center left bell (1890 / 65536) + winning probability of left center bell (1890 / 65536) + winning probability of left and right bell (1890 / 65536) + winning probability of center left bell (1890 / 65536) + winning probability of center right bell (1890 / 65536) + winning probability of right left bell (1890 / 65536) + winning probability of right center bell (1890 / 65536) + winning probability of ALL bell (20061 / 65536) + winning probability of common bell (20061 / 65536) = 65536 / 65536. In other words, when the role is activated, one of the small roles will definitely win.

[0140] Although not shown, the number of symbols assigned to a winning combination is determined according to a set value. Specifically, the higher the set value, the more advantageous the number of symbols is for the player.

[0141] [Mode transition] Next, FIG. 9 is a diagram illustrating mode transitions.

[0142] The slot machine 1 has three modes: a normal mode, a CZ mode, and an AT mode.

[0143] Normal mode is a disadvantageous mode compared to CZ mode and AT mode. In normal mode, a CZ mode transition lottery is held to determine whether to transition to CZ mode, and if the CZ mode transition lottery is won, the game will transition from normal mode to CZ mode. In normal mode, an AT mode transition lottery is held to determine whether to transition to AT mode, and if the AT mode transition lottery is won, the game will transition from normal mode to AT mode. In this embodiment, the AT mode transition lottery is held in normal mode (general gaming state) and normal mode (gimmick operation state), and the AT mode transition lottery is not held in normal mode (RBF gaming state).

[0144] CZ mode is a mode in which it is easier to transition to AT mode than normal mode. In CZ mode, an AT mode transition lottery is held to determine whether to transition to AT mode, and if the AT mode transition lottery is won, the game transitions from CZ mode to AT mode. CZ mode begins when the CZ mode start condition (e.g., winning the CZ mode transition lottery) is met, and ends when the CZ mode termination condition (e.g., the counter value for the number of games played for CZ mode reaches 0) is met. When the CZ mode termination condition is met, the game transitions from CZ mode to normal mode. In this embodiment, the CZ mode is executed when the reel device is in operation, and the AT mode transition lottery is executed in CZ mode (reel device in operation). In CZ (RBF gaming state), the AT mode transition lottery is not executed.

[0145] The AT mode is a mode in which, when a push order bell (left-center-right bell, left-center-right bell, center-left-center bell, center-right-left bell, right-left-center bell, right-center-left bell, left-center bell, left-center bell, left-right bell, center-left bell, center-right bell, right-left bell, right-center bell) is won, the operation order of the left stop button 5, center stop button 6, and right stop button 7 is announced by the instruction information display 11, image display device 18, speaker 20, etc. The AT mode starts when the AT mode start condition (e.g., winning the AT mode transition lottery in normal mode) is met, and ends when the AT mode end condition (e.g., the counter value for the number of times the push order bell for AT mode is announced reaches 0) is met. Furthermore, when the AT mode end condition is met, the mode transitions from AT mode to normal mode.

[0146] [Power-on process for main control board 50] Next, FIG. 10 is a diagram illustrating the power-on process of the main control board 50.

[0147] In the power-on process, first, the main control unit 50A determines whether the power switch 32A is turned on (step A1), and if the power switch 32A is off, waits until the power switch 32A is turned on.

[0148] When it is determined that the power switch 32A is turned on, the parity of a predetermined area in the main RAM 53 is calculated (step A2). It is then determined whether the parity of the predetermined area in the main RAM 53 is normal (step A3). If the parity of the predetermined area in the main RAM 53 is normal, diagnostic data that was set in the predetermined area in the main RAM 53 when the power was turned off is obtained, and it is diagnosed whether the contents stored in the main RAM 53 have been destroyed based on this diagnostic data (step A4).

[0149] If the main control unit 50A determines that the parity of the main RAM 53 is not normal, or if the main control unit 50A determines that the parity of the main RAM 53 is normal and diagnoses the main RAM 53, it determines whether there is an abnormality in the main RAM 53 (step A5). If it determines that there is an abnormality in the main RAM 53, a predetermined area of ​​the main RAM 53 is initialized (step A6).

[0150] If it is determined that there is no abnormality in the main RAM 53, or after a predetermined area of ​​the main RAM 53 has been initialized, it is determined whether the setting key switch 13A is on (step A7), and if it is determined that the setting key switch 13A is on, a gaming machine installation information command to be sent to the medal count control board 70 is set (step A8), and a setting change process that can change the setting value is performed. The gaming machine installation information command will be described using Figure 20.

[0151] If it is determined that the setting key switch 13A is off, it is determined whether or not there is an abnormality in the main RAM 53 (step A9), and if it is determined that there is an abnormality in the main RAM 53, a gaming machine installation information command to be sent to the medal count control board 70 is set (step A10). After that, a port input process (step A11) is performed in which detection signals from various switches are input, and then a power failure recovery command to be sent to the sub-control board 60 is set (step A12), and the door open command sending flag in the main RAM 53 is turned on (step A13). After the door open command sending flag is turned on, the process returns to the process before the power failure.

[0152] If it is determined that there is no abnormality in the main RAM 53, a gaming machine installation information command to be transmitted to the medal count control board 70 is set (step A14), the game area of ​​the main RAM 53 is initialized (step A15), and the non-game area of ​​the main RAM 53 is initialized (step A16). Then, after the door open command transmission flag of the main RAM 53 is turned on (step A17), error processing is executed.

[0153] [Main processing of the main control board 50] Next, FIG. 11 is a diagram for explaining the main processing of the main control board 50.

[0154] In the main processing, first, the main control unit 50A performs a game start acceptance process (step B1). The game start acceptance process will be explained using FIG. 12. Then, the main control unit 50A performs a role determination process (step B2). In the role determination process, the winning role is determined using the number of coins placed that is assigned to the winning role (see FIG. 8). At this time, if the RB wins, it is stored in a predetermined storage area of ​​the main RAM 53. In addition, a role determination command to be sent to the medal count control board 70 is set according to the role determination result.

[0155] Then, the main control unit 50A sets a game start command to be sent to the medal count control board 70 (step B3), and then sets a jackpot command to be sent to the medal count control board 70 (step B4). The game start command will be described using Figure 28. The jackpot command will be described using Figure 31.

[0156] Thereafter, the main control unit 50A performs start mode-specific processing when the start lever 2 is operated (step B5). In the start mode-specific processing, when the machine is in normal mode (general gaming state), a CZ mode transition lottery and an AT mode transition lottery are executed. When the machine is in CZ mode (operating state of the gambling device), an AT mode transition lottery is executed, which makes it easier to transition to AT mode than normal mode. When the machine is in AT mode, an AT mode extension lottery is executed.

[0157] Thereafter, the main control unit 50A performs a freeze process (step B6). In the freeze process, it is confirmed whether or not to execute a freeze effect that will delay the progress of the game until a predetermined termination condition is met, and if the freeze effect is to be executed, the freeze effect is executed.

[0158] Thereafter, the main control unit 50A sets a control status command to be sent to the sub-control board 60 (step B7). Then, it is determined whether the wait time has elapsed (step B8), and if it is determined that the wait time has not elapsed, the process waits until the wait time has elapsed.

[0159] If it is determined that the wait time has elapsed, a wait timer is set (step B9) and timing of the wait time begins. Then, a reel rotation start command to be sent to the sub-control board 60 is set (step B10), and reel rotation start processing is performed (step B11). In the reel rotation start processing, the left reel motor 15A, center reel motor 16A, and right reel motor 17A are excited based on the excitation pattern stored in the main ROM 52.

[0160] After that, the main control unit 50A performs a push order notification process (step B12). In the push order notification process, it is determined whether the current mode is the AT mode, and if the current mode is the AT mode and the result of the determination by the role determination process is either a push order bell, the operation order of the left stop button 5, the middle stop button 6, and the right stop button 7 required to win a right-downward bell, a right-upward bell, or a bottom bell is displayed on the instruction information display 11.

[0161] Thereafter, the main control unit 50A determines whether any one of the left stop button 5, center stop button 6, and right stop button 7 has been operated (step B13). If it is determined that any one of the left stop button 5, center stop button 6, and right stop button 7 has not been operated, the main control unit 50A waits until any one of the left stop button 5, center stop button 6, and right stop button 7 is operated.

[0162] When any of the left stop button 5, center stop button 6, and right stop button 7 is operated, a reel stop process is performed to stop the corresponding left reel 15, center reel 16, or right reel 17 (step B14). In the reel stop process, excitation control is performed on the left reel motor 15A, center reel motor 16A, and right reel motor 17A, thereby stopping the rotation of the corresponding left reel 15, center reel 16, or right reel 17. In addition, a stop command to be sent to the medal count control board 70 is set in response to the operation of the left stop button 5, center stop button 6, or right stop button 7.

[0163] As will be explained in detail later, even if the same winning combination (e.g., ALL bell, common bell) is determined and the same operation sequence of the left stop button 5, middle stop button 6, and right stop button 7 (e.g., left, right, middle) is used, different stop controls will be executed if the game state is different.

[0164] After that, the main control unit 50A determines whether the left reel 15, center reel 16, and right reel 17 have all stopped (step B15). If it is determined that the left reel 15, center reel 16, and right reel 17 have not all stopped, the same processing (processing from step B13 to step B15) is performed until the left reel 15, center reel 16, and right reel 17 have all stopped.

[0165] If it is determined that the left reel 15, center reel 16, and right reel 17 have all stopped, a win determination process is carried out (step B16). In the win determination process, the combination of symbols that have stopped along the pay line is compared with the combination of symbols described with reference to Figure 6 to determine whether a win has been achieved.

[0166] Thereafter, the main control unit 50A performs a game state management process (step B17). In the game state management process, if the current game state is the general game state, it is determined whether or not RB has been won and a regular has been won. If RB has been won and a regular has not been won, the game state transitions from the general game state to the RBF game state. If RB has been won and a regular has not been won, the game state transitions from the general game state to the accessory operation state. If the current game state is the accessory operation state, it is determined whether or not a predetermined condition (e.g., if eight wins have been achieved, if eight games have been played) has been met. If it is determined that the predetermined condition has been met, the game state transitions from the accessory operation state to the general game state.

[0167] Thereafter, the main control unit 50A successively performs a role ratio monitor process (step B18) and an instruction information display clear process (step B19). In the role ratio monitor process, the data of the instruction-included role payout ratio to the total cumulative payout number, the consecutive role payout ratio for the past 6000 games, the role payout ratio for the past 6000 games, the consecutive role payout ratio to the total cumulative payout number, the role payout ratio to the total cumulative payout number, and the role etc. status ratio to the total cumulative payout number are updated. In the instruction information display clear process, the instruction information displayed on the instruction information display 11 is hidden.

[0168] Thereafter, the main control unit 50A sets a game end command to be transmitted to the medal count control board 70 (step B20). The game end command will be described later with reference to FIG.

[0169] Thereafter, the main control unit 50A performs a freeze process (step B21). In the freeze process, it is confirmed whether or not to execute a freeze effect that will delay the progress of the game until a predetermined termination condition is met, and if the freeze effect is to be executed, the freeze effect is executed.

[0170] Thereafter, the main control unit 50A sets a role information command to be sent to the medal count control board 70 (step B22), and then sets an advantageous zone information command to be sent to the medal count control board 70 (step B23). The role information command will be explained using Fig. 22. The advantageous zone information command will be explained using Fig. 24.

[0171] Thereafter, the main control unit 50A sets a payout command to be transmitted to the medal count control board 70 (step B24). The payout command will be described with reference to FIG.

[0172] Thereafter, the main control unit 50A performs end-of-game mode-specific processing (step B25), followed by end-of-game RAM initialization processing (step B26). In the end-of-game mode-specific processing, the mode to be used in the next game is set according to the current mode. In the end-of-game RAM initialization processing, the memory areas of the main RAM 53 that are to be initialized when the game ends are cleared.

[0173] Finally, a game end command to be sent to the sub-control board 60 is set (step B27). The game end command is a command that can specify that one game has ended.

[0174] [Game start acceptance process] Next, FIG. 12 is a diagram illustrating the game start acceptance process performed in step B1.

[0175] In the game start acceptance process, first, the main control unit 50A performs a bet number display process (step C1). In the bet number display process, the bet lamp 9 notifies the current bet number.

[0176] Thereafter, it is determined whether or not replay has been activated (step C2). If it is determined that replay has been activated, the number of bets placed when replay was activated is set as the number of bets for the current game (step C3). If it is determined that replay has not been activated, it is determined whether or not the bet switch 3A is on (step C4).

[0177] If the bet switch 3A is on, 1 is added to the number of bets (step C5). If the bet switch 3A is off, it is determined whether the max bet switch 4A is on (step C6). If the max bet switch 4A is on, 3 is set to the number of bets (step C7).

[0178] After the bet switch 3A is determined to be on and 1 is added to the bet number, or after the max bet switch 4A is determined to be on and 3 is set to the bet number, a medal count update process is performed (step C8), and a medal count insertion command to be sent to the medal count control board 70 is set (step C9). In the medal count update process, the value of the gaming value possessed by the player is updated.

[0179] If it is determined that the bet switch 3A is off and that the max bet switch 4A is off, it is determined whether the settlement switch 8A is on (step C10). If it is determined that the settlement switch 8A is on, it is determined whether a replay has been activated (step C11), and it is determined whether the number of bets is 1 or more (step C12). If it is determined that the number of bets is 1 or more, a medal count settlement command to be sent to the medal count control board 70 is set (step C13).

[0180] After the medal count adjustment command to be sent to the medal count control board 70 has been set, or if it is determined that the adjustment switch 8A is not on, if it is determined that replay has not been activated, or if it is determined that the number of bets is 1 or more, it is determined whether the start switch 2A is on (step C14). If the start switch 2A is on, a random number used in the role determination process is extracted (step C15), and the number of bets is stored (step C16).

[0181] [Interrupt processing] Next, FIG. 13 is a diagram for explaining interrupt processing.

[0182] Interrupt processing is processing that interrupts the main processing at a predetermined cycle (e.g., approximately 1 millisecond). In interrupt processing, first, interrupt initialization processing is performed by the main control unit 50A (step D1). In interrupt initialization processing, processing such as saving registers and prohibiting interrupts is performed.

[0183] Thereafter, the main control unit 50A determines whether a power outage has been detected (step D2). If it is determined that a power outage has been detected, power-off processing is performed (step D3). The power-off processing includes processing to save registers and processing to save stack pointers and interrupt states.

[0184] If it is determined that a power outage has not been detected, the interrupt counter value is updated by subtracting 1 (step D4), and a timer measurement process is performed (step D5). In the timer measurement process, the timer value corresponding to the period during which the freeze effect is executed and the timer value of the wait timer are updated.

[0185] Thereafter, the main control unit 50A reads the input ports (step D6). In this process, the signal levels of various signals input to the input ports are read, stored, and determined.

[0186] Thereafter, the main control unit 50A performs a reel control process (step D7), and determines whether the reel control process has been completed for all reels (step D8). In the reel control process, the left reel motor 15A, the center reel motor 16A, and the right reel motor 17A are excited via the reel board 54.

[0187] If it is determined that the reel control process has been completed for all reels, port output is performed (step D9). In this process, signals to be output to the bet lamp 9, payout number indicator 10, and instruction information indicator 11 are set via the relay board 55.

[0188] Thereafter, the main control unit 50A successively performs a command transmission process (step D10), an LED display process (D11), and an error management process (step D12). In the command transmission process, the various set commands are transmitted to the medal count control board 70. In the LED display process, the displays of the bet lamp 9, payout number indicator 10, and instruction information indicator 11 are controlled. In the error management process, it is determined whether an error has occurred, and if it is determined that an error has occurred, a process is performed to transmit error information to the sub-control board 60 and the medal count control board 70.

[0189] Thereafter, the main control unit 50A successively performs a random number value update process (step D13), a command transfer process (step D14), and an interrupt return process (step D15). In the random number value update process, the random number value used when various lotteries are performed is updated. In the command transfer process, the command received from the medal count control board 70 is transferred to the sub-control board 60. In the interrupt return process, processes such as restoring registers and allowing interrupts are performed.

[0190] [Counting processing] Next, FIG. 14 is a diagram illustrating the counting process.

[0191] The counting process is a process performed by the medal count control unit 70A when counting the gaming value possessed by the player, which is stored in the medal count RAM 73. First, the medal count control unit 70A determines whether the counting switch 26A is turned on (step E1). If it is determined that the counting switch 26A is not turned on, the counting process ends.

[0192] If it is determined that the counting switch 26A has been turned on, it is determined whether the operation time of the counting button 26 is 500 milliseconds or more (step E2). If the operation time of the counting button 26 is not 500 milliseconds or more, it is determined that the operation is a short press, and the number of medals (game value) is counted by 1 (step E3), and a short press counting command is sent to the main control board 50 and the unit control board 90 (step E4). When the short press counting command is sent to the main control board 50, it is transferred to the sub-control board 60. This enables the sub-control board 60 to issue a notification in accordance with the short press counting command (for example, by emitting a short press counting sound from the speaker 20).

[0193] If the operation time of the count button 26 is 500 milliseconds or more, it is determined that the count button 26 has been pressed for a long time, and it is then determined whether the number of medals is one unit (e.g., 100) or more (step E5). If it is determined that the number of medals is one unit or more, the number of medals for one unit is counted (step E6), and a long press count command is sent to the main control board 50 and the unit control board 90 (step E7). When the long press count command is sent to the main control board 50, it is transferred to the sub-control board 60. This enables the sub-control board 60 to issue a notification in response to the long press count command (e.g., by emitting a long press count sound from the speaker 20).

[0194] Thereafter, it is determined whether the number of medals is one unit or more (step E8), and if it is determined that the number of medals is one unit or more, the number of medals for one unit is counted again, and a long press count command is sent to the unit control board 90. If it is determined that the number of medals is not one unit or more, the remaining number of medals is counted (step E9), and a fraction count command is sent to the main control board 50 and the unit control board 90 (step E10). When the fraction count command is sent to the main control board 50, it is transferred to the sub-control board 60. This enables the sub-control board 60 to issue a notification in response to the fraction count command (for example, by emitting a fraction count sound from the speaker 20).

[0195] Thereafter, a counting completion command is transmitted to the main control board 50 and the unit control board 90 (step E11). When the counting completion command is transmitted to the main control board 50, it is transferred to the sub-control board 60. This enables the sub-control board 60 to issue a notification in response to the counting completion command (for example, by emitting a counting completion sound from the speaker 20).

[0196] [Loan Processing] Next, FIG. 15 is a diagram for explaining the lending process.

[0197] The lending process is a process performed by the unit control unit 90A when lending gaming value to a player. First, the unit control unit 90A determines whether the lending switch 33A is turned on (step F1). If it is determined that the lending switch 33A is turned on, one unit of cash (e.g., 1,000 yen) is subtracted (step F2), and a lending command is sent to the medal count control board 70 (step F3). When the lending command is sent to the medal count control board 70, it is transferred to the main control board 50, and then transferred from the main control board 50 to the sub-control board 60. This enables the sub-control board 60 to issue a notification in response to the lending command (e.g., by emitting a lending sound from the speaker 20).

[0198] If it is determined that the lending switch 33A is not on, the unit control unit 90A determines whether the replay switch 35A is on (step F4). If it is determined that the replay switch 35A is not on, the lending process is terminated.

[0199] If it is determined that the replay switch 35A has been turned on, the number of medals is decremented by one unit (e.g., 50) (step F5), and a replay command is sent to the medal count control board 70 via the connection terminal board 31 (step F6).

[0200] Although 50 is used as the number of medals per unit, other values ​​can also be used. Specifically, a consumption tax deduction value (e.g., 46, 47, 48, etc., set by the gaming establishment) obtained by subtracting a value equivalent to the consumption tax can be applied to the number of medals per unit. Also, a low loan deduction value for low loans (e.g., 100, 200, etc., set by the gaming establishment) can be applied to the number of medals per unit. Also, a low loan consumption tax deduction value (e.g., 92, 94, 96, 184, 188, 192, etc., set by the gaming establishment) obtained by subtracting a value equivalent to the consumption tax from this low loan deduction value can be applied to the number of medals per unit.

[0201] [Lending command reception process] Next, FIG. 16 is a diagram illustrating the lending command reception process.

[0202] The lending command reception process is a process performed by the medal count control unit 70A when gaming value is lent to a player. First, it is determined whether a lending command has been received from the card unit CU (step G1). If it is determined that a lending command has not been received, the lending command reception process ends.

[0203] If it is determined that the lending command has been received, the number of medals in one unit (for example, 50) is added (step G2), and a lending completion command is sent to the unit control board 90 (step G3).

[0204] [Replay command reception process] Next, FIG. 17 is a diagram illustrating the replay command reception process.

[0205] The replay command reception process is a process performed by the medal count control unit 70A when a replay is executed. First, it is determined whether a replay command has been received from the card unit CU (step H1). If it is determined that a replay command has not been received, the replay command reception process ends.

[0206] If it is determined that a replay command has been received, the number of medals is added by one unit (step H2), and a replay completion command is sent to the unit control board 90 via the connection terminal board 31 (step H3).

[0207] [Command reception process] Next, FIG. 18 is a diagram illustrating the command reception process.

[0208] The command reception process is a process that is performed when the sub-control board 60 receives a command from the main control board 50 or the medal count control board 70. First, when a command is received from the main control board 50 or the medal count control board 70, a process according to the command is executed (step I1). Examples of the process according to the command include a process to determine performance data, a process to determine error notification mode data, a process to determine notification mode data to be performed during counting, and a process to determine notification mode data to be performed during lending.

[0209] Next, based on the data determined by the processing in response to the command, the image display device 18 is controlled (step I2), the LED for effect 19 is controlled (step I3), and the speaker 20 is controlled (step I4). As a result, the determined effect is executed, and an error, a counting notification, and a lending notification are made.

[0210] [Types of commands sent from the main control board 50 to the medal count control board 70] Next, FIG. 19 is a diagram for explaining the types of commands transmitted from the main control board 50 to the medal count control board 70.

[0211] In this embodiment, the gaming machine installation information command, role information command, advantageous zone information command, medal number insertion command, medal number settlement command, game start command, game end command, payout command, jackpot command, gaming machine fraud command (1), gaming machine fraud command (2), gaming machine fraud command (3), main control status command, main control board error command, and gaming machine performance information command (spare) shown in the command name column are transmitted from the main control board 50 to the medal number control board 70.

[0212] The command number column shows the command number that is preset for each command, the command name column shows the name of the command sent from the main control board 50 to the medal count control board 70, and the message length column shows the message length (byte length) of each command. The unidirectional / bidirectional column shows whether the medal count control board 70 responds to the main control board 50 after the main control board 50 sends the command to it. For commands that are specified as unidirectional, after the main control board 50 sends the command to the medal count control board 70, the medal count control board 70 does not respond to the command to the main control board 50. For commands that are specified as bidirectional, after the main control board 50 sends the command to the medal count control board 70, the medal count control board 70 responds to the command to the main control board 50. The remarks column lists the data sent by each command, etc.

[0213] [Machine installation information command] Next, FIG. 20 is a diagram for explaining the gaming machine installation information command transmitted from the main control board 50 to the medal count control board 70.

[0214] The first byte of the gaming machine installation information command stores the message length of the gaming machine installation information command, which is a fixed value of 22 (h).

[0215] The second byte of the gaming machine installation information command stores a serial number, which is a fixed value of 0(h).

[0216] The third byte of the gaming machine installation information command stores a command number, which is a fixed value of 0(h).

[0217] The fourth byte of the gaming machine installation information command stores gaming machine characteristics. The gaming machine characteristics will be explained using Figure 21. The fifth byte of the gaming machine installation information command stores the gaming machine type. The gaming machine type is stored as a fixed value of 82(h). The sixth byte of the gaming machine installation information command stores an identification code. The identification code is stored as a fixed value of 21(h).

[0218] The unique ID of the main chip ID is stored in the 7th to 10th bytes of the gaming machine installation information command. The medal count control board 70 determines the initial value and additional value of the serial number according to the value of the main chip ID.

[0219] The 11th to 13th bytes of the gaming machine installation information command store the manufacturer code of the manufacturer that manufactured the slot machine 1, and the 14th to 21st bytes of the gaming machine installation information command store the product code. The 22nd byte of the gaming machine installation information command stores a checksum to determine whether or not there is an error in the information sent from the 1st to 21st bytes of the gaming machine installation information command.

[0220] [Machine characteristics] Next, FIG. 21 is a diagram for explaining the gaming machine characteristics of the gaming machine installation information command transmitted from the main control board 50 to the medal count control board 70.

[0221] The 0th bit of the gaming machine characteristics stored in the 4th byte of the gaming machine installation information command indicates whether a first-class special feature is installed, the 1st bit indicates whether a feature continuous operation device related to the first-class special feature is installed, the 2nd bit indicates whether a second-class special feature is installed, and the 3rd bit indicates whether a feature continuous operation device related to the second-class special feature is installed.

[0222] The fourth bit of the gaming machine characteristics indicates whether a normal device is installed, the fifth bit of the gaming machine characteristics indicates whether an instruction function is installed, and the sixth bit of the gaming machine characteristics stores the instruction type. If the sixth bit of the gaming machine characteristics is on, the instruction type is 7P type, and if the sixth bit of the gaming machine characteristics is off, the instruction type is 7U type. The seventh bit of the gaming machine characteristics is unused, and if the gaming machine is normal, the seventh bit of the gaming machine characteristics is off. If there is an abnormality, the seventh bit of the gaming machine characteristics is on.

[0223] [Feature Information Command] Next, FIG. 22 is a diagram illustrating the bonus information command transmitted from the main control board 50 to the medal count control board 70.

[0224] The role information command is a command that the medal count control board 70 uses to update gaming machine performance information and role ratio monitor information, and is sent from the main control board 50 to the medal count control board 70 after the game end command is sent.

[0225] The reel information command consists of 5 bytes of data, and the first byte of the reel information command stores the message length of the reel information command. The message length of the reel information command is stored as a fixed value of 5 (h).

[0226] The second byte of the reel information command stores a serial number. The serial number stores a value between 1 and 255. The third byte of the reel information command stores a value indicating the command number. The command number of the reel information command is stored as a fixed value of 1 (h).

[0227] The fourth byte of the reel information command stores reel operation information. The reel operation information will be explained using Figure 23. The fifth byte of the reel information command stores a checksum to determine whether or not an error has occurred in the information sent in the first through fourth bytes.

[0228] [Feature operation information] Next, FIG. 23 is a diagram for explaining the bonus device operation information transmitted from the main control board 50 to the medal count control board 70.

[0229] The reel operation information is information about the currently operating reel, and is stored in the fourth byte of the reel information command. The 0th bit of the reel operation information stores information indicating whether the first type special reel is in operation, the 1st bit of the reel operation information stores information indicating whether the reel continuous operation device related to the first type special reel is in operation, and the 2nd bit of the reel operation information stores information indicating whether the second type special reel is in operation.

[0230] The third bit of the reel operation information stores information indicating whether the reel continuous operation device for the second-class special reel is in operation, and the fourth bit of the reel operation information stores information indicating whether the normal reel is in operation. Bits 5 to 7 of the reel operation information are unused, and if the reel operation information is normal, bits 5 to 7 of the reel operation information are all off. On the other hand, if there is an abnormality, at least one of bits 5 to 7 of the reel operation information will be on.

[0231] [Advantageous Zone Information Command] Next, Figure 24 is a diagram explaining the advantageous zone information command sent from the main control board 50 to the medal count control board 70.

[0232] The advantageous zone information command is a command used by the medal count control board 70 to update gaming machine performance information and role ratio monitor information, and is sent from the main control board 50 to the medal count control board 70 after the role information command is sent.

[0233] The advantageous zone information command consists of 5 bytes of data, and the first byte of the advantageous zone information command stores the message length of the advantageous zone information command. The message length of the advantageous zone information command is stored as a fixed value of 5 (h).

[0234] The second byte of the advantageous zone information command stores a serial number. The serial number stores a value between 1 and 255. The third byte of the advantageous zone information command stores a value indicating the command number. The command number of the advantageous zone information command is stored as a fixed value of 2(h).

[0235] The fourth byte of the advantageous zone information command stores advantageous zone information. The advantageous zone information will be explained using Figure 25. The fifth byte of the advantageous zone information command stores a checksum to determine whether or not there was an error in the information sent in the first through fourth bytes.

[0236] [Information on advantageous zones] Next, FIG. 25 is a diagram explaining advantageous zone information transmitted from the main control board 50 to the medal count control board 70.

[0237] The advantageous zone information is information about the advantageous zone, and is stored in the fourth byte of the advantageous zone information command. The zeroth bit of the advantageous zone information stores information about the advantageous zone, and stores information indicating whether the game played before the advantageous zone end command was sent was in an advantageous zone or a non-advantageous zone. The first bit of the advantageous zone information stores information indicating whether instruction information was present in the game played before the advantageous zone end command was sent. The fourth bit of the advantageous zone information stores information indicating whether a replay was won in the game played before the advantageous zone end command was sent.

[0238] Bits 2 to 3 and bits 5 to 7 of the advantageous zone information are unused. When the information is normal, bits 2 to 3 and bits 5 to 7 of the advantageous zone information are all off. On the other hand, when the information is abnormal, at least one of bits 2 to 3 and bits 5 to 7 of the advantageous zone information is on.

[0239] [Medal count input command] Next, FIG. 26 is a diagram illustrating the medal count insertion command transmitted from the main control board 50 to the medal count control board 70. As shown in FIG.

[0240] The medal count input command consists of 5 bytes of data, and the first byte of the medal count input command stores the message length of the medal count input command. The message length of the medal count input command is stored as a fixed value of 5 (h).

[0241] The second byte of the medal count input command stores a serial number. The serial number is a value between 1 and 255. The third byte of the medal count input command stores a value indicating the command number. The command number of the medal count input command is a fixed value of 3(h).

[0242] The fourth byte of the medal count insertion command stores the number of medals inserted. The number of medals inserted is the value of the gaming value bet, and is set to be one of 1 to 3. When replay is activated, the medal count insertion command is sent indicating that the number of medals inserted is 0, or the medal count insertion command is not sent at all. The fifth byte of the medal count insertion command stores a checksum to determine whether or not there was an error in the information sent in bytes 1 to 4.

[0243] [Medal Count Adjustment Command] Next, FIG. 27 is a diagram for explaining the medal count adjustment command transmitted from the main control board 50 to the medal count control board 70. As shown in FIG.

[0244] The medal count adjustment command is made up of 5 bytes of data, and is sent from the main control board 50 to the medal count control board 70 when the adjustment switch 8A is turned on. After the medal count adjustment command is sent from the main control board 50 to the medal count control board 70, a response command is sent from the medal count control board 70 to the main control board 50.

[0245] The message length of the medal count adjustment command is stored in the first byte of the medal count adjustment command. The message length of the medal count adjustment command is stored as a fixed value of 5 (h).

[0246] The second byte of the medal count settlement command stores a serial number. The serial number is a value between 1 and 255. The third byte of the medal count settlement command stores a value indicating the command number. The command number of the medal count settlement command is stored as a fixed value of 4(h).

[0247] The fourth byte of the medal count settlement command stores the number of medals to be settled. The number of medals to be settled is the gaming value returned to the player when the settlement button 8 is operated, and is stored as one of 1 to 3. The fifth byte of the medal count settlement command stores a checksum to determine whether or not there was an error in the information sent in the first through fourth bytes.

[0248] [Game start command] Next, FIG. 28 is a diagram for explaining a game start command transmitted from the main control board 50 to the medal count control board 70.

[0249] The game start command is made up of 5 bytes of data, and is sent from the main control board 50 to the medal count control board 70 when the start lever 2 is operated and the start switch 2A is turned on. After the game start command is sent from the main control board 50 to the medal count control board 70, a response command is sent from the medal count control board 70 to the main control board 50.

[0250] The first byte of the game start command stores the message length of the game start command. The message length of the game start command is set to a fixed value of 5 (h).

[0251] The second byte of the game start command stores a serial number. The serial number is a value between 1 and 255. The third byte of the game start command stores a value indicating the command number. The command number of the game start command is a fixed value of 5(h).

[0252] The fourth byte of the game start command stores the number of input pulses to be sent to the hall computer installed in the gaming parlor. The number of input pulses sent to the hall computer is set to be either 1 or 3. When the replay function is activated, only the specified number of input pulses is sent. The fifth byte of the game start command stores a checksum to determine whether there was an error in the information sent in bytes 1 through 4.

[0253] [Game end command] Next, FIG. 29 is a diagram for explaining a game end command transmitted from the main control board 50 to the medal count control board 70.

[0254] The game end command consists of 5 bytes of data, and is sent from the main control board 50 to the medal count control board 70 when the left reel 15, center reel 16, and right reel 17 all come to a halt.

[0255] The first byte of the game end command stores the message length of the game end command. The message length of the game end command is set to a fixed value of 5 (h).

[0256] The second byte of the game end command stores a serial number. The serial number is a value between 1 and 255. The third byte of the game end command stores a value indicating the command number. The command number of the game end command is a fixed value of 6(h).

[0257] The fourth byte of the game end command stores the number of medals paid out. The number of medals paid out is set to be between 0 and 15. When replay is activated or no prize is won, the number of medals paid out is set to 0. The fifth byte of the game end command stores a checksum to determine whether or not there was an error in the information sent in bytes 1 through 4.

[0258] [Pull command] Next, FIG. 30 is a diagram for explaining a payout command transmitted from the main control board 50 to the medal count control board 70.

[0259] The payout command is made up of 5 bytes of data and is sent from the main control board 50 to the medal count control board 70 when the left reel 15, center reel 16, and right reel 17 all stop.

[0260] The first byte of the withdrawal command contains the message length of the withdrawal command. The message length of the withdrawal command is set to a fixed value of 5 (h).

[0261] The second byte of the payout command stores a serial number. The serial number is a value between 1 and 255. The third byte of the payout command stores a value indicating the command number. The fixed value 7(h) is stored as the command number for the payout command.

[0262] The fourth byte of the payout command stores the number of payout pulses sent to the hall computer. The number of input pulses sent to the hall computer is stored as a value between 0 and 15. When replay is activated, only the specified input number is sent. The fifth byte of the payout command stores a checksum to determine whether there was an error in the information sent in bytes 1 through 4.

[0263] [Jackpot Command] Next, FIG. 31 is a diagram illustrating a big win command transmitted from the main control board 50 to the medal count control board 70.

[0264] The jackpot command consists of 5 bytes of data and is sent from the main control board 50 to the medal count control board 70 at the start and end of the jackpot.

[0265] The first byte of the jackpot command contains the message length of the jackpot command. The message length of the jackpot command is set to a fixed value of 5 (h).

[0266] The second byte of the jackpot command stores a serial number. The serial number can be any value between 1 and 255. The third byte of the jackpot command stores a value indicating the command number. The command number of the jackpot command is a fixed value of 8(h).

[0267] The fourth byte of the jackpot command stores information about the hall computer signal (hereinafter referred to as the "HC signal"). Information about the HC signal will be explained using Figure 32. The fifth byte of the jackpot command stores a checksum to determine whether or not there was an error in the information sent in the first through fourth bytes.

[0268] [Information about HC signals] Next, FIG. 32 is a diagram for explaining information regarding the HC signal transmitted from the main control board 50 to the medal count control board 70.

[0269] The information about the HC signal is sent to the hall computer and is stored in the fourth byte of the jackpot command. The 0th bit of the information about the HC signal stores information indicating that the RB has been won, the 1st bit of the information about the HC signal stores information indicating that the BB has been won, and the 2nd bit of the information about the HC signal stores information indicating that the AT has been won.

[0270] Additionally, the third bit of the information regarding the HC signal stores information indicating that a CZ has been won, and the fourth bit of the information regarding the HC signal stores information indicating that a pseudo bonus has been won. Note that the fifth to seventh bits of the information regarding the HC signal are unused, and if normal, all of the fifth to seventh bits of the information regarding the HC signal will be off. If abnormal, at least one of the fifth to seventh bits of the information regarding the HC signal will be on.

[0271] [Illegal gaming machine commands (part 1)] Next, FIG. 33 is a diagram illustrating the gaming machine incorrect command (first) transmitted from the main control board 50 to the medal count control board 70.

[0272] The gaming machine fraud command (1) consists of 5 bytes of data and is sent from the main control board 50 to the medal count control board 70 when the setting value change starts and ends, and when the confirmation display of the setting value starts and ends.

[0273] The first byte of the gaming machine fraud command (1) stores the message length of the gaming machine fraud command (1). The message length of the gaming machine fraud command (1) is set to a fixed value of 5 (h).

[0274] The second byte of the gaming machine fraud command (1) stores a serial number. The serial number stores a value between 1 and 255. The third byte of the gaming machine fraud command (1) stores a value indicating the command number. The command number of the gaming machine fraud command (1) is stored as a fixed value of 9 (h).

[0275] The fourth byte of the gaming machine fraud command (1) stores setting information. The setting information will be explained using Figure 34. The fifth byte of the gaming machine fraud command (1) stores a checksum for determining whether or not an error has occurred in the information sent from the first byte to the fourth byte.

[0276] [Settings information] Next, FIG. 34 is a diagram for explaining the setting information transmitted from the main control board 50 to the medal count control board 70.

[0277] The setting information is stored in the fourth byte of the gaming machine fraud command (first). Bit 0 of the setting information stores information indicating whether the setting is being changed, bit 1 of the setting information stores information indicating whether the setting confirmation display is being displayed, and bits 2 to 4 of the setting information store information indicating whether fraud defined by the manufacturer has been detected. Bits 5 to 7 of the setting information information are unused, and if the setting is normal, all of bits 5 to 7 of the setting information information are off. If the setting is abnormal, at least one of bits 5 to 7 of the setting information information is on.

[0278] [Illegal gaming machine commands (part 2)] Next, FIG. 35 is a diagram illustrating the gaming machine incorrect command (second) transmitted from the main control board 50 to the medal count control board 70.

[0279] The first byte of the gaming machine fraud command (2) stores the message length of the gaming machine fraud command (2). The message length of the gaming machine fraud command (2) is set to a fixed value of 5 (h).

[0280] The second byte of the gaming machine fraud command (2) stores a serial number. The serial number stores a value between 1 and 255. The third byte of the gaming machine fraud command (2) stores a value indicating the command number. The command number of the gaming machine fraud command (2) stores a fixed value of 10 (h).

[0281] Door open information is stored in the fourth byte of the gaming machine fraud command (second). The door open information will be explained using FIG. 36, but since the door open detection sensor 12 is connected to the medal count control board 70, there is no need to send door open information from the main control board 50 to the medal count control board 70. Therefore, the door open information in the fourth byte of the gaming machine fraud command (second) is a fixed value of 0. A checksum is stored in the fifth byte of the gaming machine fraud command (second) to determine whether or not an error has occurred in the information sent in the first through fourth bytes.

[0282] [Door Opening Information] Next, FIG. 36 is a diagram for explaining the door opening information transmitted from the main control board 50 to the medal count control board 70.

[0283] The door open information is stored in the fourth byte of the gaming machine fraud command (second). The zeroth bit of the door open information stores the setting door information. In this embodiment, there is no setting door that blocks the setting key insertion unit 13, but if there is a setting door, information indicating whether the setting door is open is stored.

[0284] The first bit of the door open information stores door section information. In this embodiment, when the door section 1B is open, the door section open detection sensor 12 transmits a detection signal to the main control board 50 and the medal count control board 70, but when the door section open detection sensor 12 outputs a detection signal only to the main control board 50 and the detection signal is transmitted from the main control board 50 to the medal count control board 70, door section information indicating whether the door section 1B is open or not is stored.

[0285] Bits 2 to 7 of the door open information are unused, and if normal, bits 2 to 7 of the information relating to the setting information will all be off. On the other hand, if abnormal, at least one of bits 2 to 7 of the information relating to the setting information will be on. In this embodiment, since the medal count control board 70 detects the opening and closing of the door section 1B, bits 0 to 7 of the door open information will all be 0.

[0286] [Illegal gaming machine commands (part 3)] Next, FIG. 37 is a diagram illustrating the gaming machine incorrect command (third) transmitted from the main control board 50 to the medal count control board 70.

[0287] The first byte of the gaming machine fraud command (third) stores the message length of the gaming machine fraud command (third). The message length of the gaming machine fraud command (third) is set to a fixed value of 5 (h).

[0288] The second byte of the gaming machine fraud command (3) stores a serial number. The serial number stores a value between 1 and 255. The third byte of the gaming machine fraud command (3) stores a value indicating the command number. The command number of the gaming machine fraud command (3) stores a fixed value of 11 (h).

[0289] The fourth byte of the gaming machine fraud command (third) stores extended information. A fixed value of 0(h) is stored for the extended information. The fifth byte of the gaming machine fraud command (third) stores a checksum to determine whether or not an error has occurred in the information sent in the first through fourth bytes.

[0290] [Main control status command] Next, FIG. 38 is a diagram for explaining the main control state command transmitted from the main control board 50 to the medal count control board 70.

[0291] The main control status command is made up of 5 bytes of data and is a command that indicates the status of the main control board 50. The main control status command is sent from the main control board 50 to the medal count control board 70.

[0292] The first byte of the main control status command stores the message length of the main control status command. The message length of the main control status command is set to a fixed value of 5 (h).

[0293] The second byte of the main control status command stores a serial number. The serial number stores a value between 1 and 255. The third byte of the main control status command stores a value indicating the command number. The command number of the main control status command is stored as a fixed value of 12(h).

[0294] The fourth byte of the main control status command stores the game status signal. The game status signal is a fixed value of 0 (h). The fifth byte of the main control status command stores a checksum to determine whether there was an error in the information sent in bytes 1 through 4.

[0295] [Main control board error command] Next, FIG. 39 is a diagram for explaining a main control board error command sent from the main control board 50 to the medal count control board 70.

[0296] The main control board error command is made up of 5 bytes of data and is a command that indicates the type of error in the main control board 50. The main control board error command is sent from the main control board 50 to the medal count control board 70.

[0297] The first byte of the main control board error command contains the message length of the main control board error command. The message length of the main control board error command is set to a fixed value of 5 (h).

[0298] The second byte of the main control board error command stores a serial number. The serial number stores a value between 1 and 255. The third byte of the main control board error command stores a value indicating the command number. The command number of the main control board error command is stored as a fixed value of 13(h).

[0299] The fourth byte of the main control board error command stores an error number corresponding to the error that occurred on the main control board 50. The error number will be explained using Figure 40. The fifth byte of the main control board error command stores a checksum to determine whether or not an error occurred in the information sent in the first through fourth bytes.

[0300] [Error Number] Next, FIG. 40 is a diagram for explaining the error number transmitted from the main control board 50 to the medal count control board 70.

[0301] The error number is a number that indicates the type of error that has occurred on the main control board 50, and is stored in the fourth byte of the main control board error command. Bit 0 of the error number stores the error number (E1) corresponding to a power recovery error. A power recovery error occurs when power cannot be restored normally, and the system recovers from the power recovery error when a setting change process is performed. Bit 1 of the error number stores the error number (E2) corresponding to a RAM error. A RAM error occurs when reading and writing to the main RAM 53 cannot be performed normally, and the system recovers from the RAM error when a setting change process is performed.

[0302] The second bit of the error number stores an error number (E3) corresponding to a random number acquisition error. A random number acquisition error occurs when a random number cannot be acquired normally, and the random number acquisition error is resolved when a setting change process is performed. The third bit of the error number stores an error number (E4) corresponding to a reel error. A reel error occurs when a reel index cannot be detected, and the reel error is resolved when the reset switch 14A is turned on.

[0303] The fourth bit of the error number stores an error number (E5) corresponding to a backup error. A backup error occurs when the test values ​​before power is cut off and after power is turned on do not match, and the backup error is recovered when a setting change process is performed. The fifth bit of the error number stores an error number (E6) corresponding to a communication abnormality error. A communication abnormality error occurs when a communication abnormality is detected between the main control board 50 and the medal count control board 70, and the communication abnormality error is recovered when the reset switch 14A is turned on.

[0304] [Types of commands sent from medal count control board 70 to main control board 50] Next, FIG. 41 is a diagram for explaining the types of commands transmitted from the medal count control board 70 to the main control board 50.

[0305] In this embodiment, the response command and medal count information command shown in the command name column are transmitted from the medal count control board 70 to the main control board 50.

[0306] The command name column shows the name of the type of command sent from the medal count control board 70 to the main control board 50, the number column shows the command number that is preset for each command, and the message length column shows the message length (byte length) of each command. Additionally, the single / two-way column indicates whether the main control board 50 responds to the medal count control board 70 after a command is sent from the medal count control board 70 to the main control board 50. The remarks column lists the data sent by each command, etc.

[0307] [Response command] Next, FIG. 42 is a diagram for explaining a response command transmitted from the medal count control board 70 to the main control board 50.

[0308] The response command is made up of 4 bytes of data, and is a command for responding to a command received from the main control board 50. The response command is transmitted from the medal count control board 70 to the main control board 50.

[0309] The first byte of the response command contains the message length of the response command, which is a fixed value of 4 (h).

[0310] The second byte of the response command contains the command number. The command number in the response command contains the command number of the received command to which the response is made. When sending a response command in response to a medal count insertion command, 3(h) is stored as the command number.

[0311] The third byte of the response command stores the reception result. The 0th bit of the reception result stores information indicating whether the received command is normal, and the 1st bit of the reception result stores information indicating that the serial numbers do not match. If the serial number of the command to be responded to does not match the serial number calculated by the medal count control board 70, the 1st bit of the reception result is turned on.

[0312] The second bit of the reception result stores information indicating that the number of gaming medals is insufficient. If a medal count insertion command is received and a request to subtract gaming value is made, but the gaming value possessed by the player is insufficient, the second bit of the reception result will be ON. The third bit of the reception result stores information regarding a gaming medal count overflow error. If the medal count control board 70 receives a medal count settlement command and the gaming value possessed by the player is at the upper limit, the third bit will be ON. The fourth byte of the response command stores a checksum to determine whether or not there was an error in the information transmitted in the first through third bytes.

[0313] [Medal count information command] Next, FIG. 43 is a diagram for explaining the medal count side information command transmitted from the medal count control board 70 to the main control board 50.

[0314] The medal count information command is made up of 4 bytes of data and is transmitted from the medal count control board 70 to the main control board 50 at predetermined intervals.

[0315] The first byte of the medal count information command stores the message length of the medal count information command. The message length of the medal count information command is set to a fixed value of 4 (h).

[0316] The second byte of the medal count side information command stores the command number. The fixed value 81(h) is stored as the command number in the medal count side information command. The third byte of the medal count side information command stores the system status of the medal count control board 70. The fourth byte of the medal count side information command stores a checksum to determine whether or not there was an error in the information sent in the first through third bytes.

[0317] [Message between slot machine 1 and card unit CU] Next, FIG. 44 is a diagram for explaining messages communicated between the slot machine 1 and the card unit CU.

[0318] The message communicated between the slot machine 1 and the card unit CU is composed of a message length, a command, a serial number, a data section, and a checksum.

[0319] The message length number "1" consists of a 1-byte data length, and stores the length of the message from the message length to the checksum. The message length ranges from 05(h) to 39(h).

[0320] The command number "2" consists of one byte of data length and is used for gaming machine information notification, counting notification, loan notification, or loan receipt result response. For gaming machine information notification, 01(h) is set, for counting notification, 02(h) is set, for loan notification, F3(h) is set, and for loan receipt result response, 03(h) is set.

[0321] The serial number "3" is a 1-byte data length. The serial number here is a collective term for the serial number included in the gaming machine information notification, the count serial number included in the count notification, and the lending serial number included in the lending notification and lending receipt result response. The serial number ranges from 00(h) to FF(h).

[0322] The data section of number "4" is composed of a data length of 1 byte to 53 bytes, and stores the data of the message. The data section contains data for gaming machine information notification, counting notification, loan notification, and loan receipt result response. The data section will be explained using Figure 46, and contains the gaming machine type, gaming machine information type, and gaming machine information. The data length of the data section varies depending on the notification content.

[0323] The checksum number "5" is data for determining whether or not an error occurred in the information sent from number "1" to number "4."

[0324] [Gaming Machine Information Notification Communicated Between the Slot Machine 1 and the Card Unit CU] Next, FIG. 45 is a diagram for explaining gaming machine information notification communicated between the slot machine 1 and the card unit CU.

[0325] The gaming machine information notification communicated between the slot machine 1 and the card unit CU is composed of a message length, a command, a serial number, a gaming machine type, a gaming machine information type, gaming machine information, and a checksum.

[0326] The message length of number "1" consists of one byte of data length, and stores the length of the message from the message length to the checksum. The message length ranges from 18(h) to 57(h).

[0327] The command numbered "2" has a data length of 1 byte, and in the case of gaming machine information notification, a fixed value of 01(h) is stored.

[0328] The serial number "3" is composed of one byte of data length, and the range of serial numbers is from 00(h) to FF(h).

[0329] The gaming machine type numbered "4" is one byte long and stores the management medium, group classification, and gaming machine type. The gaming machine types will be explained using FIG.

[0330] The gaming machine information type number "5" is composed of 1 byte of data length and stores information to identify gaming machine performance information, gaming machine installation information, or hall control fraud monitoring information. When notifying gaming machine performance information, 00(h) is stored, when notifying gaming machine installation information, 01(h) is stored, and when notifying hall control fraud monitoring information, 02(h) is stored.

[0331] The gaming machine information numbered "6" stores data on gaming machine performance information, gaming machine installation information, and hall control fraud monitoring information. The gaming machine performance information is 51 bytes long and stores the total number of inserted coins, total number of awarded coins, MY, etc. The gaming machine installation information is 40 bytes long and stores the manufacturer code of the main control board 50 and medal count control board 70, the product code of the main control board 50 and medal count control board 70, and the chip ID number of the main control board 50 and medal count control board 70. The hall control fraud monitoring information is 12 to 16 bytes long and stores the IN, OUT, BB, RB, AT, door open signal, security signal, etc.

[0332] The checksum number "7" is one byte long and is used to determine whether or not an error has occurred in the information sent from No. 1 to No. 6.

[0333] [Type of gaming machine] Next, FIG. 46 is a diagram illustrating the type of gaming machine numbered "4" among the information included in the gaming machine information notification output by the slot machine 1. In FIG.

[0334] The type of gaming machine is composed of one byte of data length, and stores the management medium, group classification, and gaming machine type.

[0335] The lowest 4 bits of the gaming machine type store the gaming machine type. Specifically, by using bits 0 to 3, a value between 0 and 15 can be stored. If the gaming machine type is a pachinko gaming machine, the value of the lowest 4 bits will be 1, and if the gaming machine type is a slot machine, the value of the lowest 4 bits will be 2. If the gaming machine type is an arrange ball gaming machine, the value of the lowest 4 bits will be 3, and if the gaming machine type is a jankyu gaming machine, the value of the lowest 4 bits will be 4. Furthermore, since 0 is unused, the value of the lowest 4 bits will never be 0. Furthermore, since 5 to 15 are reserved, the value of the lowest 4 bits will never be one of 5 to 15 unless the reserved numbers are used.

[0336] The group classification is stored in bits 4 to 6 of the gaming machine type. Specifically, values ​​from 0 to 7 can be stored using bits 4 to 6. If the group classification is Group A, the value of bits 4 to 6 will be 0, and if the group classification is Group B, the value of bits 4 to 6 will be 1. Note that bits 2 to 7 are reserved, so unless the reserved bits are used, the values ​​of bits 4 to 6 will never be 2 to 7.

[0337] The seventh bit of the gaming machine type stores the management medium. Specifically, if it is an old gaming ball, the seventh bit is 0. On the other hand, if it is an old gaming medal, the seventh bit is 1.

[0338] If the gaming machine type is a pachinko gaming machine, the group classification is group A, and the management medium is an old gaming ball, the gaming machine type will be "00000001B". If the gaming machine type is a slot machine, the group classification is group A, and the management medium is an old gaming medal, the gaming machine type will be "10000010B". If the gaming machine type is a slot machine, the group classification is group B, and the management medium is an old gaming medal, the gaming machine type will be "10010010B".

[0339] [Machine information included in the message when gaming machine performance information is set] Next, FIG. 47 is a diagram illustrating gaming machine information included in a telegram when gaming machine performance information is set in the gaming machine information notification.

[0340] When gaming machine performance information is set using gaming machine information notification number "6", the slot machine 1 notifies the card unit CU of the total number of inserts, total number of awards, MY, total number of awarded devices, total number of consecutive awarded devices, device ratio, consecutive device ratio, advantageous zone ratio, device ratio with instructions, device etc. state ratio, number of plays, reserve, reservation (1st), and reservation (2nd).

[0341] The total number of inputs is the value of the cumulative number of gaming values ​​accumulated since the power was turned on, and if the power is turned on after a power outage, 0 will be output as the value of the total number of inputs. For example, if the cumulative number of gaming values ​​is 200 after 100 games, the total number of inputs will be 200, and 200 will be output as the information on the total number of inputs. Note that if a replay is determined to be the winning combination and the replay wins, the number of input gaming values ​​bet on the next game will not be included in the total number of inputs.

[0342] The total awarded number is information on the number of awarded gaming values ​​accumulated since the power was turned on, and if the power is turned on after a power outage, 0 is output as information on the total awarded number. For example, if the cumulative number of awarded gaming values ​​is 200 in 100 games, the total awarded number will be 200, and 200 is output as information on the total awarded number. If the power is turned on after a power outage, 0 is output as information on the total awarded number. Note that if a replay is determined to be a winning combination and the replay wins, the number of awarded gaming values ​​for the next game is not included in the total awarded number.

[0343] MY is information about the maximum difference that can be calculated from the number of gaming values ​​awarded and the number of gaming values ​​inserted since the power was turned on. If the power is turned on after a power outage, 0 is output as the MY information. Specifically, MY is the maximum difference, which is the increase in the gaming value (total number acquired minus total number inserted) from the reference point where the gaming value at the time of the game result was the smallest decrease. For example, in a 1000-game series, if the 100th game is the game in which the player suffered the greatest loss, and the gaming value lost at that time was -200, and then a favorable game begins, and the 800th game is the game in which the player gained the most, and the gaming value acquired at that time was 800, then 1000, the difference between -200 and 800, becomes MY, and 1000 is output as MY. If the power is turned on after a power outage, 0 is output as the MY information.

[0344] The total number of granted devices is information on the cumulative number of granted gaming values ​​that have been granted by the operation of device devices (single bonus (SB), regular bonus (RB), challenge bonus (CB)) since the power was turned on, and if the power is turned on after a power outage, 0 is output as information on the total number of granted devices. For example, if the cumulative number of gaming values ​​obtained by the operation of device devices is 100 after 100 games, the total number of granted devices will be 100, and 100 is output as information on the total number of granted devices. If the power is turned on after a power outage, 0 is output as information on the total number of granted devices.

[0345] The total number of consecutive awarded games is information on the cumulative number of awarded game values ​​due to the operation of the first-class special game device (RB) since the power was turned on. If the power is turned on after a power outage, 0 is output as information on the total number of awarded game values. For example, if the cumulative number of game values ​​obtained by the operation of the first-class special game device in 100 games is 100, the total number of awarded game values ​​will be 100, and 100 will be output as information on the total number of awarded game values. If the power is turned on after a power outage, 0 will be output as information on the total number of awarded game values. The number of awarded game media awarded due to the operation of the first-class special game device by the game device continuous operation device related to the first-class special game device is also accumulated.

[0346] The reel ratio is a ratio where the cumulative number of awards is the denominator and the cumulative number of awards when the reels (RB, CB, SB) are activated is the numerator. For example, if the cumulative number of plays is equal to or greater than a predetermined number (e.g., 17,500 plays), the cumulative number of awards is 20,000, and the cumulative number of awards when the reels are activated is 10,000, 50 is output as the reel ratio information. Note that the cumulative total does not have to be the cumulative total for all plays. For example, if the cumulative number of awards reaches a predetermined upper limit (e.g., 65,535), or if the cumulative number of awards added to the current play exceeds the upper limit, the cumulative number of awards and the cumulative number of awards when the reels are activated are not updated in subsequent plays. In other words, the reel ratio is configured to remain unchanged. Note that if the cumulative number of plays is less than a predetermined number (e.g., 17,500 plays), FF(h) is output as the reel ratio information.

[0347] The consecutive feature ratio is a ratio where the cumulative number of awards is the denominator and the cumulative number of awards when consecutive features are activated (RB) is the numerator. For example, if the cumulative number of plays is equal to or greater than a predetermined number (e.g., 17,500 plays), the cumulative number of awards is 20,000, and the cumulative number of awards when consecutive features are activated is 10,000, 50 is output as the feature ratio information. Note that the cumulative total does not have to be the total for all plays. For example, if the cumulative number of awards reaches a predetermined upper limit (e.g., 65,535), or if the cumulative number of awards added to the current play exceeds the upper limit, the cumulative number of awards and the cumulative number of awards when consecutive features are activated are not updated in subsequent plays. In other words, the feature ratio is configured to remain unchanged. Note that if the cumulative number of plays is less than a predetermined number (e.g., 17,500 plays), FF(h) is output as the consecutive feature ratio information.

[0348] The advantageous zone ratio is a ratio between the cumulative number of plays as the denominator and the cumulative number of advantageous zone plays as the numerator. For example, if the cumulative number of plays is 20,000 and the cumulative number of advantageous zone plays is 18,000, 90 is output as the advantageous zone ratio information. Note that the cumulative total does not have to be the cumulative total of all plays. For example, if the cumulative number of plays reaches a predetermined upper limit (e.g., 65,535), the cumulative number of plays and the number of advantageous zone plays are not updated. In other words, the advantageous zone ratio is configured to remain unchanged. The cumulative total does not have to be the cumulative total of all plays. For example, if the cumulative number of plays reaches a predetermined upper limit (e.g., 65,535), or if adding the number of plays of the current play to the cumulative number of plays exceeds the upper limit, the cumulative number of plays and the cumulative number of advantageous zone plays are not updated in subsequent plays. In other words, the advantageous zone ratio is configured not to change. When the cumulative number of games is less than a predetermined number (e.g., 17,500 games), FF(H) is output as the advantageous zone ratio. Also, even in slot machines 1 that do not have advantageous zones, FF(h) is output.

[0349] The instruction-included feature ratio is a ratio where the cumulative number of bonuses is the denominator and the sum of the cumulative bonuses granted when the feature (RB, CB, SB) is activated and the cumulative bonuses granted when the instruction function is activated (notification of the operation order of the stop buttons) is the numerator. The "total" here may be a value derived by calculation based on the bonuses granted when the feature is activated and the bonuses granted by the instruction function, or it may be a single memory area to which bonuses granted when the feature is activated or when the instruction function is activated are added. For example, if the number of bonuses is 175,000 or more, the cumulative bonuses are 200,000, and the sum of the cumulative bonuses granted when the feature is activated and the cumulative bonuses granted by the instruction function is 100,000, 50 is output as the bonus ratio information. The cumulative total does not have to be the cumulative total for all games. For example, if the cumulative number of awards reaches a predetermined upper limit (e.g., 1,677,215), or if the cumulative number of plays plus the current number of plays exceeds the upper limit, the cumulative number of awards and the sum of the cumulative number of awards when a special feature is activated and the cumulative number of awards by instruction are not updated in subsequent plays. In other words, the advantageous zone ratio is not changed. Note that if the cumulative number of plays is less than a predetermined number (e.g., 175,000), FF(h) is output as the special feature ratio information. Also, FF(h) is output even in slot machines 1 that do not have special features or instruction functions.

[0350] The reel status ratio is a ratio between the cumulative number of plays as the denominator and the cumulative specific number of plays, which is the number of plays in which the reel (RB, CB, SB) is activated or the number of plays in which the reel continuous operating device (the reel continuous differential device for a first-class special reel, or the reel continuous differential device for a second-class special reel) is activated. For example, if the cumulative number of plays is 20,000 and the cumulative specific number of plays is 5,000, 25 is output as the reel status ratio information. Note that the cumulative total does not have to be the total for all plays. For example, if the cumulative number of plays reaches a predetermined upper limit (e.g., 1,677,215), the cumulative number of plays and the specific number of plays are not updated in subsequent plays. In other words, the reel status ratio is configured to remain unchanged. In addition, when the cumulative number of games is less than a predetermined number (e.g., 175,000 games), FF(h) is output as the ratio of the status of the reels, etc. Also, even in the slot machine 1 that does not have a reel or a reel continuous operation device, FF(h) is output.

[0351] The number of games played is the cumulative number of games played since the power of the slot machine 1 was turned on. The number of games played is cleared when the power of the slot machine 1 is turned on from an OFF state.

[0352] Reserves are items that are prepared in advance for possible future use, and when only the information mentioned above, total number of inputs, total number of awarded items, MY, total number of awarded devices, total number of consecutive awarded devices, device ratio, consecutive device ratio, advantageous zone ratio, device ratio with instructions, device etc. state ratio, and number of games played is output, 00(h) is output.

[0353] The reservation (first) is not used only by the main body of the slot machine 1. For example, after being sent from the slot machine 1 to the card unit CU, it is used when outputting from the card unit CU to an external party (e.g., a gaming machine information center) such as group A or group B using the 3-byte area reserved as a reservation in the card unit CU. An example of its use is adding the maximum MY calculated by the card unit CU to the number of games played from the total number of inserted coins described above, and outputting the result to an external party (e.g., a gaming machine information center).

[0354] The reservation (second) is not used only by the main body of the slot machine 1. For example, after being sent from the slot machine 1 to the card unit CU, it is used when outputting from the card unit CU to an external party (e.g., a gaming machine information center) such as group A or group B using the 2-byte area reserved as a reservation in the card unit CU. An example of its use is adding the number of games calculated by the card unit CU to the total number of inserted coins described above, and outputting the result to an external party (e.g., a gaming machine information center).

[0355] [Machine information included in the message when gaming machine installation information is set] Next, FIG. 48 is a diagram illustrating gaming machine information included in a telegram when gaming machine installation information is set, among gaming machine information notifications.

[0356] When gaming machine installation information is set using gaming machine information notification number "6", the slot machine 1 notifies the card unit CU of the main control chip ID number, main control chip manufacturer code, main control chip product code, medal count control chip ID number, medal count control chip manufacturer code, and medal count control chip product code.

[0357] The main control chip ID number is information including a chip individual number for identifying a main control chip that integrates the main CPU 51, main ROM 52, and main RAM 53 provided on the main control board 50, and is different information for each chip even if it is the same model. For example, if the chip individual number is 12345678(h) and the main control chip is made by company A, the main control chip ID number 1234567821(h) (the lower 21(h) indicates that it is a main control chip with model number X made by company A) can be output to the card unit CU. Also, if the chip individual number is 23456789(h) and the main control chip is made by company B, the main control chip ID number 2345678941(h) (the lower 41(h) indicates that it is a main control chip with model number Y made by company B) can be output to the card unit CU.

[0358] The main control chip manufacturer code is information that indicates the gaming machine manufacturer stored in the built-in memory of the main control chip.

[0359] The main control chip product code is information that indicates the model name of the slot machine 1 stored in the built-in memory of the main control chip.

[0360] The main control chip ID number, main control chip manufacturer code, and main control chip product code are transmitted from the main control board 50 to the medal count control board 70 during the power-on process when the slot machine 1 is powered on. The medal count RAM 73 provided on the medal count control board 70 is configured to store the main control chip ID number, main control chip manufacturer code, and main control chip product code, respectively.

[0361] The medal count control chip ID number is information including a chip individual number for identifying a medal count control chip that integrates the medal count CPU 71, medal count ROM 72, and medal count RAM 73 provided on the medal count control board 70, and is different information for each medal count control chip even for the same model. For example, if the chip individual number is 98765432(h) and the medal count control chip was purchased from company A, the medal count control chip ID number 9876543221(h) (the lower byte 21(h) indicates that it is a medal count control chip with model number X purchased from company A) can be output to the card unit CU. For example, if the chip individual number is 87654321(h) and the medal count control chip was purchased from company B, the medal count control chip ID number 8765432141(h) (the lower byte 41(h) indicates that it is a medal count control chip with model number Y purchased from company B) can be output to the card unit CU.

[0362] In the case of a slot machine 1 that does not have a medal count control board 70 mounted thereon, 0(h) can be output to the card unit CU as the medal count control chip ID number.

[0363] The medal count control chip manufacturer code is information indicating the gaming machine manufacturer stored in the built-in memory of the medal count control chip. In the case of a slot machine 1 that does not have a medal count control board 70, 0(h) can be output to the card unit CU as the medal count control chip manufacturer code.

[0364] The medal count control chip product code is information stored in the built-in memory of the medal count control chip that indicates the model name of the slot machine 1. In the case of a slot machine 1 that does not have a medal count control board 70, 0(h) can be output to the card unit CU as the medal count control chip product code.

[0365] [Machine information included in the message when hall control fraud monitoring information is set] Next, FIG. 49 is a diagram illustrating gaming machine information included in a telegram when hall control fraud monitoring information is set among gaming machine information notifications.

[0366] The total number of medals is the current number of gaming values ​​stored in the medal count control board 70, and can increase or decrease depending on the gaming value insertion process and winning process. The current total number of medals is displayed on the medal count display 27 provided in the slot machine 1. Information on the total number of medals is sent to the card unit CU. For example, if 2000 is stored as the total number of medals, 0x0007D0(h) can be output to the card unit CU. The upper limit of the total number of medals that can be stored in the medal count control board 70 is 16383.

[0367] The number of bets indicates the number of gaming values ​​bet. For example, if 3 is bet, 03(h) can be output to the card unit CU. Also, if the settlement button 8 is operated before the game starts (before the start lever 2 is operated) after 3 bets, FD(h) can be output to the card unit CU. In other words, information from -3(FD(h)) to +3(03(h)) can be output to the card unit CU.

[0368] The number of awarded games indicates the number of game values ​​awarded according to the combination of symbols that stop on the pay line after the left reel 15, center reel 16, and right reel 17 have all stopped. For example, if 8 game values ​​are awarded, information 08(h) can be output, and if 15 game values ​​are awarded, information 0F(h) can be output to the card unit CU.

[0369] The main control state (1) indicates a state related to the game state. Specifically, each bit of the 1-byte data is assigned a game state. For example, when the value of the 0th bit of the main control state (1) is 1, information indicating that RB (a state in which a first-class special feature is activated) is activated can be output to the card unit CU. Also, when the value of the 1st bit of the main control state (1) is 1, information indicating that BB (a feature continuous activation device related to a first-class special feature) is activated can be output to the card unit CU. Also, when the value of the 2nd bit of the main control state (1) is 1, information indicating that AT is activated can be output to the card unit CU.

[0370] The third to sixth bits of the main control status (1) correspond to the gaming machine status signals (1) to (4). The gaming machine status signals (1) to (4) can be used for different purposes or not used at all depending on the type of slot machine 1. For example, the gaming machine status signal (1) can be output every time the gaming value awarded in the AT reaches 100. The seventh bit of the main control status (1) is unused. Therefore, a 0 can be output regardless of the type of slot machine 1.

[0371] The main control state (2) indicates a state related to the gaming state, similar to the main control state (1). Bits 0 to 2 of the main control state (2) correspond to the gaming machine state signals (5) to (7). The gaming machine state signals (5) to (7) can be used for different purposes or not used at all depending on the type of slot machine 1. For example, the gaming machine state signal (5) can be output when a transition to a specific gaming state occurs. Bits 3 to 7 of the main control state (2) are unused. Therefore, 0 can be output regardless of the type of slot machine 1.

[0372] The gaming machine error state indicates an error state composed of information including an error code indicating an error occurring in the slot machine 1. Bits 0 to 5 of the gaming machine error state indicate the error code. Bit 6 of the gaming machine error state indicates whether the error that has occurred is an error in the main control board 50 or an error in the medal count control board 70. Bit 7 of the gaming machine error state indicates whether the card unit CU will only issue (notify) an error, or whether the card unit CU will issue (notify) an error and also notify the hall computer of the error code via the card unit CU.

[0373] Gaming machine fraud (first) indicates information regarding the detection of fraud in the main control board 50 and the state of the main control board 50. The gaming machine fraud (first) signal is treated as an HC signal. In other words, each gaming machine fraud (first) signal output from the slot machine 1 is output to the hall computer via the card unit CU.

[0374] A setting change signal is assigned to bit 0 of gaming machine fraud (1). The setting change signal has a value of 1 in bit 0 of gaming machine fraud (1) from when the setting is being changed until one game has ended after the setting change. In situations other than when the setting is being changed until one game has ended after the setting change, the value of bit 0 of gaming machine fraud (1) is 0.

[0375] A setting confirmation signal is assigned to the first bit of gaming machine fraud (1). When the setting confirmation signal is in progress (in setting confirmation mode), the value of the first bit of gaming machine fraud (1) becomes 1, and when the setting confirmation signal is not in progress, the value of the first bit of gaming machine fraud (1) becomes 0.

[0376] The second bit of the gaming machine fraud (1) is assigned to the fraud detection signal (1). For example, if the detection of the first fraud is assigned to the fraud detection signal (1), when the first fraud is detected, the value of the second bit of the gaming machine fraud (1) becomes 1, and when the first fraud is not detected, the value of the second bit of the gaming machine fraud (1) becomes 0.

[0377] The third bit of the gaming machine fraud (first) is assigned to the fraud detection signal (second). For example, if the detection of the second fraud is assigned to the fraud detection signal (second), when the second fraud is detected, the value of the third bit of the gaming machine fraud (first) becomes 1, and when the second fraud is not detected, the value of the third bit of the gaming machine fraud (first) becomes 0.

[0378] The fourth bit of the gaming machine fraud (first) is assigned to the fraud detection signal (third). For example, if the detection of the third fraud is assigned to the fraud detection signal (third), when the third fraud is detected, the value of the fourth bit of the gaming machine fraud (first) becomes 1, and when the third fraud is not detected, the value of the fourth bit of the gaming machine fraud (first) becomes 0.

[0379] A security signal is assigned to the fifth bit of the gaming machine fraud (1). Specifically, when a fraud detection signal is being output, when a setting change signal is being output, or when a setting confirmation signal is being output, the value of the fifth bit of the gaming machine fraud (1) is 1, and in other situations the value of the fifth bit of the gaming machine fraud (1) is 0.

[0380] The sixth to seventh bits of the gaming machine fraud (first) are unused. Therefore, the values ​​of the sixth to seventh bits of the gaming machine fraud (first) are 0.

[0381] Gaming machine fraud (second) indicates information regarding the detection of fraud related to the main control board 50 or the medal count control board 70, and the status related to the main control board 50 or the medal count control board 70. The gaming machine fraud (second) signal is treated as a signal for the hall computer. In other words, each gaming machine fraud (second) signal output from the slot machine 1 is output to the hall computer via the card unit CU.

[0382] A setting door open signal is assigned to the 0th bit of the gaming machine fraud (2). The setting door open signal is a signal that indicates whether or not the setting door that closes the setting key insertion unit 13 for changing the setting is open. When the setting door is open, the value of the 0th bit of the gaming machine fraud (2) is 1. On the other hand, when the setting door is closed, the value of the 0th bit of the gaming machine fraud (2) is 0. Note that in a slot machine 1 that does not have a setting door or a slot machine 1 that does not have a function for detecting the opening of the setting door, the value of the 0th bit of the gaming machine fraud (2) is 0.

[0383] A door open signal is assigned to the first bit of the gaming machine fraud (2). The door open signal is a signal that indicates whether the door section 1B of the slot machine 1 is open or not. When the door section 1B of the slot machine 1 is open, the value of the first bit of the gaming machine fraud (2) is 1. On the other hand, when the door section 1B of the slot machine 1 is closed, the value of the first bit of the gaming machine fraud (2) is 0.

[0384] The third bit of the gaming machine fraud (second) is assigned to medal count clear switch detection. Clearing the medal count refers to clearing the gaming value stored in the medal count control board 70 when the medal count clear button 25 provided on the medal count control board 70 is operated when the slot machine 1 is powered on. For example, if the gaming value bet is 3 and the gaming value stored in the medal count control board 70 is 1, clearing the medal count will set the gaming value bet to 3 and the gaming value stored in the medal count control board 70 to 0. In other words, operating the medal count clear button 25 does not clear the gaming value bet. If the medal count clear is performed, the value of the third bit of the gaming machine fraud (second) becomes 1. If the medal count clear is not performed, the value of the third bit of the gaming machine fraud (second) becomes 0.

[0385] The second bit and the fourth to seventh bits of the gaming machine fraud (2) are all unused. Therefore, the values ​​of the second bit and the fourth to seventh bits of the gaming machine fraud (2) are all 0.

[0386] Gaming machine fraud (third) indicates information regarding the detection of fraud relating to the spare main control board 50 or medal count control board 70, and the status of the main control board 50 or medal count control board 70. In other words, the values ​​of bits 0 to 7 of gaming machine fraud (third) are all 0.

[0387] [Basic communication sequence between slot machine 1 and card unit CU] Next, FIG. 50 is a diagram for explaining the basic communication sequence between the slot machine 1 and the card unit CU.

[0388] The slot machine 1 sends a gaming machine information notification, a count notification, and a loan receipt result response to the card unit CU. The card unit CU sends a loan notification to the slot machine 1.

[0389] The slot machine 1 notifies the card unit CU of gaming machine information. At this time, the serial number of the gaming machine information notification is "serial number=n".

[0390] Next, 100 milliseconds after the gaming machine information notification, the slot machine 1 sends a counting notification to the card unit CU. At this time, the counting serial number in the counting notification is "counting serial number=m."

[0391] Next, within 170 milliseconds after the count notification, the card unit CU sends a lending notification to the slot machine 1. At this time, the lending serial number in the lending notification is "lending serial number=k".

[0392] Next, the slot machine 1 responds with a loan receipt result within 10 milliseconds after receiving the loan notification. At this time, the loan serial number in the loan receipt result response is "loan serial number = k."

[0393] Next, the slot machine 1 sends a gaming machine information notification when 20 milliseconds or more have passed since the loan acceptance result response. At this time, the serial number of the gaming machine information notification is "serial number = n+1."

[0394] The time from when the slot machine 1 notifies the card unit CU of gaming machine information of "serial number=n" until the next gaming machine information notification (serial number=n+1) is sent is 300 milliseconds.

[0395] [Sequence when slot machine 1 starts up before card unit CU] Next, FIG. 51 is a diagram for explaining the sequence when the slot machine 1 is started up before the card unit CU.

[0396] When the power supply of the slot machine 1 and the card unit CU is OFF, the VL signal of the slot machine 1, the VL signal of the card unit CU, and the PSI signal are OFF.

[0397] Next, when the power of the slot machine 1 and the card unit CU is turned ON, the slot machine 1 and the card unit CU start up. At this time, since the startup of the slot machine 1 and the card unit CU is not complete, the VL signal of the slot machine 1 and the VL signal and PSI signal of the card unit CU are OFF.

[0398] Next, when the startup of the slot machine 1 is completed, it sends a gaming machine information notification (serial number = 0) to the card unit CU, and then sends a counting notification (counting serial number = 0). At this time, since the startup of the card unit CU has not yet been completed, the slot machine 1 does not send a gaming machine information notification of "serial number = 0" or a counting notification of "counting serial number = 0" to the card unit CU. Therefore, the card unit CU does not send a loan notification to the slot machine 1, and the slot machine 1 does not send a loan receipt result response to the card unit CU.

[0399] The serial number and counting serial number are updated regardless of whether the slot machine 1 and the card unit CU are connected or not. Therefore, at the timing when the next gaming machine information notification or counting notification is made (the timing when the notification is made 300 milliseconds after the first gaming machine information notification after the slot machine 1 has finished starting up), the serial number will be "serial number = 01" and the counting serial number will be "counting serial number = 01". In other words, regardless of whether the slot machine 1 is connected to the card unit CU or not, the slot machine 1 notifies the message and also updates the serial number and counting serial number.

[0400] Next, when the startup of the card unit CU is completed, the VL signal of the slot machine 1, the VL signal of the card unit CU, and the PSI signal are turned ON. As a result, the slot machine 1 enables the operation of the bet button 3, the max bet button 4, and the counting button 26. In addition, the card unit CU is notified of gaming machine information and counting information from the slot machine 1.

[0401] In this way, the slot machine 1 is configured to provide gaming machine information notification and counting notification regardless of whether the card unit CU is running or not. Therefore, the card unit CU manages the gaming machine information notification serial number and counting notification serial number notified from the slot machine 1 after the startup of the card unit CU is complete. In this way, the slot machine 1 can provide gaming machine information notification and counting notification without determining the status of the card unit CU, which eliminates the need to perform processing to determine the status of the card unit CU, thereby reducing the program capacity of the medal count ROM 72.

[0402] [Sequence when card unit CU starts up before slot machine 1] Next, FIG. 52 is a diagram for explaining a sequence when the card unit CU is started up before the slot machine 1. In FIG.

[0403] If the card unit CU completes its startup before the slot machine 1 does, it will wait until the startup of the slot machine 1 is complete. Specifically, when the power supply of the card unit CU is turned on and the startup of the card unit CU is complete, the VL signal and PSI signal of the card unit CU are turned on. Then, the card unit CU will wait with the VL signal and PSI signal on until the startup of the slot machine 1 is complete.

[0404] Next, the power supply of the slot machine 1 is turned ON, and when the startup of the slot machine 1 is completed, the VL signal of the slot machine 1, the VL signal of the card unit CU, and the PSI signal are turned ON. Then, the slot machine 1 issues a gaming machine information notification (serial number = 0) and a counting notification (counting serial number = 0) to the card unit CU. Here, since the startup of the card unit CU has already been completed, the gaming machine information notification (serial number = 0) and the counting notification (counting serial number = 0) are notified, and the serial number for the gaming machine information notification and the counting serial number for the counting notification are managed. In this way, the slot machine 1 can issue a gaming machine information notification and a counting notification without determining the status of the card unit CU, which eliminates the need to perform processing to determine the status of the card unit CU, thereby reducing the program capacity of the medal count ROM 72.

[0405] [Counting notification sequence between slot machine 1 and card unit CU] Next, FIG. 53 is a diagram illustrating a count notification sequence between the slot machine 1 and the card unit CU.

[0406] Before accepting the operation of the counting button 26, the total number of medals (the value of the gaming value possessed by the player) managed by the medal count control board 70 is "300", and the number of medals that can be loaned by the unit control board 90 is "20".

[0407] When the slot machine 1 and the card unit CU have been started up and communication between the slot machine 1 and the card unit CU is possible, and the counting button 26 is operated, the slot machine 1 notifies the card unit CU of gaming machine information (serial number = n, total number of medals = 300).

[0408] Next, 100 milliseconds after the gaming machine information notification (serial number = n, total number of medals = 300) is sent, the slot machine 1 sends a counting notification (counting serial number = m, counted medals = 100, cumulative count = 100) to the card unit CU. As a result, the slot machine 1 subtracts the counted medals from the total number of medals before sending the counting notification to the card unit CU. As a result, the total number of medals becomes 200 from 300.

[0409] Next, when the card unit CU receives a counting notification from the slot machine 1, it updates the number of loanable medals from 20 to 120 and sends a loan notification (loan serial number = k, loan medals = 0) to the slot machine 1. Then, when the slot machine 1 receives a loan notification from the card unit CU, it checks the consistency between the information indicated in the loan notification and the information indicated in the previous loan notification, and sends a loan receipt result response (loan serial number = k, loan medal receipt result = normal) to the card unit CU.

[0410] Next, the slot machine 1 sends a gaming machine information notification (serial number = n+1, total number of medals = 200) to the card unit CU, and sends a counting notification (counting serial number = m+1, counted medals = 100, cumulative count = 200). As a result, the slot machine 1 subtracts the counted medals from the total number of medals before sending the counting notification. As a result, the total number of medals becomes 100 from 200.

[0411] Next, when the card unit CU receives a counting notification from the slot machine 1, it updates the number of loanable medals from 120 to 220 and sends a loan notification (loan serial number = k+1, loan medals = 0) to the slot machine 1. When the card unit CU sends a loan notification, the slot machine 1 checks the consistency between the information indicated in the loan notification and the information indicated in the previous loan notification, and sends a loan receipt result response (loan serial number = k+1, loan medal receipt result = normal) to the card unit CU.

[0412] Next, when the slot machine 1 sends a gaming machine information notification to the card unit CU, if the operation of the counting button 26 is not accepted (the hand that pressed the counting button 26 is released), the slot machine 1 sends a gaming machine information notification (serial number = n+2, total medal count = 100) to the card unit CU. Next, 100 milliseconds after the gaming machine information notification (serial number = n+2, total medal count = 100) is sent, the slot machine 1 sends a counting notification (counting serial number = m+2, counted medals = 0, cumulative count = 100) to the card unit CU.

[0413] Next, the card unit CU sends a loan notification (loan serial number = k+2, loan medal = 0) to the slot machine 1. Then, the slot machine 1 sends a loan receipt result response (loan serial number = k+2, loan medal receipt result = normal) to the card unit CU.

[0414] Next, the slot machine 1 notifies the card unit CU of gaming machine information (serial number=n+3, total number of medals=0).

[0415] In this way, from the time when the operation of the counting button 26 is accepted until the operation of the counting button 26 is no longer accepted (while the counting button 26 is being pressed and held), the slot machine 1 sends a counting notification to the card unit CU every 300 milliseconds. This makes it possible to notify a certain amount of counted medals simply by pressing and holding the counting button 26, so the player does not need to operate the counting button 26 continuously, and the burden of the counting operation can be reduced.

[0416] [Lending notification sequence between slot machine 1 and card unit CU] Next, FIG. 54 is a diagram for explaining a lending notification sequence between the slot machine 1 and the card unit CU.

[0417] As a situation before accepting the operation of the lend button 33, it is assumed that the total number of medals managed by the medal count control board 70 is 10, and the number of medals available for lending managed by the unit control board 90 is 100.

[0418] The slot machine 1 sends a gaming machine information notification (serial number = n, total number of medals = 10) to the card unit CU. Then, 100 milliseconds after sending the gaming machine information notification (serial number = n, total number of medals = 10), the slot machine 1 sends a count notification (count serial number = m, count medals = 0, cumulative count = 0) to the card unit CU.

[0419] Next, the card unit CU sends a loan notification (loan serial number = k, loan medals = 50) to the slot machine 1 within 170 milliseconds after the slot machine 1 sends a count notification (count serial number = m, count medals = 0, cumulative count = 0). From the time the loan notification (loan serial number = k, loan medals = 50) is sent until the loan receipt result response (loan serial number = k, loan medal receipt result = normal) is sent, the total number of medals will be 60.

[0420] Next, the slot machine 1 sends a loan receipt result response (loan serial number = k, loan medal receipt result = normal) within 10 milliseconds after the loan notification (loan serial number = k, loan medal = 50) is sent. At this time, the card unit CU updates the number of loanable medals from 100 to 50.

[0421] Next, if the operation of the lending button 33 provided on the card unit CU is continuously accepted, the slot machine 1 then notifies the card unit CU of gaming machine information (serial number=n+1, total number of medals=60).

[0422] [Restoration sequence between slot machine 1 and card unit CU] Next, FIG. 55 is a diagram for explaining a recovery sequence when the dedicated interface between the slot machine 1 and the card unit CU is disconnected.

[0423] First, the slot machine 1 notifies the card unit CU of gaming machine information (serial number=n, total number of medals=100) and counting information (counting serial number=m, counted medals=0, cumulative counting=0).

[0424] Next, the card unit CU sends a loan notification (loan serial number = k, loan medal = 0) to the slot machine 1. Next, after the slot machine 1 receives the loan notification (loan serial number = k, loan medal = 0) from the card unit CU, it sends a loan receipt result response (loan serial number = k, loan medal receipt result = normal) to the card unit CU.

[0425] Next, the slot machine 1 notifies the card unit CU of gaming machine information (serial number = n+1, total number of medals = 100). After this, let's assume that the dedicated interface is disconnected. Here, when the dedicated interface is disconnected, the VL signal of the slot machine 1 turns OFF, and the VL signal and PSI signal of the card unit CU also turn OFF.

[0426] Next, the slot machine 1 sends a counting notification to the card unit CU (counting serial number = m+1, counting medal = 0, counting accumulation = 0), but since the dedicated interface is disconnected, no counting notification is sent to the card unit CU.

[0427] In addition, the slot machine 1 notifies the card unit CU of gaming machine information (serial number = n+2, total number of medals = 100), but since the dedicated interface is disconnected, the gaming machine information is not notified to the card unit CU.

[0428] Next, let us assume that the disconnection of the dedicated interface is restored. When the disconnection of the dedicated interface is restored, the VL signal of the slot machine 1 turns ON, and the VL signal of the card unit CU and the PSI signal also turn ON.

[0429] Next, the slot machine 1 sends a gaming machine information notification (serial number = n+3, total number of medals = 100) to the card unit CU. Next, the slot machine 1 sends a count notification (count serial number = m+2, count medals = 0, cumulative count = 0) to the card unit CU.

[0430] Next, the card unit CU sends a lending notification (lending serial number=0, lending medal=0) to the slot machine 1. Next, the slot machine 1 sends a lending receipt result response (lending serial number=k, lending medal receipt result=abnormal) to the card unit CU.

[0431] Next, the slot machine 1 sends a gaming machine information notification (serial number = n+4, total number of medals = 100) to the card unit CU. Next, the slot machine 1 sends a count notification (count serial number = m+4, count medals = 0, cumulative count = 0) to the card unit CU.

[0432] Next, the card unit CU sends a loan notification (loan serial number = k+1, loan medal = 0) to the slot machine 1. Next, the slot machine 1 sends a loan receipt result response (loan serial number = k+1, loan medal receipt result = normal) to the card unit CU.

[0433] [Sequence when communication error occurs during counting] Next, FIG. 56 is a diagram for explaining a sequence when a communication abnormality occurs between the slot machine 1 and the card unit CU during counting.

[0434] The following describes a case where the slot machine 1 fails to notify the card unit CU of the count due to a communication error when the slot machine 1 notifies the card unit CU of the count. Also, assume that the total number of medals managed by the medal count control board 70 is 200, and the unit control board 90 has 20 medals available for lending before accepting the operation of the count button 26.

[0435] When the slot machine 1 and the card unit CU have finished starting up and are able to communicate with each other, and the counting button 26 is operated, the slot machine 1 sends a gaming machine information notification (serial number = n, total number of medals = 200) to the card unit CU. This updates the total number of medals from 200 to 100. Next, 100 milliseconds after sending the gaming machine information notification (serial number = n, total number of medals = 200), the slot machine 1 sends a counting notification (counting serial number = m, counted medals = 100, cumulative count = 100) to the card unit CU.

[0436] Next, when the slot machine 1 sends a counting notification to the card unit CU (counting serial number = m, counted medals = 100, cumulative count = 100), the card unit CU updates the number of medals available for lending from 20 to 120. Next, the card unit CU sends a lending notification to the slot machine 1 (lending serial number = k, lending medals = 0).

[0437] Next, the card unit CU sends a loan notification (loan serial number = k, loan medal = 0) to the slot machine 1, and then the slot machine 1 sends a loan receipt result response (loan serial number = k, loan medal receipt result = normal) to the card unit CU.

[0438] Next, the slot machine 1 sends a gaming machine information notification (serial number = n+1, total number of medals = 100) to the card unit CU. As a result, the number of lendable medals is updated from 120 to 220. Next, 100 milliseconds after the slot machine 1 sends the gaming machine information notification (serial number = n+1, total number of medals = 100), the slot machine 1 sends a counting notification (counting serial number = m+1, counted medals = 100, cumulative count = 200) to the card unit CU. Then, if the slot machine 1 sends a counting notification (counting serial number = m+1, counted medals = 100, cumulative count = 200) but does not send a counting notification to the card unit CU, the card unit CU does not send a lending notification to the slot machine 1.

[0439] Then, if 300 milliseconds have passed since the slot machine 1 notified it of gaming machine information (serial number = n+1, total number of medals = 100) and no counting notification has been received, the card unit CU turns off the VL signal of the slot machine 1 and the VL and PSI signals of the card unit CU. The card unit CU determines that an error has occurred in communication with the slot machine 1, and performs the same operation as the recovery sequence.

[0440] Furthermore, even after a communication error with the card unit CU occurs and the VL signal of the slot machine 1 and the VL and PSI signals of the card unit CU are turned OFF, the slot machine 1 repeatedly sends gaming machine information notification and counting notification to the card unit CU. Specifically, the slot machine 1 updates the serial number of the gaming machine information notification and the counting serial number of the counting notification before notifying the card unit CU.

[0441] [Sequence when communication error occurs during rental] Next, FIG. 57 is a diagram for explaining a sequence when a communication error occurs between the slot machine 1 and the card unit CU during lending.

[0442] A case will be described where the card unit CU sends a lending notification to the slot machine 1. In this explanation, the situation before accepting the operation of the lending button 33 is that the total number of medals managed by the medal count control board 70 is 10, and the number of medals available for lending managed by the card unit CU is 100.

[0443] When the slot machine 1 and the card unit CU have completed startup and are able to communicate with each other, and the operation of the lending button 33 is accepted, the slot machine 1 sends a gaming machine information notification (serial number = n, total number of medals = 10) to the card unit CU. Then, 100 milliseconds after sending the gaming machine information notification (serial number = n, total number of medals = 10), the slot machine 1 sends a counting notification (counting serial number = m, counted medals = 0, accumulated count = 0) to the card unit CU.

[0444] Next, the card unit CU sends a lending notification (lending serial number=k, lending medals=50) to the slot machine 1 within 170 milliseconds after the counting notification from the slot machine 1 is sent.

[0445] Next, the slot machine 1 sends a loan receipt result response (loan serial number = k, loan medal receipt result = normal) within 10 milliseconds after the card unit CU sends a loan notification (loan serial number = k, loan medal receipt result = normal). At this time, the number of loanable medals is updated from 100 to 50. At this time, the slot machine 1 updates the total number of medals from 10 to 60 between the time the card unit CU sends the loan notification and the time the slot machine 1 sends the loan receipt result response.

[0446] Next, the slot machine 1 sends a loan receipt result response to the card unit CU, but if the card unit CU is unable to receive the loan receipt result response, the card unit CU determines that the loan is incomplete and stores a value indicating that the loan is incomplete in a specified memory area of ​​the unit RAM 93.

[0447] Next, the slot machine 1 sends a gaming machine information notification (serial number = n+1, total number of medals = 60) to the card unit CU, and sends a counting notification (counting serial number = m+1, counted medals = 0, cumulative count = 0). If the card unit CU determines that the lending was incomplete when it sent the previous lending notification to the slot machine 1, it sends a lending notification (lending serial number = k, lending medals = 50) within 170 milliseconds after sending the counting notification (counting serial number = m+1, counted medals = 0, cumulative count = 0). This lending notification contains the same information as the previous lending notification.

[0448] If the loan notification sent to slot machine 1 is normal, it will be a loan notification (loan serial number = k+1), but since the loan notification sent this time was (loan serial number = k), slot machine 1 sends a loan receipt result response to the card unit CU (loan serial number = k, loan point receipt result response = abnormal).

[0449] Next, when the slot machine 1 responds with the loan receipt result, the card unit CU determines that a normal loan notification has been sent to the slot machine 1, since the loan serial number "k" in the loan receipt result response matches the loan serial number "k" in the loan notification sent to the slot machine 1, and stores a value indicating that the loan has been completed in the loan information storage area of ​​the unit RAM 93.

[0450] [Relationship between winning combinations, stop button operation order, and symbol combinations in normal game mode] Next, FIG. 58 is a diagram for explaining the relationship between winning combinations, the operation order of the stop buttons, and the combinations of symbols in the normal gaming state.

[0451] When RB is won, if the left stop button 5, center stop button 6, or right stop button 7 is operated at a timing when a regular can be won, the regular will be won. When RB is won, if the left stop button 5, center stop button 6, or right stop button 7 is operated at a timing when a regular cannot be won, no prize will be won.

[0452] The timing at which a regular can be won will be specifically explained. In this embodiment, the number of sliding frames is four, so a regular can be won if the left stop button 5 is operated in the range from the timing when the No. 1 bell symbol 44 is displayed on the bottom row of the left reel 15 to the timing when the No. 17 black bonus symbol 39 is displayed, the center stop button 6 is operated in the range from the timing when the No. 1 black bell symbol 45 is displayed on the middle row of the center reel 16 to the timing when the No. 17 black bonus symbol 39 is displayed, and the right stop button 7 is operated in the range from the timing when the No. 1 replay symbol 47 is displayed on the top row of the right reel 17 to the timing when the No. 17 black bonus symbol 39 is displayed.

[0453] If the right-up replay wins, the right-up replay will win regardless of the timing and order in which the left stop button 5, middle stop button 6, and right stop button 7 are operated. If the middle replay wins, the middle replay will win regardless of the timing and order in which the left stop button 5, middle stop button 6, and right stop button 7 are operated. If the bottom replay wins, the bottom replay will win regardless of the timing and order in which the left stop button 5, middle stop button 6, and right stop button 7 are operated.

[0454] When a weak cherry is won, a weak cherry will be won regardless of the timing or order in which the left stop button 5, middle stop button 6, and right stop button 7 are pressed.When a strong cherry is won, a strong cherry will be won regardless of the timing or order in which the left stop button 5, middle stop button 6, and right stop button 7 are pressed.

[0455] If the watermelon is won, the bottom watermelon, the upward-right watermelon, or the downward-right watermelon will be won regardless of the timing or order in which the left stop button 5, middle stop button 6, and right stop button 7 are pressed.If the chance role is won, the chance symbol will be won regardless of the timing or order in which the left stop button 5, middle stop button 6, and right stop button 7 are pressed.

[0456] If the left, middle, or right bell wins and the left stop button 5, middle stop button 6, and right stop button 7 are operated in this order (hereinafter referred to as "left → middle → right"), a downward-right bell will win and 10 medals (game value) will be awarded. If the left stop button 5, right stop button 7, and middle stop button 6 are operated in this order (hereinafter referred to as "left → right → middle"), there is a 50% chance that a support bell will win, and if a support bell wins, 1 medal (game value) will be awarded. If the buttons are operated in any other order, there is a 50% chance that a random combination will win, and if a random combination wins, 1 medal (game value) will be awarded.

[0457] Specifically, if the left, center, or right bell is a winning combination, three patterns of downward-sloping bells are allowed to win: replay symbol 47-bell symbol 44-replay symbol 47, bell symbol 44-bell symbol 44-replay symbol 47, and replay symbol 47-bell symbol 44-blank symbol 48.

[0458] If the left, center, or right bell is a winning combination, four possible winning combinations of support bells are allowed: replay symbol 47-replay symbol 47-blank symbol 48, replay symbol 47-replay symbol 47-black bonus symbol 39, bell symbol 44-replay symbol 47-blank symbol 48, and bell symbol 44-replay symbol 47-black bonus symbol 39.

[0459] If the left, center, or right bells are winning, the following will appear: Black watermelon 43-Cherry 46-Blank 48, Black watermelon 43-Cherry 46-Black bonus 39, Black watermelon 43-Cherry 46-BAR 41, Black watermelon 43-Cherry 46-White bonus 40, BAR 41-Cherry 46-Blank 48, BAR 41-Cherry 46-Black bonus 39, BAR 41-Cherry 46-BAR 41, BAR 41-Cherry 46-White bonus 40, Black watermelon 43-Watermelon 42-Blank 48, Black watermelon 43-Watermelon 42-Black bonus 3 9. A total of 20 winning combinations are allowed: black watermelon 43-watermelon 42-BAR 41, black watermelon 43-watermelon 42-white bonus 40, BAR 41-watermelon 42-blank 48, BAR 41-watermelon 42-black bonus 39, BAR 41-watermelon 42-BAR 41, BAR 41-watermelon 42-white bonus 40, black watermelon 43-cherry 46-replay 47, BAR 41-cherry 46-replay 47, black bonus 39-watermelon 42-replay 47, blank 48-watermelon 42-replay 47.

[0460] If the left, center, or right bell wins and the downward-right bell wins, 10 medals (game value) are awarded, whereas if the support bell or random numbers win, 1 medal (game value) is awarded. In other words, if the downward-right bell wins, the number of medals (game value) awarded is greater than if the support bell or random numbers win.

[0461] Also, the winning combination of the downward-sloping bell symbol is three patterns, while the winning combination of the support bell symbol is four patterns, and the winning combination of the scattered symbols is 20 patterns. In other words, the total number of symbol combinations for the support bell symbol and scattered symbols is greater than that for the downward-sloping bell symbol.

[0462] When the left, center, or right bell wins, if the left stop button 5, center stop button 6, and right stop button 7 are operated in the order of left → center → right, the stop control will be executed in such a way that the number of medals (game value) awarded (the larger value) is given priority over the number of total number of symbol combinations. As a result, the downward-right bell wins.

[0463] Also, if the left, middle, or right bell wins and the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order of left → right → middle, the stop control will be executed in such a way that the combination with the larger total number of symbols takes priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 50% chance that the support bell will win.

[0464] Also, if the left, middle, or right bell wins and the left stop button 5, middle stop button 6, and right stop button 7 are operated in a different order, the stop control will be executed in such a way that the combination with the larger total number of symbols is given priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 50% chance that a variance will win.

[0465] If the left, right, or middle bell wins, and the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order left → right → middle, a downward-right bell will win, and 10 medals (game value) will be awarded. If the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order left → middle → right, there is a 50% chance that a support bell will win, and if a support bell wins, 1 medal (game value) will be awarded. If the buttons are operated in any other order, there is a 50% chance that a random combination will win, and if a random combination wins, 1 medal (game value) will be awarded.

[0466] Specifically, if the left, right, or center bell is a winning combination, three patterns of downward-sloping bells are allowed to win: replay symbol 47-bell symbol 44-replay symbol 47, bell symbol 44-bell symbol 44-replay symbol 47, and replay symbol 47-bell symbol 44-black bonus symbol 39.

[0467] If the left, right, or center bell wins, four winning combinations of support bells are allowed: Replay 47-Replay 47-BAR 41, Replay 47-Replay 47-White Bonus 40, Bell 44-Replay 47-BAR 41, and Bell 44-Replay 47-White Bonus 40.

[0468] If the left, right, or center bell wins, the following combinations will appear: Black bonus symbol 39-Cherry symbol 46-Blank symbol 48, Black bonus symbol 39-Cherry symbol 46-Black bonus symbol 39, Black bonus symbol 39-Cherry symbol 46-BAR symbol 41, Black bonus symbol 39-Cherry symbol 46-White bonus symbol 40, Blank symbol 48-Cherry symbol 46-Blank symbol 48, Blank symbol 48-Cherry symbol 46-Black bonus symbol 39, Blank symbol 48-Cherry symbol 46-BAR symbol 41, Blank symbol 48-Cherry symbol 46-White bonus symbol 40, Black bonus symbol 39-Watermelon symbol 42-Blank symbol 48, Black bonus symbol 39-Watermelon symbol 42-Black bonus symbol A total of 20 winning combinations are allowed: 39, black bonus symbol 39-watermelon symbol 42-bar symbol 41, black bonus symbol 39-watermelon symbol 42-white bonus symbol 40, blank symbol 48-watermelon symbol 42-blank symbol 48, blank symbol 48-watermelon symbol 42-black bonus symbol 39, blank symbol 48-watermelon symbol 42-bar symbol 41, blank symbol 48-watermelon symbol 42-white bonus symbol 40, black bonus symbol 39-cherry symbol 46-replay symbol 47, blank symbol 48-cherry symbol 46-replay symbol 47, black bonus symbol 39-watermelon symbol 42-replay symbol 47, bar symbol 41-watermelon symbol 42-replay symbol 47.

[0469] If the left, right, or center bell wins and the right-down bell wins, 10 medals (game value) are awarded, whereas if the support bell or scattered symbols win, 1 medal (game value) is awarded. In other words, if the right-down bell wins, the number of medals (game value) awarded is greater than if the support bell or scattered symbols win.

[0470] Also, the winning combination of the downward-sloping bell symbol is three patterns, while the winning combination of the support bell symbol is four patterns, and the winning combination of the scattered symbols is 20 patterns. In other words, the total number of symbol combinations for the support bell symbol and scattered symbols is greater than that for the downward-sloping bell symbol.

[0471] When the left, right, and center bells are won, if the left stop button 5, center stop button 6, and right stop button 7 are operated in the order of left → right → center, the stop control will be executed in such a way that the number of medals (game value) awarded (the larger value) is given priority over the number of total number of symbol combinations. As a result, the downward-right bell will be won.

[0472] Also, if the left, right, and center bells are won and the left stop button 5, center stop button 6, and right stop button 7 are operated in the order of left → center → right, the stop control will be executed in such a way that the combination with the larger total number of symbols is given priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 50% chance that the support bell will win.

[0473] Also, if the left, right, and center bells are won and the left stop button 5, center stop button 6, and right stop button 7 are operated in a different order, the stop control will be executed in such a way that the combination with the larger total number of symbols is given priority over the combination with the larger number of medals (game value) (the combination with the larger value). As a result, there is a 50% chance that a combination with a larger number of symbols will win.

[0474] If the middle left and right bells are won and the middle stop button 6, left stop button 5, and right stop button 7 are operated in this order (hereinafter referred to as "middle → left → right"), a right-up bell will be won and 10 medals (game value) will be awarded. If the middle stop button 6, right stop button 7, and left stop button 5 are operated in this order (hereinafter referred to as "middle → right → left"), there is a 25% chance that the middle bell will be won, and if the middle bell is won, 1 medal (game value) will be awarded. If the buttons are operated in any other order, there is a 25% chance that a random combination will be won, and if a random combination is won, 1 medal (game value) will be awarded.

[0475] Specifically, if the center left or right bell wins, four winning combinations of right-sloping bells are allowed: bell pattern 44-bell pattern 44-bell pattern 44, bell pattern 44-black bell pattern 45-bell pattern 44, bell pattern 44-bell pattern 44-black bell pattern 45, and bell pattern 44-black bell pattern 45-black bell pattern 45.

[0476] If the middle left and right bells are won, the following 10 combinations of bells are allowed to win: black watermelon 43-bell 44-black bell 45, BAR 41-bell 44-black bell 45, black watermelon 43-black bell 45-blank 48, black watermelon 43-black bell 45-black bonus 39, BAR 41-black bell 45-blank 48, BAR 41-black bell 45-black bonus 39, black watermelon 43-bell 44-blank 48, black watermelon 43-bell 44-black bonus 39, BAR 41-bell 44-blank 48, BAR 41-bell 44-black bonus 39.

[0477] If the center left and right bells are winning, the following patterns will be drawn: Watermelon 42-Blank 48-Blank 48, Watermelon 42-Blank 48-Black Bonus 39, Watermelon 42-Black Bonus 39-Blank 48, Watermelon 42-Black Bonus 39-Black Bonus 39, Black Bell 45-Blank 48-Blank 48, Black Bell 45-Blank 48-Black Bonus 39 ... A total of 12 winning combinations are allowed: black bell 45-black bonus 39-blank 48, black bell 45-black bonus 39-black bonus 39, black watermelon 43-cherry 46-replay 47, bar 41-cherry 46-replay 47, black bonus 39-watermelon 42-replay 47, and blank 48-watermelon 42-replay 47.

[0478] If the center left and right bells are won and if a right-up bell is won, 10 medals (game value) are awarded, whereas if a middle bell or a random number is won, 1 medal (game value) is awarded. In other words, if a right-up bell is won, the number of medals (game value) awarded is greater than if a middle bell or a random number is won.

[0479] Also, the winning combination of the right-up bell has four patterns, while the winning combination of the middle bell has ten patterns, and the winning combination of the scattered symbols has 12. In other words, the total number of pattern combinations is greater for the middle bell and scattered symbols than for the right-up bell.

[0480] When the center left and right bells are won, if the operation order of the left stop button 5, center stop button 6, and right stop button 7 is center → left → right, the stop control will be executed giving priority to the one with the larger number of medals (game value) awarded (the one with the larger value) over the one with the larger total number of symbol combinations. As a result, the right-up bell will be won.

[0481] Also, if the middle left and right bells are won and the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order of center → right → left, the stop control will be executed in such a way that the combination with the larger total number of symbols is given priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 25% chance that the middle bell will win.

[0482] Also, if the center left and right bells are won and the left stop button 5, center stop button 6, and right stop button 7 are operated in a different order, the stop control will be executed in such a way that the combination with the larger total number of symbols is given priority over the combination with the larger number of medals (game value) (the larger value). As a result, there is a 25% chance that a variance will win.

[0483] If the middle, right, or left bell wins, and the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order of middle → right → left, a right-rising bell will win, and 10 medals (game value) will be awarded. If the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order of middle → left → right, there is a 25% chance that the middle bell will win, and if the middle bell wins, 1 medal (game value) will be awarded. If the buttons are operated in any other order, there is a 25% chance that a random combination will win, and if a random combination wins, 1 medal (game value) will be awarded.

[0484] Specifically, if the middle, right, or left bell wins, four winning combinations of right-rising bells are allowed: bell pattern 44-bell pattern 44-bell pattern 44, bell pattern 44-black bell pattern 45-bell pattern 44, bell pattern 44-bell pattern 44-black bell pattern 45, and bell pattern 44-black bell pattern 45-black bell pattern 45.

[0485] If the middle, right, or left bell is a winning combination, 10 patterns in total are allowed to win: black bonus symbol 39-bell symbol 44-black bell symbol 45, blank symbol 48-bell symbol 44-black bell symbol 45, black watermelon symbol 43-black bell symbol 45-BAR symbol 41, black watermelon symbol 43-black bell symbol 45-white bonus symbol 40, BAR symbol 41-black bell symbol 45-BAR symbol 41, BAR symbol 41-black bell symbol 45-white bonus symbol 40, black watermelon symbol 43-bell symbol 44-BAR symbol 41, black watermelon symbol 43-bell symbol 44-white bonus symbol 40, BAR symbol 41-bell symbol 44-BAR symbol 41, and BAR symbol 41-bell symbol 44-white bonus symbol 40.

[0486] If the middle, right, or left bell wins, the following symbols will appear in the spread: Watermelon 42-Blank 48-BAR 41, Watermelon 42-Blank 48-White Bonus 40, Watermelon 42-Black Bonus 39-BAR 41, Watermelon 42-Black Bonus 39-White Bonus 40, Black Bell 45-Blank 48-BAR 41, Black Bell 45-Blank 48-White Bonus 40, Black Bell A total of 12 winning combinations are allowed: symbol 45-black bonus symbol 39-bar symbol 41, black bell symbol 45-black bonus symbol 39-white bonus symbol 40, black watermelon symbol 43-cherry symbol 46-replay symbol 47, bar symbol 41-cherry symbol 46-replay symbol 47, black bonus symbol 39-watermelon symbol 42-replay symbol 47, and blank symbol 48-watermelon symbol 42-replay symbol 47.

[0487] If the middle, right, or left bell wins and the right-up bell wins, 10 medals (game value) are awarded, whereas if the middle bell or scattered numbers win, 1 medal (game value) is awarded. In other words, if the right-up bell wins, the number of medals (game value) awarded is greater than if the middle bell or scattered numbers win.

[0488] Also, the winning combination of the right-up bell has four patterns, while the winning combination of the middle bell has ten patterns, and the winning combination of the scattered symbols has 12. In other words, the total number of pattern combinations is greater for the middle bell and scattered symbols than for the right-up bell.

[0489] When the center, right, and left bells are won, if the operation order of the left stop button 5, center stop button 6, and right stop button 7 is center → right → left, the stop control will be executed giving priority to the one with the larger number of medals (game value) awarded (the one with the larger value) over the one with the larger total number of symbol combinations. As a result, the right-up bell will win.

[0490] Also, if the middle right left bell wins and the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order of middle → left → right, the stop control will be executed in such a way that the combination with the larger total number of symbols takes priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 25% chance that the middle bell will win.

[0491] Also, if the middle, right, or left bell wins and the left stop button 5, middle stop button 6, and right stop button 7 are operated in a different order, the stop control will be executed in such a way that the combination with the larger total number of symbols is given priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 25% chance that a variance will win.

[0492] If the right, left, or middle bell wins and the right stop button 7, left stop button 5, and middle stop button 6 are operated in this order (hereinafter referred to as "right → left → middle"), the bottom bell will win and 10 medals (game value) will be awarded. If the right stop button 7, middle stop button 6, and left stop button 5 are operated in this order (hereinafter referred to as "right → middle → left"), there is a 25% chance that the middle bell will win, and if the middle bell wins, 1 medal (game value) will be awarded. If the buttons are operated in any other order, there is a 25% chance that a random combination will win, and if a random combination wins, 1 medal (game value) will be awarded.

[0493] Specifically, if the right, left, or center bell wins, six combinations of symbols are allowed to win among the bottom row bells: Bell 44-Cherry 46-Blank 48, Bell 44-Watermelon 42-Blank 48, Bell 44-Replay 47-Blank 48, Bell 44-Replay 47-Black Bonus 39, Bell 44-Replay 47-BAR 41, Bell 44-Replay 47-White Bonus 40.

[0494] If the right, left, or center bell is a winning combination, 10 combinations of the middle bells are allowed to win: black watermelon 43-bell 44-black bell 45, BAR 41-bell 44-black bell 45, watermelon 42-black bell 45-blank 48, watermelon 42-black bell 45-black bonus 39, BAR 41-black bell 45-blank 48, BAR 41-black bell 45-black bonus 39, black watermelon 43-bell 44-blank 48, black watermelon 43-bell 44-black bonus 39, BAR 41-bell 44-blank 48, BAR 41-bell 44-black bonus 39.

[0495] If the right, left, or center bell wins, the following symbols will appear in the spread: watermelon 42-blank 48-blank 48, watermelon 42-blank 48-black bonus 39, watermelon 42-black bonus 39-blank 48, watermelon 42-black bonus 39-black bonus 39, black bell 45-blank 48-blank 48, black bell 45-blank 48-black bonus 39, black bell 45-black bonus 39-blank 48, black bell 45-black bonus 39-blank 48, black bell 45-black bonus 39-black bonus 39, A total of 16 winning combinations are allowed: black watermelon 43-cherry 46-blank 48, black watermelon 43-cherry 46-black bonus 39, BAR 41-cherry 46-blank 48, BAR 41-cherry 46-black bonus 39, black watermelon 43-watermelon 42-blank 48, black watermelon 43-watermelon 42-black bonus 39, BAR 41-watermelon 42-blank 48, BAR 41-watermelon 42-blank 48, BAR 41-watermelon 42-black bonus 39.

[0496] If the right, left, or middle bell wins and the bottom bell wins, 10 medals (game value) are awarded, whereas if the middle bell or scattered numbers win, 1 medal (game value) is awarded. In other words, if the bottom bell wins, the number of medals (game value) awarded is greater than if the middle bell or scattered numbers win.

[0497] Also, the winning combination of the lower bell has four patterns, while the winning combination of the middle bell has ten patterns, and the winning combination of the scatter symbol has 16 patterns. In other words, the total number of combinations of the middle bell and scatter symbol is greater than that of the lower bell.

[0498] When the right, left, or middle bell wins, if the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order of right → left → middle, the stop control will be executed in such a way that the number of medals (game value) awarded (the larger value) is given priority over the number of total symbol combinations that is larger. As a result, the bottom bell wins.

[0499] Also, if the right, left, or middle bell wins and the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order of right → middle → left, the stop control will be executed in such a way that the combination with the larger total number of symbols takes priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 25% chance that the middle bell will win.

[0500] Also, if the right, left, or middle bell wins and the left stop button 5, middle stop button 6, and right stop button 7 are operated in a different order, the stop control will be executed in such a way that the combination with the larger total number of symbols is given priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 25% chance that a variance will win.

[0501] If the right-middle-left bell wins and the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order right → middle → left, the bottom bell will win and 10 medals (game value) will be awarded. If the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order right → left → middle, there is a 25% chance that the middle bell will win, and if the middle bell wins, one medal (game value) will be awarded. If the buttons are operated in any other order, there is a 25% chance that a random combination will win, and if a random combination wins, one medal (game value) will be awarded.

[0502] Specifically, if the right, center, or left bell wins, six combinations of symbols from the bottom row are allowed to win: Bell 44-Cherry 46-Black Bonus 39, Bell 44-Watermelon 42-Black Bonus 39, Bell 44-Replay 47-Blank 48, Bell 44-Replay 47-Black Bonus 39, Bell 44-Replay 47-BAR 41, and Bell 44-Replay 47-White Bonus 40.

[0503] If the right, center, or left bell is a winning combination, 10 different combinations of the middle bells are allowed to win: black bonus symbol 39-bell symbol 44-black bell symbol 45, blank symbol 48-bell symbol 44-black bell symbol 45, black watermelon symbol 43-black bell symbol 45-BAR symbol 41, black watermelon symbol 43-black bell symbol 45-white bonus symbol 40, BAR symbol 41-black bell symbol 45-BAR symbol 41, BAR symbol 41-black bell symbol 45-white bonus symbol 40, black watermelon symbol 43-bell symbol 44-BAR symbol 41, black watermelon symbol 43-bell symbol 44-white bonus symbol 40, BAR symbol 41-bell symbol 44-BAR symbol 41, and BAR symbol 41-bell symbol 44-white bonus symbol 40.

[0504] If the right, center, or left bell wins, the following symbols will appear in the spread: Watermelon 42-Blank 48-BAR 41, Watermelon 42-Blank 48-White Bonus 40, Watermelon 42-Black Bonus 39-BAR 41, Watermelon 42-Black Bonus 39-White Bonus 40, Black Bell 45-Blank 48-BAR 41, Black Bell 45-Blank 48-White Bonus 40, Black Bell 45-Black Bonus 39-BAR 41, Black Bell 45-Black Bonus 39-BAR 41, Black Bell 45-Black Bonus 39-White Bonus 40, A total of 16 winning combinations are allowed: black watermelon 43-cherry 46-BAR 41, black watermelon 43-cherry 46-white bonus 40, BAR 41-cherry 46-BAR 41, BAR 41-cherry 46-white bonus 40, black watermelon 43-watermelon 42-BAR 41, black watermelon 43-watermelon 42-white bonus 40, BAR 41-watermelon 42-BAR 41, BAR 41-watermelon 42-BAR 41, BAR 41-watermelon 42-white bonus 40.

[0505] If the right, middle, or left bell wins and the bottom bell wins, 10 medals (game value) are awarded, whereas if the middle bell or random numbers win, 1 medal (game value) is awarded. In other words, if the bottom bell wins, the number of medals (game value) awarded is greater than if the middle bell or random numbers win.

[0506] Also, the winning combination of the lower bell has four patterns, while the winning combination of the middle bell has ten patterns, and the winning combination of the scatter symbol has 16 patterns. In other words, the total number of combinations of the middle bell and scatter symbol is greater than that of the lower bell.

[0507] When the right-center-left bell wins, if the left stop button 5, center stop button 6, and right stop button 7 are operated in the order of right → center → left, the stop control will be executed in such a way that the number of medals (game value) awarded (the larger value) is given priority over the number of total symbol combinations that is larger. As a result, the bottom bell wins.

[0508] Also, if the right-center-left bell wins and the left stop button 5, center stop button 6, and right stop button 7 are operated in the order of right → left → center, the stop control will be executed in such a way that the combination with the larger total number of symbols takes priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 25% chance that the middle bell will win.

[0509] Also, if the right-center-left bell wins and the left stop button 5, center stop button 6, and right stop button 7 are operated in a different order, the stop control will be executed in such a way that the combination with the larger total number of symbols will take priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 25% chance that a variance will win.

[0510] If the left-center bell wins and the left stop button 5, center stop button 6, and right stop button 7 are operated in the order left → center → right, a downward-right bell will win and 10 medals (game value) will be awarded. If the left stop button 5, center stop button 6, and right stop button 7 are operated in the order left → right → center, there is a 50% chance that a support bell will win, and if a support bell wins, 1 medal (game value) will be awarded. If the buttons are operated in any other order, there is a 50% chance that a random combination will win, and if a random combination wins, 1 medal (game value) will be awarded.

[0511] Specifically, if the left-center bell wins, three winning combinations of the downward-sloping right bells are allowed: replay symbol 47-bell symbol 44-replay symbol 47, bell symbol 44-bell symbol 44-replay symbol 47, and replay symbol 47-bell symbol 44-BAR symbol 41.

[0512] If the left center bell is a winning combination, four winning combinations of support bells are allowed: Replay 47-Replay 47-BAR 41, Bell 44-Replay 47-BAR 41, Replay 47-Replay 47-White Bonus 40, and Bell 44-Replay 47-White Bonus 40.

[0513] If the left center bell is a winning combination, the following combinations will appear: Black bonus symbol 39-Cherry symbol 46-Blank symbol 48, Black bonus symbol 39-Cherry symbol 46-Black bonus symbol 39, Black bonus symbol 39-Cherry symbol 46-BAR symbol 41, Black bonus symbol 39-Cherry symbol 46-White bonus symbol 40, Blank symbol 48-Cherry symbol 46-Blank symbol 48, Blank symbol 48-Cherry symbol 46-Black bonus symbol 39, Blank symbol 48-Cherry symbol 46-BAR symbol 41, Blank symbol 48-Cherry symbol 46-White bonus symbol 40, Black bonus symbol 39-Watermelon symbol 42-Blank symbol 48, Black bonus symbol 39-Watermelon symbol 42-Black bonus symbol A total of 20 winning combinations are allowed: 39, black bonus symbol 39-watermelon symbol 42-bar symbol 41, black bonus symbol 39-watermelon symbol 42-white bonus symbol 40, blank symbol 48-watermelon symbol 42-blank symbol 48, blank symbol 48-watermelon symbol 42-black bonus symbol 39, blank symbol 48-watermelon symbol 42-bar symbol 41, blank symbol 48-watermelon symbol 42-white bonus symbol 40, black bonus symbol 39-cherry symbol 46-replay symbol 47, blank symbol 48-cherry symbol 46-replay symbol 47, white bonus symbol 40-watermelon symbol 42-replay symbol 47, bar symbol 41-watermelon symbol 42-replay symbol 47.

[0514] If the left-center bell is a winning combination and the right-downward bell is a winning combination, 10 medals (game value) are awarded, whereas if a support bell or a random number is a winning combination, 1 medal (game value) is awarded. In other words, if a right-downward bell is a winning combination, the number of medals (game value) awarded is greater than if a support bell or a random number is a winning combination.

[0515] Also, the winning combination of the downward-sloping bell symbol is three patterns, while the winning combination of the support bell symbol is four patterns, and the winning combination of the scattered symbols is 20 patterns. In other words, the total number of symbol combinations for the support bell symbol and scattered symbols is greater than that for the downward-sloping bell symbol.

[0516] When the left-center bell wins, if the left stop button 5, center stop button 6, and right stop button 7 are operated in the order of left → center → right, the stop control will be executed in such a way that the number of medals (game value) awarded (the larger value) is given priority over the number of total number of symbol combinations. As a result, the right-downward bell wins.

[0517] Also, if the left-center bell wins and the left stop button 5, center stop button 6, and right stop button 7 are operated in the order of left → right → center, the stop control will be executed in such a way that the combination with the larger total number of symbols takes priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 50% chance that the support bell will win.

[0518] Also, if the left-center bell wins and the left stop button 5, center stop button 6, and right stop button 7 are operated in a different order, the stop control will be executed in such a way that the combination with the larger total number of symbols takes priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 50% chance that a variance will win.

[0519] If the left or right bell wins and the left stop button 5, center stop button 6, and right stop button 7 are operated in the order left → right → center, a downward-right bell will win and 10 medals (game value) will be awarded. If the left stop button 5, center stop button 6, and right stop button 7 are operated in the order left → center → right, there is a 50% chance that a support bell will win, and if a support bell wins, one medal (game value) will be awarded. If the buttons are operated in any other order, there is a 50% chance that a random combination will win, and if a random combination wins, one medal (game value) will be awarded.

[0520] Specifically, if the left and right bells are won, three winning combinations of downward-right bells are allowed: replay symbol 47-bell symbol 44-replay symbol 47, bell symbol 44-bell symbol 44-replay symbol 47, and replay symbol 47-bell symbol 44-white bonus symbol 40.

[0521] When the left and right bells are won, four winning combinations of support bells are allowed: Replay 47-Replay 47-Blank 48, Replay 47-Replay 47-Black Bonus 39, Bell 44-Replay 47-Blank 48, Bell 44-Replay 47-Black Bonus 39.

[0522] If the left and right bells are winning, the following will appear: Black watermelon 43-Cherry 46-Blank 48, Black watermelon 43-Cherry 46-Black bonus 39, Black watermelon 43-Cherry 46-BAR 41, Black watermelon 43-Cherry 46-White bonus 40, BAR 41-Cherry 46-Blank 48, BAR 41-Cherry 46-Black bonus 39, BAR 41-Cherry 46-BAR 41, BAR 41-Cherry 46-White bonus 40, Black watermelon 43-Watermelon 42-Blank 48, Black watermelon 43-Watermelon 42-Black bonus 39 A total of 20 winning combinations are allowed: black watermelon 43-watermelon 42-BAR 41, black watermelon 43-watermelon 42-white bonus 40, BAR 41-watermelon 42-blank 48, BAR 41-watermelon 42-black bonus 39, BAR 41-watermelon 42-BAR 41, BAR 41-watermelon 42-white bonus 40, black watermelon 43-cherry 46-replay 47, BAR 41-cherry 46-replay 47, black bonus 39-watermelon 42-replay 47, blank 48-watermelon 42-replay 47.

[0523] If the left and right bells are won and the right-down bell is won, 10 medals (game value) are awarded, whereas if the support bell or the scattered symbols are won, 1 medal (game value) is awarded. In other words, if the right-down bell is won, the number of medals (game value) awarded is greater than if the support bell or the scattered symbols are won.

[0524] Also, the winning combination of the downward-sloping bell has three patterns, while the winning combination of the support bell has four patterns, and the winning combination of the scattered symbols has 20 patterns. In other words, the total number of pattern combinations is greater for the middle bell and scattered symbols than for the downward-sloping bell.

[0525] When the left and right bells are won, if the operation order of the left stop button 5, center stop button 6, and right stop button 7 is left → right → center, the stop control will be executed giving priority to the combination with the larger number of medals (game value) awarded (the combination with the larger value) over the combination with the larger total number of symbols. As a result, the downward-right bell will be won.

[0526] Also, if the left and right bells win and the left stop button 5, center stop button 6, and right stop button 7 are operated in the order of left → center → right, the stop control will be executed in such a way that the combination with the larger total number of symbols takes priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 50% chance that the support bell will win.

[0527] Also, if the left and right bells are won and the left stop button 5, center stop button 6, and right stop button 7 are operated in a different order, the stop control will be executed in such a way that the combination with the larger total number of symbols is given priority over the combination with the larger number of medals (game value) (the larger value). As a result, there is a 50% chance that a variance will win.

[0528] If the center left bell wins and the left stop button 5, center stop button 6, and right stop button 7 are operated in the order center → left → right, a right-up bell will win and 10 medals (game value) will be awarded. If the left stop button 5, center stop button 6, and right stop button 7 are operated in the order center → right → left, there is a 25% chance that the center bell will win, and if the center bell wins, 1 medal (game value) will be awarded. If the buttons are operated in any other order, there is a 25% chance that a random combination will win, and if a random combination wins, 1 medal (game value) will be awarded.

[0529] Specifically, if the center-left bell wins, four winning combinations of right-rising bells are allowed: bell pattern 44-bell pattern 44-bell pattern 44, bell pattern 44-black bell pattern 45-bell pattern 44, bell pattern 44-bell pattern 44-black bell pattern 45, and bell pattern 44-black bell pattern 45-black bell pattern 45.

[0530] If the middle left bell is a winning combination, the following 10 combinations of symbols are allowed to win: black watermelon 43-black bell 45-black bell 45, BAR 41-black bell 45-black bell 45, black bonus 39-black bell 45-blank 48, black bonus 39-black bell 45-black bonus 39, blank 48-black bell 45-blank 48, blank 48-black bell 45-black bonus 39, black bonus 39-bell 44-blank 48, black bonus 39-bell 44-black bonus 39, blank 48-bell 44-blank 48, blank 48-bell 44-black bonus 39.

[0531] If the middle left bell wins, the following symbols will appear in the spread: watermelon 42-blank 48-blank 48, watermelon 42-blank 48-black bonus 39, watermelon 42-black bonus 39-blank 48, watermelon 42-black bonus 39-black bonus 39, black bell 45-blank 48-blank 48, black bell 45-blank 48-black bonus 39, black bell A total of 12 winning combinations are allowed: 45-black bonus 39-blank 48, black bell 45-black bonus 39-black bonus 39, black bonus 39-cherry 46-replay 47, blank 48-cherry 46-replay 47, black watermelon 43-watermelon 42-replay 47, and BAR 41-watermelon 42-replay 47.

[0532] If the left-center bell wins and the right-up bell wins, 10 medals (game value) are awarded, whereas if the middle bell or scattered numbers win, 1 medal (game value) is awarded. In other words, if the right-up bell wins, the number of medals (game value) awarded is greater than if the middle bell or scattered numbers win.

[0533] Also, the winning combination of the right-up bell has four patterns, while the winning combination of the middle bell has ten patterns, and the winning combination of the scattered symbols has 12. In other words, the total number of pattern combinations is greater for the middle bell and scattered symbols than for the right-up bell.

[0534] When the center left bell wins, if the operation order of the left stop button 5, center stop button 6, and right stop button 7 is center → left → right, the stop control will be executed giving priority to the combination with the larger number of medals (game value) awarded (the combination with the larger value) over the combination with the larger total number of symbols. As a result, the right-up bell will win.

[0535] Also, if the center left bell wins and the left stop button 5, center stop button 6, and right stop button 7 are operated in the order of center → right → left, the stop control will be executed in such a way that the combination with the larger total number of symbols takes priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 25% chance that the center bell will win.

[0536] Also, if the center left bell wins and the left stop button 5, center stop button 6, and right stop button 7 are operated in a different order, the stop control will be executed in such a way that the combination with the larger total number of symbols will take priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 25% chance that a variance will win.

[0537] If the center-right bell wins and the left stop button 5, center stop button 6, and right stop button 7 are operated in the order center → right → left, a right-rising bell will win and 10 medals (game value) will be awarded. If the left stop button 5, center stop button 6, and right stop button 7 are operated in the order center → left → right, there is a 25% chance that the center bell will win, and if the center bell wins, 1 medal (game value) will be awarded. If the buttons are operated in any other order, there is a 25% chance that a random combination will win, and if a random combination wins, 1 medal (game value) will be awarded.

[0538] Specifically, if the center-right bell wins, four winning combinations of right-rising bells are allowed: bell pattern 44-bell pattern 44-bell pattern 44, bell pattern 44-black bell pattern 45-bell pattern 44, bell pattern 44-bell pattern 44-black bell pattern 45, and bell pattern 44-black bell pattern 45-black bell pattern 45.

[0539] If the middle right bell is a winning combination, the following 10 combinations of symbols are allowed to win: black bonus symbol 39-black bell symbol 45-black bell symbol 45, blank symbol 48-black bell symbol 45-black bell symbol 45, black bonus symbol 39-black bell symbol 45-BAR symbol 41, black bonus symbol 39-black bell symbol 45-white bonus symbol 40, blank symbol 48-black bell symbol 45-BAR symbol 41, blank symbol 48-black bell symbol 45-white bonus symbol 40, black bonus symbol 39-bell symbol 44-BAR symbol 41, black bonus symbol 39-bell symbol 44-white bonus symbol 40, blank symbol 48-bell symbol 44-BAR symbol 41, blank symbol 48-bell symbol 44-white bonus symbol 40, black bonus symbol 39-bell symbol 44-BAR symbol 41, black bonus symbol 39-bell symbol 44-white bonus symbol 40, blank symbol 48-bell symbol 44-BAR symbol 41, blank symbol 48-bell symbol 44-white bonus symbol 40.

[0540] If the middle right bell wins, the following symbols will appear in the spread: Watermelon 42-BAR 41-BAR 41, Watermelon 42-BAR 41-White bonus 40, Watermelon 42-White bonus 40-BAR 41, Watermelon 42-White bonus 40-White bonus 40, Black bell 45-BAR 41-BAR 41, Black bell 45-BAR 41-White bonus 40, Black bell 4 A total of 12 winning combinations are allowed: 5-white bonus symbol 40-bar symbol 41, black bell symbol 45-white bonus symbol 40-white bonus symbol 40, black watermelon symbol 43-cherry symbol 46-replay symbol 47, bar symbol 41-cherry symbol 46-replay symbol 47, black bonus symbol 39-watermelon symbol 42-replay symbol 47, blank symbol 48-watermelon symbol 42-replay symbol 47.

[0541] If the center right bell wins and the right-up bell wins, 10 medals (game value) are awarded, whereas if the middle bell or scattered numbers win, 1 medal (game value) is awarded. In other words, if the right-up bell wins, the number of medals (game value) awarded is greater than if the middle bell or scattered numbers win.

[0542] Also, the winning combination of the right-up bell has four patterns, while the winning combination of the middle bell has ten patterns, and the winning combination of the scattered symbols has 12. In other words, the total number of pattern combinations is greater for the middle bell and scattered symbols than for the right-up bell.

[0543] When the center-right bell wins, if the left stop button 5, center stop button 6, and right stop button 7 are operated in the order of center → right → left, the stop control will be executed in such a way that the number of medals (game value) awarded (the larger value) is given priority over the number of total number of symbol combinations. As a result, the right-up bell wins.

[0544] Also, if the middle-right bell wins and the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order of middle → left → right, the stop control will be executed in such a way that the combination with the larger total number of symbols takes priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 25% chance that the middle bell will win.

[0545] Also, if the center right bell wins and the left stop button 5, center stop button 6, and right stop button 7 are operated in a different order, the stop control will be executed in such a way that the combination with the larger total number of symbols will take priority over the combination with the larger number of medals (game value) awarded. As a result, there is a 25% chance that a variance will win.

[0546] If the right or left bell wins and the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order right → left → middle, the bottom bell will win and 10 medals (game value) will be awarded. If the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order right → middle → left, there is a 25% chance that the middle bell will win, and if the middle bell wins, one medal (game value) will be awarded. If the buttons are operated in any other order, there is a 25% chance that a random combination will win, and if a random combination wins, one medal (game value) will be awarded.

[0547] Specifically, if the right or left bell wins, six combinations of symbols are allowed to win among the lower row bells: Bell 44-Cherry 46-BAR 41, Bell 44-Watermelon 42-BAR 41, Bell 44-Replay 47-Blank 48, Bell 44-Replay 47-Black Bonus 39, Bell 44-Replay 47-BAR 41, Bell 44-Replay 47-White Bonus 40.

[0548] If the right or left bell is a winning combination, the following 10 combinations of bells are allowed to win: black watermelon 43-black bell 45-black bell 45, BAR 41-black bell 45-black bell 45, black bonus 39-black bell 45-blank 48, black bonus 39-black bell 45-black bonus 39, blank 48-black bell 45-blank 48, blank 48-black bell 45-black bonus 39, black bonus 39-bell 44-blank 48, black bonus 39-bell 44-black bonus 39, blank 48-bell 44-blank 48, blank 48-bell 44-black bonus 39.

[0549] If the right or left bell wins, the following symbols will appear in the spread: Watermelon 42-BAR 41-Blank 48, Watermelon 42-BAR 41-Black Bonus 39, Watermelon 42-White Bonus 40-Blank 48, Watermelon 42-White Bonus 40-Black Bonus 39, Black Bell 45-BAR 41-Blank 48, Black Bell 45-BAR 41-Black Bonus 39, Black Bell 45-White Bonus 40-Blank 48, Black Bell 45-White Bonus 40-Black Bonus 39, Black Bonus 45 A total of 16 winning combinations are allowed: 39-cherry 46-blank 48, black bonus 39-cherry 46-black bonus 39, blank 48-cherry 46-blank 48, blank 48-cherry 46-black bonus 39, black bonus 39-watermelon 42-blank 48, black bonus 39-watermelon 42-black bonus 39, blank 48-watermelon 42-blank 48, blank 48-watermelon 42-blank 48, blank 48-watermelon 42-black bonus 39.

[0550] If the right or left bell wins and the bottom bell wins, 10 medals (game value) are awarded, whereas if the middle bell or random numbers win, 1 medal (game value) is awarded. In other words, if the bottom bell wins, the number of medals (game value) awarded is greater than if the middle bell or random numbers win.

[0551] Also, the winning combination of the lower bell has four patterns, while the winning combination of the middle bell has ten patterns, and the winning combination of the scatter symbol has 16 patterns. In other words, the total number of combinations of the middle bell and scatter symbol is greater than that of the lower bell.

[0552] When the right and left bells are won, if the left stop button 5, center stop button 6, and right stop button 7 are operated in the order of right → left → center, the stop control will be executed in such a way that the number of medals (game value) awarded (the larger value) is given priority over the number of total number of symbol combinations. As a result, the bottom bell will be won.

[0553] Also, if the right and left bells are won and the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order of right → middle → left, the stop control will be executed in such a way that the combination with the larger total number of symbols is given priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 25% chance that the middle bell will win.

[0554] Also, if the right and left bells are won and the left stop button 5, center stop button 6, and right stop button 7 are operated in a different order, the stop control will be executed in such a way that the combination with the larger total number of symbols is given priority over the combination with the larger number of medals (game value) (the combination with the larger value). As a result, there is a 25% chance that a variance will win.

[0555] If the right-middle bell wins and the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order right → middle → left, the bottom bell will win and 10 medals (game value) will be awarded. If the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order right → left → middle, there is a 25% chance that the middle bell will win, and if the middle bell wins, 1 medal (game value) will be awarded. If the buttons are operated in any other order, there is a 25% chance that a random combination will win, and if a random combination wins, 1 medal (game value) will be awarded.

[0556] Specifically, if the middle right bell wins, six winning combinations of the bells in the bottom row are allowed: Bell 44-Cherry 46-White Bonus 40, Bell 44-Watermelon 42-White Bonus 40, Bell 44-Replay 47-Blank 48, Bell 44-Replay 47-Black Bonus 39, Bell 44-Replay 47-BAR 41, and Bell 44-Replay 47-White Bonus 40.

[0557] If the middle right bell is a winning combination, 10 different combinations of the middle bells are allowed to win: black bonus symbol 39-black bell symbol 45-black bell symbol 45, blank symbol 48-black bell symbol 45-black bell symbol 45, black bonus symbol 39-black bell symbol 45-BAR symbol 41, black bonus symbol 39-black bell symbol 45-white bonus symbol 40, blank symbol 48-black bell symbol 45-BAR symbol 41, blank symbol 48-black bell symbol 45-white bonus symbol 40, black bonus symbol 39-bell symbol 44-BAR symbol 41, black bonus symbol 39-bell symbol 44-white bonus symbol 40, blank symbol 48-bell symbol 44-BAR symbol 41, blank symbol 48-bell symbol 44-white bonus symbol 40, black bonus symbol 39-bell symbol 44-BAR symbol 41, black bonus symbol 39-bell symbol 44-white bonus symbol 40, blank symbol 48-bell symbol 44-BAR symbol 41, blank symbol 48-bell symbol 44-white bonus symbol 40.

[0558] If the middle right bell is a winning combination, the following symbols will appear: Watermelon 42-BAR 41-BAR 41, Watermelon 42-BAR 41-White bonus 40, Watermelon 42-White bonus 40-BAR 41, Watermelon 42-White bonus 40-White bonus 40, Black bell 45-BAR 41-BAR 41, Black bell 45-BAR 41-White bonus 40, Black bell 45-White bonus 40-BAR 41, Black bell 45-White bonus 40-BAR 41, Black bell 45-White bonus 40-White bonus 40, Black bonus symbol A total of 16 winning combinations are allowed: 39-cherry, 46-bar, 41; black bonus, 39-cherry, 46-white bonus, 40; blank, 48-cherry, 46-bar, 41; blank, 48-cherry, 46-white bonus, 40; black bonus, 39-watermelon, 42-bar, 41; black bonus, 39-watermelon, 42-white bonus, 40; blank, 48-watermelon, 42-bar, 41; blank, 48-watermelon, 42-white bonus, 40.

[0559] If the right-center bell is a winning combination and the bottom bell is a winning combination, 10 medals (game value) are awarded, whereas if the middle bell or a random combination is a winning combination, 1 medal (game value) is awarded. In other words, if the bottom bell is a winning combination, the number of medals (game value) awarded is greater than if the middle bell or a random combination is a winning combination.

[0560] Also, the winning combination of the lower bell has four patterns, while the winning combination of the middle bell has ten patterns, and the winning combination of the scatter symbol has 16 patterns. In other words, the total number of combinations of the middle bell and scatter symbol is greater than that of the lower bell.

[0561] When the right-center bell wins, if the left stop button 5, center stop button 6, and right stop button 7 are operated in the order of right → center → left, the stop control will be executed in such a way that the number of medals (game value) awarded (the larger value) is given priority over the number of total number of symbol combinations. As a result, the bottom bell wins.

[0562] Also, if the right-center bell wins and the left stop button 5, center stop button 6, and right stop button 7 are operated in the order of right → left → center, the stop control will be executed in such a way that the combination with the larger total number of symbols takes priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 25% chance that the middle bell will win.

[0563] Also, if the right-center bell wins and the left stop button 5, center stop button 6, and right stop button 7 are operated in a different order, the stop control will be executed in such a way that the combination with the larger total number of symbols takes priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 25% chance that a variance will win.

[0564] If ALL BELL is won, regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are operated, there is a 50% chance that a variance will be won, and if a variance is won, one medal (game value) will be awarded.

[0565] If ALL BELLS is won, three winning combinations of downward-sloping bells are allowed: replay symbol 47-bell symbol 44-replay symbol 47, bell symbol 44-bell symbol 44-replay symbol 47, and replay symbol 47-bell symbol 44-blank symbol 48.

[0566] If ALL BELLS are won, the following symbols will appear in the spread: Watermelon 42-Blank 48-Blank 48, Watermelon 42-Blank 48-Black Bonus 39, Watermelon 42-Blank 48-BAR 41, Watermelon 42-Blank 48-White Bonus 40, Black Bell 45-Blank 48-Blank 48, Black Bell 45-Blank 48-Black Bonus 39, Black Bell 45-Blank 48-BAR 41, Black Bell 45-Blank 48-White Bonus 40, Watermelon 42-Black Bonus 39-Blank Rank symbol 48, watermelon symbol 42-black bonus symbol 39-black bonus symbol 39, watermelon symbol 42-black bonus symbol 39-bar symbol 41, watermelon symbol 42-black bonus symbol 39-white bonus symbol 40, black bell symbol 45-black bonus symbol 39-blank symbol 48, black bell symbol 45-black bonus symbol 39-black bonus symbol 39, black bell symbol 45-black bonus symbol 39-bar symbol 41, black bell symbol 45-black bonus symbol 39-white bonus symbol 40, black watermelon symbol 43-watermelon symbol 42-blank symbol 48, black watermelon symbol 43-watermelon symbol 42-black bonus symbol 3 9. Black watermelon design 43-watermelon design 42-BAR design 41, black watermelon design 43-watermelon design 42-white bonus design 40, BAR design 41-watermelon design 42-blank design 48, BAR design 41-watermelon design 42-black bonus design 39, BAR design 41-watermelon design 42-BAR design 41, BAR design 41-watermelon design 42-white bonus design 40, black watermelon design 43-cherry design 46-blank design 48, black watermelon design 43-cherry design 46-black bonus design 39, black watermelon design 43-cherry design 46-BAR design 41, black watermelon design 43-cherry design A total of 36 winning combinations of symbols are allowed: Symbol 46-White Bonus Symbol 40, BAR Symbol 41-Cherry Symbol 46-Blank Symbol 48, BAR Symbol 41-Cherry Symbol 46-Black Bonus Symbol 39, BAR Symbol 41-Cherry Symbol 46-BAR Symbol 41, BAR Symbol 41-Cherry Symbol 46-White Bonus Symbol 40, Black Watermelon Symbol 43-Cherry Symbol 46-Replay Symbol 47, BAR Symbol 41-Cherry Symbol 46-Replay Symbol 47, Black Bonus Symbol 39-Watermelon Symbol 42-Replay Symbol 47, Blank Symbol 48-Watermelon Symbol 42-Replay Symbol 47.

[0567] If ALL BELLS is won and a downward-sloping bell is won, 10 medals (game value) are awarded, whereas if a random number is won, 1 medal (game value) is awarded. In other words, if a downward-sloping bell is won, more medals (game value) are awarded than if a random number is won.

[0568] Also, the winning combination of the downward-sloping bell symbol is three patterns, while the winning combination of the scattered symbols is 36 patterns. In other words, the total number of symbol combinations is greater for scattered symbols than for the downward-sloping bell symbol.

[0569] Then, when ALL BELLS is won in the normal game mode, regardless of the timing or order of operation of the left stop button 5, the center stop button 6, and the right stop button 7, the stop control is executed in such a way that the combination with the larger total number of symbols is given priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 50% chance that a variance combination will win. In other words, if ALL BELLS is won in the normal game mode, the downward-right bell combination will not win.

[0570] When the common bell is won, regardless of the order in which the left stop button 5, the middle stop button 6, and the right stop button 7 are operated, there is a 50% chance that a variance will be won, and if a variance is won, one medal (game value) will be awarded.

[0571] Specifically, when the common bell is won, three patterns of downward-sloping bells are allowed to win: replay symbol 47-bell symbol 44-replay symbol 47, bell symbol 44-bell symbol 44-replay symbol 47, and replay symbol 47-bell symbol 44-black bonus symbol 39.

[0572] If the common bell is won, the following symbols will appear in the spread: Watermelon 42-BAR 41-Blank 48, Watermelon 42-BAR 41-Black Bonus 39, Watermelon 42-BAR 41-BAR 41, Watermelon 42-BAR 41-White Bonus 40, Black Bell 45-BAR 41-Blank 48, Black Bell 45-BAR 41-Black Bonus 39, Black Bell 45-BAR 41-BAR 41, Black Bell 45-BAR 41-BAR 41, Black Bell 45-BAR 41-White Bonus 40, Watermelon 42-White Bonus 40 -Blank symbol 48, Watermelon symbol 42 - White bonus symbol 40 - Black bonus symbol 39, Watermelon symbol 42 - White bonus symbol 40 - BAR symbol 41, Watermelon symbol 42 - White bonus symbol 40 - White bonus symbol 40, Black bell symbol 45 - White bonus symbol 40 - Blank symbol 48, Black bell symbol 45 - White bonus symbol 40 - Black bonus symbol 39, Black bell symbol 45 - White bonus symbol 40 - BAR symbol 41, Black bell symbol 45 - White bonus symbol 40 - White bonus symbol 40, Black bonus symbol 39 - Watermelon symbol 42 - Blank symbol 48, Black bonus symbol 39 - Watermelon symbol Black Bonus Symbol 42 - Black Bonus Symbol 39, Black Bonus Symbol 39 - Watermelon Symbol 42 - BAR Symbol 41, Black Bonus Symbol 39 - Watermelon Symbol 42 - White Bonus Symbol 40, Blank Symbol 48 - Watermelon Symbol 42 - Blank Symbol 48, Blank Symbol 48 - Watermelon Symbol 42 - Black Bonus Symbol 39, Blank Symbol 48 - Watermelon Symbol 42 - BAR Symbol 41, Blank Symbol 48 - Watermelon Symbol 42 - White Bonus Symbol 40, Black Bonus Symbol 39 - Cherry Symbol 46 - Blank Symbol 48, Black Bonus Symbol 39 - Cherry Symbol 46 - Black Bonus Symbol 39, Black Bonus Symbol 39-Cherry symbol 46-BAR symbol 41, Black bonus symbol 39-Cherry symbol 46-White bonus symbol 40, Blank symbol 48-Cherry symbol 46-Blank symbol 48, Blank symbol 48-Cherry symbol 46-Black bonus symbol 39, Blank symbol 48-Cherry symbol 46-BAR symbol 41, Blank symbol 48-Cherry symbol 46-White bonus symbol 40, Black bonus symbol 39-Cherry symbol 46-Replay symbol 47, Blank symbol 48-Cherry symbol 46-Replay symbol 47, White bonus symbol 40-Watermelon symbol 42-Replay symbol 47,A total of 36 winning combinations of BAR symbol 41, watermelon symbol 42 and replay symbol 47 are allowed.

[0573] If the common bell is won and a downward-sloping bell is won, 10 medals (game value) are awarded, whereas if a random number is won, 1 medal (game value) is awarded. In other words, if a downward-sloping bell is won, more medals (game value) are awarded than if a random number is won.

[0574] Also, the winning combination of the downward-sloping bell symbol is three patterns, while the winning combination of the scattered symbols is 36 patterns. In other words, the total number of symbol combinations is greater for scattered symbols than for the downward-sloping bell symbol.

[0575] When the common bell is won in the normal game mode, regardless of the order in which the left stop button 5, center stop button 6, and right stop button 7 are operated, the stop control is executed in such a way that the combination with the larger total number of symbols is given priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 50% chance that a random combination will win. In other words, when the common bell is won in the normal game mode, the downward-right bell will not win.

[0576] [Relationship between winning combinations, stop button operation order, and symbol combinations in RBF game mode] Next, FIG. 59 is a diagram for explaining the relationship between winning combinations, operation order of the stop buttons, and combinations of symbols in the RBF gaming state.

[0577] In explaining Figure 59, we will only explain the differences between the winning combinations, the order of operating the stop buttons, and the relationship between the symbol combinations in the general game state explained using Figure 58, and will omit explanations of the common points.

[0578] In the RBF game state, RB is not determined as the winning combination, but if the winning combination is not a winning combination and the left stop button 5, middle stop button 6, or right stop button 7 is operated at a timing when a regular combination can be won, a regular combination will be won, and if the left stop button 5, middle stop button 6, or right stop button 7 is operated at a timing when a regular combination cannot be won, no combination will be won.

[0579] When ALL BELLS is won in RBF gaming mode, regardless of the order in which the left stop button 5, center stop button 6, and right stop button 7 are operated, stop control is executed in such a way that the number of medals (game value) awarded (the larger value) is given priority over the combination with the larger total number of symbols. As a result, a downward-sloping bell is awarded, and 10 medals (game value) are awarded. When ALL BELLS is won in RBF gaming mode, a downward-sloping bell is always awarded, so a random combination is prevented from winning.

[0580] When the common bell is won in the RBF gaming state, regardless of the order in which the left stop button 5, center stop button 6, and right stop button 7 are operated, stop control is executed in such a way that the number of medals (game value) awarded (the larger value) is given priority over the number of total number of symbol combinations. As a result, the downward-right bell is awarded, and 10 medals (game value) are awarded. When the common bell is won in the RBF gaming state, the downward-right bell is always awarded, so that a random combination is not awarded.

[0581] In the normal game mode, when an ALL BELL or a COMMON BELL is won, regardless of the order in which the left stop button 5, the center stop button 6, and the right stop button 7 are operated, stop control is executed to prioritize the combination with the larger total number of symbols over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, a random combination wins with a 50% probability, and when a random combination wins, one medal (game value) is awarded. In contrast, in the RBF game mode, when an ALL BELL or a COMMON BELL is won, regardless of the order in which the left stop button 5, the center stop button 6, and the right stop button 7 are operated, stop control is executed to prioritize the combination with the larger number of medals (game value) awarded (the combination with the larger value) over the combination with the larger total number of symbols. As a result, a downward-right bell always wins, and 10 medals (game value) are awarded. As a result, the base value is higher in the RBF game mode than in the normal game mode.

[0582] [The relationship between winning combinations, stop button operation order, and symbol combinations when the bonus item is activated] Next, FIG. 60 is a diagram for explaining the relationship between the winning combination, the operation sequence of the stop button, and the combination of symbols when the combination is in operation.

[0583] In explaining Figure 60, we will only explain the differences between the winning combinations, the order of operating the stop buttons, and the relationship between the pattern combinations in the RBF game state explained using Figure 59, and will omit explanations of the common points.

[0584] When ALL bells are hit while the device is in operation, there is a 50% chance that a variance will be won, regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are operated, and if a variance is won, one medal (game value) will be awarded.

[0585] Specifically, when ALL BELLS is won while the reel is in operation, no matter when or in what order the left stop button 5, middle stop button 6, and right stop button 7 are operated, the stop control is executed in such a way that the combination with the larger total number of symbols is given priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 50% chance that a variance will win. In other words, if ALL BELLS is won while the reel is in operation, the downward-right bell will not win.

[0586] When the common bell is hit while the device is in operation, there is a 50% chance that a variance will be won, regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are operated, and when a variance is won, one medal (game value) will be awarded.

[0587] Specifically, when the common bell is won while the reel is in operation, no matter when or in what order the left stop button 5, center stop button 6, and right stop button 7 are operated, the stop control is executed in such a way that the combination with the larger total number of symbols is given priority over the combination with the larger number of medals (game value) awarded (the combination with the larger value). As a result, there is a 50% chance that a variance will win. In other words, if the common bell is won while the reel is in operation, the downward-right bell will not win.

[0588] When the gimmick is activated, if the ALL bell or the common bell is won, there is a 50% chance that a barrage will be won and one medal (game value) will be awarded. This makes it more advantageous for the player to complete the AT mode without winning a regular, rather than winning a regular in the AT mode (RBF game mode).

[0589] [Animation when the stop button is pressed in the middle order, left and right, and the downward-right bell wins] Next, Figure 61 is a diagram explaining the animation when the operation order of the stop buttons is left, right, middle, and right downward bell wins.

[0590] Figure 61(a) shows an animation in which the left reel 15, center reel 16, and right reel 17 are all spinning. At this time, the explanation will continue assuming that the left, right, and center bells are determined by the role determination process of step B2. When the left, right, and center bells are determined as the winning role, the winning of the downward-right bell, the winning of part of the support bell, and the winning of part of the spread pattern are allowed.

[0591] Next, Figure 61(b) shows an animation that occurs when the left stop button 5 is operated while the left reel 15, center reel 16, and right reel 17 are all spinning. At this time, stop control is executed by giving priority to a symbol combination corresponding to a downward-to-right bell, which will award a larger number of medals (a larger value) than a symbol combination corresponding to a scatter symbol, which will award a larger total number of symbol combinations. Therefore, for example, if the left stop button 5 is operated when the watermelon symbol 42 (number 19) is displayed on the bottom row of the left reel 15, control is executed to stop the replay symbol 47 (number 18) on the bottom row of the left reel 15.

[0592] Next, Figure 61(c) shows an animation when the right stop button 7 is operated after the left reel 15 has stopped. At this time, stop control is executed by giving priority to a symbol combination corresponding to a downward-right bell, which will award a larger number of medals (a larger value of gaming value), than a symbol combination corresponding to a support bell, which will award a larger total number of symbol combinations. Therefore, for example, if the right stop button 7 is operated when the watermelon symbol 42 number 5 is displayed on the top row of the right reel 17, control is executed to stop the replay symbol 47 number 2 on the top row of the right reel 17.

[0593] Next, Figure 61(d) shows an animation when the center stop button 6 is operated after the right reel 17 has stopped. At this time, stop control corresponding to the symbol combination corresponding to the downward-sloping bell is executed, and control is executed to stop the bell symbol 44 in the middle row of the center reel 16. For example, if the center stop button 6 is operated when the black bell symbol 45 number 6 is displayed in the middle row of the center reel 16, control is executed to stop the bell symbol 44 number 4 in the middle row of the center reel 16. As a result, the replay symbol 47-bell symbol 44-replay symbol 47 stops on the activated line, and a downward-sloping bell win is achieved.

[0594] [Animation when the support bell is won when the stop button is pressed in the left-center-right order] Next, Figure 62 is a diagram explaining the animation when the support bell wins when the stop button operation order is left, middle, right.

[0595] Figure 62(a) shows an animation in which the left reel 15, center reel 16, and right reel 17 are all spinning. At this time, the explanation will continue assuming that the left, right, and center bells are determined by the role determination process of step B2. When the left, right, and center bells are determined as the winning role, the winning of the downward-right bell, the winning of part of the support bell, and the winning of part of the spread pattern are allowed.

[0596] Next, Figure 62(b) shows an animation that occurs when the left stop button 5 is operated while the left reel 15, center reel 16, and right reel 17 are all spinning. At this time, stop control is executed by giving priority to a symbol combination corresponding to a downward-to-right bell, which will award a larger number of medals (a larger value) than a symbol combination corresponding to a scatter symbol, which will award a larger total number of symbol combinations. Therefore, for example, if the left stop button 5 is operated when the watermelon symbol 42 (number 19) is displayed on the bottom row of the left reel 15, control is executed to stop the replay symbol 47 (number 18) on the bottom row of the left reel 15.

[0597] Next, Figure 62(c) shows an animation when the center stop button 6 is operated after the left reel 15 has stopped. At this time, stop control is executed by giving priority to a symbol combination corresponding to a support bell, which has a larger total number of symbol combinations, over a symbol combination corresponding to a downward-sloping bell, which has a larger number (value) of medals (game value) awarded. Therefore, for example, if the center stop button 6 is operated when the white bonus symbol 40 number 7 is displayed in the middle row of the center reel 16, control is executed to stop the replay symbol 47 number 5 in the middle row of the center reel 16.

[0598] Next, FIG. 62(d) shows an animation that occurs when the right stop button 7 is operated after the center reel 16 has stopped. At this time, if the right stop button 7 is operated at a timing that allows the white bonus symbol 40 or the BAR symbol 41 to stop on an active line (in the range from when the No. 16 replay symbol 47 is displayed on the top row of the right reel 17 to when the No. 7 white bonus symbol 40 is displayed on the top row of the right reel 17), control is executed to stop the white bonus symbol 40 or the BAR symbol 41 on the top row of the right reel 17. Therefore, for example, if the right stop button 7 is operated at a timing when the No. 13 black bell symbol 45 is displayed on the top row of the right reel 17, control is executed to stop the No. 12 BAR symbol 41 on the top row of the right reel 17. Then, the replay symbol 47-replay symbol 47-BAR symbol 41 stop on an active line, resulting in a support bell win.

[0599] [Animation when the stop button is pressed in the left-center-right order and no winning occurs] Next, FIG. 63 is a diagram illustrating the animation when the stop button operation order is left, center, and right and no winning is achieved.

[0600] Figure 63(a) shows an animation in which the left reel 15, center reel 16, and right reel 17 are all spinning. At this time, the explanation will continue assuming that the left, right, and center bells are determined by the role determination process of step B2. When the left, right, and center bells are determined as the winning role, the winning of the downward-right bell, the winning of part of the support bell, and the winning of part of the spread pattern are allowed.

[0601] Next, Figure 63(b) shows an animation that occurs when the left stop button 5 is operated while the left reel 15, center reel 16, and right reel 17 are all spinning. At this time, stop control is executed by giving priority to a symbol combination corresponding to a downward-to-right bell, which will award a larger number of medals (a larger value) than a symbol combination corresponding to a scatter symbol, which will award a larger total number of symbol combinations. Therefore, for example, if the left stop button 5 is operated when the watermelon symbol 42 (number 19) is displayed on the bottom row of the left reel 15, control is executed to stop the replay symbol 47 (number 18) on the bottom row of the left reel 15.

[0602] Next, Figure 63(c) shows an animation when the center stop button 6 is operated after the left reel 15 has stopped. At this time, stop control is executed by giving priority to a symbol combination corresponding to a support bell, which has a larger total number of symbol combinations, over a symbol combination corresponding to a downward-sloping bell, which has a larger number (value) of medals (game value) awarded. Therefore, for example, if the center stop button 6 is operated when the white bonus symbol 40 number 7 is displayed in the middle row of the center reel 16, control is executed to stop the replay symbol 47 number 5 in the middle row of the center reel 16.

[0603] Next, FIG. 63(d) shows an animation that occurs when the right stop button 7 is operated after the center reel 16 has stopped. If the right stop button 7 is operated at a timing that prevents the white bonus symbol 40 or the BAR symbol 41 from stopping (between the timing when the No. 6 replay symbol 47 is displayed on the top row of the right reel 17 and the timing when the No. 17 black bonus symbol 39 is displayed on the top row of the right reel 17), control is executed to stop the watermelon symbol 42 on the top row of the right reel 17. Therefore, for example, if the right stop button 7 is operated at a timing when the No. 19 bell symbol 44 is displayed on the top row of the right reel 17, control is executed to stop the No. 15 watermelon symbol 42 on the top row of the right reel 17. As a result, no support bell wins on the active line.

[0604] [Animation when the stop button operation order is center, left, right, and the barrage is won] Next, FIG. 64 is a diagram illustrating the animation when the operation order of the stop buttons is center, left, right, and spread winning combinations.

[0605] Figure 64(a) shows an animation in which the left reel 15, center reel 16, and right reel 17 are all spinning. At this time, the explanation will continue assuming that the left, right, and center bells are determined by the role determination process of step B2. When the left, right, and center bells are determined as the winning role, the winning of the downward-right bell, the winning of part of the support bell, and the winning of part of the spread pattern are allowed.

[0606] Next, Figure 64(b) shows an animation that occurs when the center stop button 6 is operated while the left reel 15, center reel 16, and right reel 17 are all spinning. At this time, stop control is executed by giving priority to a combination of symbols corresponding to scatter symbols, which have a larger total number of symbol combinations, over a combination of symbols corresponding to a downward-sloping bell, which has a larger number (value) of medals (game value) awarded. Therefore, for example, if the center stop button 6 is operated when the bell symbol 44 number 9 is displayed in the middle row of the center reel 16, control is executed to stop the watermelon symbol 42 number 8 in the middle row of the center reel 16.

[0607] Next, FIG. 64(c) shows an animation when the left stop button 5 is operated after the center reel 16 has stopped. At this time, stop control is executed by prioritizing a symbol combination corresponding to a scatter symbol, which has a larger total number of symbol combinations, over a symbol combination corresponding to a downward-sloping bell, which has a larger number (value) of medals (game value) awarded. As a result, when the left stop button 5 is operated at a timing when the black bonus symbol 39 or the blank symbol 48 can be stopped (from the timing when the bell symbol 44 numbered 6 is displayed on the bottom row of the left reel 15 to the timing when the black bonus symbol 39 numbered 17 is displayed on the bottom row of the left reel 15), control is executed to stop the black bonus symbol 39 and the blank symbol 48 on the bottom row of the left reel 15. Therefore, for example, when the left stop button 5 is operated at a timing when the black bell symbol 45 numbered 4 is displayed on the bottom row of the left reel 15, control is executed to stop the blank symbol 48 numbered 2 on the bottom row of the left reel 15.

[0608] In addition, if the left stop button 5 is operated at a timing when the black bonus symbol 39 or the blank symbol 48 cannot be stopped (in the range from the timing when the bell symbol 44 No. 16 is displayed on the bottom row of the left reel 15 to the timing when the black watermelon symbol 43 No. 7 is displayed on the bottom row of the left reel 15), the black bonus symbol 39 or the blank symbol 48 will not stop on the bottom row of the left reel 15 and no winning will be achieved.

[0609] Next, FIG. 64(d) shows an animation when the right stop button 7 is operated after the left reel 15 has stopped. At this time, stop control is executed by giving priority to a combination of symbols corresponding to a scatter symbol, which has a larger total number of symbol combinations, over a combination of symbols corresponding to a downward-sloping bell, which has a larger number (value) of medals (game value) awarded. At this time, for example, if the right stop button 7 is operated when the black bell symbol 45 number 3 is displayed on the top row of the right reel 17, control is executed to stop the blank symbol 48 number 2 on the top row of the right reel 17. As a result, a scatter symbol win is established on the activated line.

[0610] [Animation when the stop button is pressed in the order of right, middle, left and the barrage is won] Next, FIG. 65 is a diagram illustrating the animation when the operation order of the stop buttons is right, center, left, resulting in a winning combination.

[0611] Figure 65(a) shows an animation in which the left reel 15, center reel 16, and right reel 17 are all spinning. At this time, the explanation will continue assuming that the left, right, and center bells are determined by the role determination process of step B2. When the left, right, and center bells are determined as the winning role, the winning of the downward-right bell, the winning of part of the support bell, and the winning of part of the spread pattern are allowed.

[0612] Next, Figure 65(b) shows an animation that occurs when the right stop button 7 is operated while the left reel 15, center reel 16, and right reel 17 are all spinning. At this time, stop control is executed by giving priority to a symbol combination corresponding to a scatter symbol, which has a larger total number of symbol combinations, over a symbol combination corresponding to a downward-to-right bell, which has a larger number (value) of medals (game value) awarded. Therefore, for example, if the right stop button 7 is operated when the black bell symbol 45 number 3 is displayed on the top row of the right reel 17, control is executed to stop the replay symbol 47 number 1 on the top row of the right reel 17.

[0613] Next, Figure 65(c) shows an animation when the center stop button 6 is operated after the right reel 17 has stopped. At this time, stop control is executed by giving priority to a combination of symbols corresponding to a scatter pattern, which has a larger total number of symbol combinations, over a combination of symbols corresponding to a downward-sloping bell, which has a larger number (value) of medals (game value) awarded. Therefore, for example, if the center stop button 6 is operated when the bell symbol 44 number 9 is displayed in the middle row of the center reel 16, control is executed to stop the watermelon symbol 42 number 8 in the middle row of the center reel 16.

[0614] Next, FIG. 65(d) shows an animation when the left stop button 5 is operated after the center reel 16 has stopped. At this time, stop control is executed by prioritizing a symbol combination corresponding to a scatter pattern, which has a larger total number of symbol combinations, over a symbol combination corresponding to a downward-sloping bell, which has a larger number (value) of medals (game value) awarded. As a result, when the left stop button 5 is operated at a timing when the white bonus symbol 40 or the BAR symbol 41 can be stopped (a range from when the watermelon symbol 42 (number 9) is displayed on the bottom row of the left reel 15 to when the white bonus symbol 40 (number 5) is displayed on the bottom row of the left reel 15, and a range from when the bell symbol 44 (number 16) is displayed on the bottom row of the left reel 15 to when the BAR symbol 41 (number 12) is displayed on the bottom row of the left reel 15), control is executed to stop the white bonus symbol 40 and the BAR symbol 41 on the bottom row of the left reel 15. Therefore, for example, if the left stop button 5 is operated at the timing when the bell symbol 44 number 6 is displayed on the bottom row of the left reel 15, a control is executed to stop the white bonus symbol 40 number 5 on the bottom row of the left reel 15, and a win with a variance is achieved.

[0615] [Animation when you win ALL BELLS in normal game mode] Next, FIG. 66 is a diagram illustrating an animation when ALL BELLS is won in the normal game mode.

[0616] Figure 66(a) shows an animation in which the left reel 15, center reel 16, and right reel 17 are all spinning. At this time, the explanation will continue assuming that ALL BELLS is determined by the winning combination determination process of step B2. When ALL BELLS is determined as the winning combination, a downward-right bell win and a partial win of a variance combination are allowed.

[0617] Next, Figure 66(b) shows an animation that occurs when the left stop button 5 is operated while the left reel 15, center reel 16, and right reel 17 are all spinning. When ALL BELLS is won in the normal game mode, stop control is executed by giving priority to a symbol combination corresponding to a scatter symbol, which has a larger total number of symbol combinations, over a symbol combination corresponding to a downward-sloping bell, which has a larger number (value) of medals (game value) awarded. Therefore, for example, if the left stop button 5 is operated when the number 1 bell symbol 44 is displayed on the bottom row of the left reel 15, control is executed to stop the number 19 watermelon symbol 42 on the bottom row of the left reel 15.

[0618] Next, FIG. 66(c) shows an animation when the center stop button 6 is operated after the left reel 15 has stopped. At this time, stop control is executed by prioritizing a combination of symbols corresponding to a scatter pattern, which has a larger total number of symbol combinations, over a combination of symbols corresponding to a downward-sloping bell, which has a larger number (value) of medals (game value) awarded. As a result, when the center stop button 6 is operated at a timing when the black bonus symbol 39 and blank symbol 48 can be stopped and displayed (from the timing when the black bell symbol 45 number 6 is displayed in the middle row of the center reel 16 to the timing when the black bonus symbol 39 number 17 is displayed in the middle row of the center reel 16), control is executed to stop the black bonus symbol 39 and blank symbol 48 in the middle row of the center reel 16. Therefore, for example, when the center stop button 6 is operated at a timing when the bell symbol 44 number 4 is displayed in the middle row of the center reel 16, control is executed to stop the blank symbol 48 number 2 in the middle row of the center reel 16.

[0619] Next, Figure 66(d) shows an animation when the right stop button 7 is operated after the center reel 16 has stopped. At this time, stop control corresponding to the combination of symbols corresponding to the scatter symbol is executed. Therefore, for example, if the right stop button 7 is operated at the timing when the number 4 bell symbol 44 is displayed on the top row of the right reel 17, control is executed to stop the number 2 blank symbol 48 on the top row of the right reel 17, and a scatter symbol win is achieved.

[0620] As described above, if ALL BELLS is won during regular game mode, when the left stop button 5 is operated, the symbols required for the variance winning combination will stop on an active line with a 100% probability. When the middle stop button 6 is operated, the symbols required for the variance winning combination will stop on an active line with a 50% probability (from the time when the black bell symbol 45 number 6 is displayed in the middle row of the middle reel 16 to the time when the black bonus symbol 39 number 17 is displayed in the middle row of the middle reel 16). When the right stop button 7 is operated, the symbols required for the variance winning combination will stop on an active line with a 100% probability. Therefore, when ALL BELLS is won during regular game mode, the probability of a variance winning combination occurring is 1 x 0.5 x 1 = 0.5 (50%).

[0621] In addition, if ALL BELLS are won during normal gameplay, there is a 50% chance of winning the Variake-eye prize, regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are operated, as described above.

[0622] In addition, when ALL BELLS is won in the normal game mode, if the middle stop button 6 is operated at a timing when a variance winning is not possible (between the timing when the black bell symbol 45 No. 16 is displayed in the middle row of the middle reel 16 and the timing when the white bonus symbol 40 No. 7 is displayed in the middle row of the middle reel 16), the variance winning will not be realized.

[0623] [Animation when you win the common bell in normal game mode] Next, FIG. 67 is a diagram illustrating the animation that appears when a common bell is won in the normal game mode.

[0624] Figure 67(a) shows an animation in which the left reel 15, center reel 16, and right reel 17 are all spinning. At this time, the explanation will continue assuming that a common bell is determined by the role determination process of step B2. When a common bell is determined as the winning role, a downward-right bell win and a part of the variance win are allowed.

[0625] Next, Figure 67(b) shows an animation that occurs when the left stop button 5 is operated while the left reel 15, center reel 16, and right reel 17 are all spinning. At this time, stop control is executed by giving priority to a symbol combination corresponding to a scatter symbol, which has a larger total number of symbol combinations, over a symbol combination corresponding to a downward-sloping bell, which has a larger number (value) of medals (game value) awarded. Therefore, for example, if the left stop button 5 is operated when the number 1 bell symbol 44 is displayed on the bottom row of the left reel 15, control is executed to stop the number 19 watermelon symbol 42 on the bottom row of the left reel 15.

[0626] Next, FIG. 67(c) shows an animation when the center stop button 6 is operated after the left reel 15 has stopped. At this time, stop control is executed by prioritizing a combination of symbols corresponding to a scatter pattern, which has a larger total number of symbol combinations, over a combination of symbols corresponding to a downward-sloping bell, which has a larger number (value) of medals (game value) awarded. As a result, when the center stop button 6 is operated at a timing when the white bonus symbol 40 and the BAR symbol 41 can be stopped and displayed (from the timing when the black bell symbol 45 numbered 16 is displayed in the middle row of the center reel 16 to the timing when the white bonus symbol 40 numbered 7 is displayed in the middle row of the center reel 16), control is executed to stop the white bonus symbol 40 and the BAR symbol 41 in the middle row of the center reel 16. Therefore, for example, when the center stop button 6 is operated at a timing when the bell symbol 44 numbered 14 is displayed in the middle row of the center reel 16, control is executed to stop the BAR symbol 41 numbered 12 in the middle row of the center reel 16.

[0627] Next, Figure 67(d) shows an animation when the right stop button 7 is operated after the center reel 16 has stopped. At this time, stop control corresponding to the combination of symbols corresponding to the scatter symbol is executed. Therefore, for example, if the right stop button 7 is operated at the timing when the number 4 bell symbol 44 is displayed on the top row of the right reel 17, control is executed to stop the number 2 blank symbol 48 on the top row of the right reel 17, and a scatter symbol win is achieved.

[0628] If a common bell is won during regular game mode, when the left stop button 5 is operated, the symbols required for a variance win will stop on a valid line with a 100% probability. When the middle stop button 6 is operated, the symbols required for a variance win will stop on a valid line with a 50% probability (from the time when the black bell symbol 45 number 16 is displayed in the middle row of the middle reel 16 to the time when the white bonus symbol 40 number 7 is displayed in the middle row of the middle reel 16). When the right stop button 7 is operated, the symbols required for a variance win will stop on a valid line with a 100% probability. Therefore, when a common bell is won during regular game mode, the probability of a variance win is 1 x 0.5 x 1 = 0.5 (50%).

[0629] In addition, when the common bell is won during normal gameplay, there is a 50% chance of winning the variance numbers, regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are operated, as described above.

[0630] In addition, when a common bell is won during normal gameplay, if the middle stop button 6 is operated at a timing when a variance win is not possible (between the timing when the black bell symbol 45 number 6 is displayed in the middle row of the middle reel 16 and the timing when the black bonus symbol 39 number 17 is displayed in the middle row of the middle reel 16), the variance win will not be realized.

[0631] [Animation when you win ALL BELLS in RBF mode] Next, FIG. 68 is a diagram illustrating an animation when ALL BELL is won in the RBF gaming state.

[0632] Figure 68(a) shows an animation in which the left reel 15, center reel 16, and right reel 17 are all spinning. At this time, the explanation will continue assuming that ALL BELLS is determined by the winning combination determination process of step B2. When ALL BELLS is determined as the winning combination, a downward-right bell win and a partial win of a variance combination are allowed.

[0633] Next, Figure 68(b) shows an animation that occurs when the left stop button 5 is operated while the left reel 15, center reel 16, and right reel 17 are all spinning. At this time, stop control is executed by giving priority to a symbol combination corresponding to a downward-to-right bell, which will award a larger number of medals (a larger value) than a symbol combination corresponding to a scatter symbol, which will award a larger total number of symbol combinations. Therefore, for example, if the left stop button 5 is operated when the number 1 bell symbol 44 is displayed on the bottom row of the left reel 15, control is executed to stop the number 18 replay symbol 47 on the bottom row of the left reel 15.

[0634] Next, Figure 68(c) shows an animation when the center stop button 6 is operated after the left reel 15 has stopped. At this time, stop control is executed by giving priority to a symbol combination corresponding to a downward-to-right bell, which will award a larger number of medals (a larger value) than a symbol combination corresponding to a scatter pattern, which will award a larger total number of symbol combinations. Therefore, for example, if the center stop button 6 is operated when the number 12 BAR symbol 41 is displayed in the middle row of the center reel 16, control is executed to stop the number 9 bell symbol 44 in the middle row of the center reel 16.

[0635] Next, Figure 68(d) shows an animation when the right stop button 7 is operated after the center reel 16 has stopped. At this time, control is executed to stop the combination of symbols corresponding to the downward-to-right bell. For example, if the right stop button 7 is operated when the number 4 bell symbol 44 is displayed on the top row of the right reel 17, control is executed to stop the number 1 replay symbol 47 on the top row of the right reel 17, and a downward-to-right bell win is achieved.

[0636] If ALL BELLS is won in RBF gaming mode, when the left stop button 5 is operated, the symbols required for winning a variance will stop on a valid line with a 100% probability. When the middle stop button 6 is operated, the symbols required for winning a variance will stop on a valid line with a 100% probability. When the right stop button 7 is operated, the symbols required for winning a variance will stop on a valid line with a 100% probability. Therefore, when ALL BELLS is won in RBF gaming mode, a downward-right bell win will always be achieved.

[0637] In addition, when ALL bells are won in the RBF game mode, the right downward bell will always be won regardless of the order in which the left stop button 5, the middle stop button 6, and the right stop button 7 are operated.

[0638] Similarly, if the common bell is won in the RBF game mode, the downward-right bell will always be won regardless of the timing or order in which the left stop button 5, middle stop button 6, and right stop button 7 are operated.

[0639] [Animation from when you win RB in normal game mode until the device operation state ends] Next, FIG. 69 is a diagram for explaining the animation from when the RB is won in the normal game state until when the accessory operation state ends.

[0640] Figure 69(a) is a diagram showing an animation when RB is won in normal mode (game state: general game state). At this time, an effect image instructing to line up black bonus symbols 39 is displayed on the image display device 18. Subsequently, as shown in Figure 69(b), when a regular wins, an effect image informing that a regular win has been won is displayed on the image display device 18. When a regular wins, the game shifts from normal mode (game state: general game state) to normal mode (game state: accessory operation state).

[0641] Next, as shown in Figure 69(c), after a regular win occurs, an effect image informing that the device is in operation is displayed on the image display device 18. After that, when the device operation state ends, the game mode shifts from the normal mode (game state: device operation state) to the normal mode (game state: normal game state). Next, as shown in Figure 69(d), when the game mode shifts to the normal game state, an effect image corresponding to the normal game state is displayed on the image display device 18.

[0642] [Animation when you win RB in normal game mode but do not win a regular prize] Next, FIG. 70 is a diagram illustrating an animation when RB is won in the normal game state but the regular is not won.

[0643] Fig. 70(a) is a diagram showing an animation when RB is won in normal mode (game state: general game state). At this time, an effect image instructing to line up black bonus symbols 39 is to be displayed on the image display device 18. Subsequently, as shown in Fig. 70(b), if a regular win is not achieved, an effect image advising to line up black bonus symbols 39 is to be displayed on the image display device 18.

[0644] Next, as shown in Figure 70(c), if a regular does not win, the game shifts from the normal mode (game state: general game state) to the normal mode (game state: RBF game state), and in the normal mode (game state: RBF game state), an effect image informing that the lottery of the AT mode will not be executed is displayed on the image display device 18. After that, if a losing combination is determined as the winning combination by the combination determination process of step B2 and a regular win is permitted, an effect image instructing to line up the black bonus symbols 39 is displayed on the image display device 18, as shown in Figure 70(d).

[0645] In the normal mode (game state: RBF game state), the lottery for the AT mode is not executed, so as explained using Fig. 69, it is advantageous for the player to win a regular when the RB is won in the normal mode (game state: general game state). That is, in this embodiment, the game property is realized such that the regular is won when the RB is won while staying in the normal mode.

[0646] [Animation when switching from normal mode to AT mode] Next, FIG. 71 is a diagram for explaining the animation when switching from the normal mode to the AT mode.

[0647] 71(a) is a diagram showing an animation when a strong cherry is won in normal mode (game state: normal game state) and a strong cherry is awarded. At this time, an effect image informing that a strong cherry has been awarded is displayed on the image display device 18. It is assumed that the winning of this strong cherry triggers the entry into the AT mode.

[0648] Next, as shown in Figure 71(b), when the premonition game is completed after winning the AT mode, a notification is sent that the game will transition to the AT mode. At this time, the game will transition from the normal mode (game state: normal game state) to the AT mode (game state: normal game state).

[0649] Next, Figure 71(c) shows an animation when RB is won in AT mode. At this time, an effect image indirectly suggesting that the player will not be able to line up the black bonus symbol 39 is displayed on the image display device 18. Next, as shown in Figure 71(d), if a regular is not won, the AT mode is initiated. At this time, the game mode is switched from the AT mode (game mode = normal game mode) to the AT mode (game mode = RBF game mode).

[0650] [Animation when a regular does not win after winning in AT mode] Next, Figure 72 is a diagram illustrating the animation that occurs when a regular does not win after winning in the AT mode.

[0651] As shown in Figure 72(a), when the RB is won in the AT mode (game state: general game state), a presentation image that indirectly suggests to the player that the black bonus pattern 39 will not be aligned is displayed on the image display device 18.

[0652] Next, as shown in Figure 72 (b), when a regular wins, an effect image announcing that a regular has won is displayed on the image display device 18. When a regular wins, the game mode shifts from the normal mode (game state: normal game state) to the normal mode (game state: accessory operation state). At this time, an effect image advising not to let a regular win.

[0653] 72(c), after a regular wins, an image informing that the AT mode is being prepared is displayed on the image display device 18. In this embodiment, since the AT mode is implemented in the RBF gaming state, the game does not transition to the AT mode in the normal mode (gaming state: accessory operating state) in which the AT mode has been won.

[0654] 72(d), there is shown an animation when the game mode is switched from the normal mode (game mode: accessory operation state) to the normal mode (game mode: general game mode). At this time, an image informing that the AT mode is being prepared is displayed on the image display device 18, just like in the normal mode (game mode: accessory operation state). In this embodiment, the AT mode is implemented in the RBF game mode, so the game mode is not switched to the AT mode in the normal mode (game mode: general operation state) where the AT mode has been won.

[0655] [Animation when AT mode ends] Next, FIG. 73 is a diagram illustrating the animation when the AT mode ends.

[0656] 73(a) is a diagram showing an animation when the left, center, and right bells are won in AT mode (game mode: accessory operation mode). At this time, the operation order of the left stop button 5, center stop button 6, and right stop button 7 is displayed on the image display device 18.

[0657] Next, as shown in Figure 73(b), the left stop button 5, the middle stop button 6, and the right stop button 7 are operated in accordance with the operation sequence displayed on the image display device 18, and when the downward-right bell is won, a presentation image is displayed on the image display device 18 to notify that 10 medals (game value) have been paid out.

[0658] 73(c), when the number of notifications reaches 0, the AT mode ends. In this embodiment, when the AT mode ends, an image notifying that the AT mode has ended is displayed on the image display device 18. At this time, the game mode transitions from the AT mode (game state: RBF game state) to the normal mode (game state: RBF game state).

[0659] Next, Figure 73(d) shows an animation when the winning combination is a loss. At this time, an effect image instructing the player to line up the black bonus symbols 39 is displayed on the image display device 18. At this time, the lottery for the AT mode will not be performed unless the regular combination is won and the game transitions to the normal mode (game mode: accessory operation state), and then the accessory operation state is terminated and the game transitions to the normal mode (game mode: general game mode). Therefore, the game is designed to win the regular combination.

[0660] [Animation when returning to AT mode] Next, FIG. 74 is a diagram for explaining the animation when returning to the AT mode.

[0661] In this embodiment, when the push-order bell is won in AT mode (game state: RBF game state), the operation order of the left stop button 5, the middle stop button 6, and the right stop button 7 is announced. However, if the winning combination is a miss in AT mode (game state: RBF game state), there is a possibility that a regular will be won. In this case, if a regular is won, the game transitions from AT mode (game state: RBF game state) to AT mode (game state: accessory operation state). In AT mode (game state: accessory operation state), even if the push-order bell is won, the operation order of the left stop button 5, the middle stop button 6, and the right stop button 7 is not announced. After that, when the accessory operation state ends, the game transitions to AT mode (game state: general game state). Similarly, in AT mode (game state: general game state), even if the push-order bell is won, the operation order of the left stop button 5, the middle stop button 6, and the right stop button 7 is not announced. For this reason, in this embodiment, when the winning combination is a miss in AT mode (game state: RBF game state), the game avoids regular winning and maintains the AT mode (game state: RBF game state).

[0662] When a regular wins in AT mode (game state: RBF game state), in order to return to the state in wh...

Claims

[Claim 1] Multiple reels and a start lever for rotating the reels; a stop button for stopping the reels; a main control means capable of executing control relating to games; A sub-control means capable of executing control related to performance; In a slot machine comprising: The main control means A role determination process capable of determining a role; a reel control process in which the reel is rotated when the start lever is operated and the rotating reel is stopped when the stop button is operated; A game state control process for controlling a normal game state and a specific game state in which information on winning a special role is stored; A mode control process for controlling a normal mode and a specific mode in which specific information required for winning is notified; is executable, The reel control process includes: When a specific combination is determined in the normal game state, it is possible to execute control that prioritizes a predetermined priority item, When the specific combination is determined in the specific game state, it is possible to execute control that prioritizes specific priorities, The mode control process includes: When the player is in the normal gaming state in the normal mode, a lottery is executed regarding a transition to the specific mode. The sub-control means A slot machine characterized in that the specific information is notified when the specific game state is maintained in the specific mode.

Citation Information

Patent Citations

  • Polyurethane elastomer solution composition for wettprocess synthetic leather

    JP1981065032A